Best Loadouts in Angels Fall First: Builds for Every Role
Proven infantry loadouts for Angels Fall First 1.0 — rifleman, anti-vehicle, CQB/boarding, sniper, support and turret engineer builds, with faction weapon picks for ULA and AIA.
Published July 14, 2026
There are no classes in Angels Fall First — you build your own from a budget. That freedom is paralysing on day one, so here are field-tested loadout patterns for each battlefield role, with the ULA and AIA weapon picks for each. All the core builds fit a low-rank budget; the upgrade notes tell you where to spend as your ranks grow.
For how the budget itself works, read the loadout & budget system guide first.
Rules that apply to every build
- Multitool in every suit. Revives, repairs, armour restoration, and a steady stream of Support XP. There is no better use of the sidearm slot.
- One primary, loot the second. You can pick weapons up from the fallen. Spawning with a single primary frees budget for kit, and battlefield pickups let you audition weapons you haven’t bought.
- A repair/armour spec in a suit slot pays off constantly — duck behind cover, restore, re-engage.
- Less is more with attachments. Mods cost budget and most are situational. Add them to solve problems you actually have.
- Grenades: smoke + incendiary is a beloved combo. Smoke breaks line of sight to cross open ground; incendiary denies a doorway or objective for several seconds. Frags remain the default for clearing rooms.
General rifleman — the default
The build that is never wrong. Works on every map, feeds all three XP tracks.
| Slot | ULA | AIA |
|---|---|---|
| Primary | Corps-Miyaki DK11A or Taldis A420 | Salier P6i |
| Sidearm | KMD Multitool | KMD Multitool |
| Explosives | N8D frags x2 | N8D frags x2 |
| Kit 1 | Medpack | Medpack |
| Kit 2 | Munitions pack | Munitions pack |
| Armour | Medium, helmet armour mod | Medium, helmet armour mod |
Carrying both medical and ammo deployables supports yourself and everyone around you — drop them at any defended objective and the Support XP accumulates while you fight. The P6i’s faster fire rate makes the AIA version of this build noticeably better indoors; ULA players who fight in interiors a lot should consider the SAR pattern below instead.
Upgrade path: 4x scope for open maps, Anti-Trauma helmet mod (you get revived instead of dying), second frag pair.
Suppression / SAR build — the community favourite
The Taldis SAR light machine gun is one of the most recommended weapons on the Steam forums: no overheat, unusually mobile, effective at most ranges once you learn both fire modes.
- Primary: Taldis SAR
- Sidearm: Multitool
- Explosives: Frag + smoke
- Kit: Medpack + munitions pack
- Armour: Medium or Heavy with armour mods
Hold lanes, suppress objectives, and resupply yourself with your own ammo pack. On defence this build anchors a chokepoint indefinitely.
Upgrade path: swap kit deployables for two autosentry MGs and you become a one-person strongpoint — the sentries have deceptively long range and lock down corridors while you cover the flank. This is the classic “turret engineer” variant.
Anti-vehicle — mandatory on vehicle maps
On Plains or Yin Tao Shan an unanswered tank ends matches. Someone has to carry the counter; be that someone and the Combat XP flows.
| Slot | ULA | AIA |
|---|---|---|
| Primary | Falken RID | Kaller MLI |
| Sidearm/backup | YAS-13 SMG | YAS-13 SMG |
| Kit | Multitool + medpack | Multitool + medpack |
| Armour | Light (mobility) | Light (mobility) |
The two launchers play differently. The RID is an instant laser: heavy mode needs a lock-on, light mode fires immediately for less damage. Nothing outruns it. The MLI fires a missile that splits into guided submunitions — always fire it locked-on (dumbfired missiles never split), and remember you can lock a target then fire over cover; the missile curves onto it.
Keep the SMG for self-defence — AV specialists die to flanking infantry, not to the tanks they hunt.
CQB / boarding — for ship interiors and dark cities
Boarding actions and maps like Irega are fought inside ten metres, in the dark, around corners.
| Slot | ULA | AIA |
|---|---|---|
| Primary | Aeger ASG10 shotgun | Salier P4 SMG or Sikfrit S77 |
| Sidearm | Multitool | Multitool |
| Explosives | Frag + flash | Frag + flash |
| Kit 1 | S8D motion sensor | S8D motion sensor |
| Kit 2 | Medpack | Medpack |
| Armour | Medium, Sensor Spec helmet | Medium, Sensor Spec helmet |
The motion sensor and Sensor Spec are the real stars: most interior deaths are ambushes, and wall hacks — even brief, ping-based ones — win those fights. Put a long barrel on any shotgun to stretch its effective range; it is the single best shotgun mod in the game.
Sniper — commitment required
- Primary: P8 Hunting Rifle (both factions), Aeger TS20 (ULA) or Sikfrit L9R (AIA)
- Sidearm: YAS-13 or a pistol — a sniper caught reloading needs an instant answer
- Kit: Motion sensor + medpack
- Armour: Light with weight-reduction/Servo mods
The P8 never reloads a magazine (each shot is chambered), so it ignores the Reload Spec — spend that slot on weight reduction and you get a shockingly mobile sniper. The AIA’s L9R charges while you aim: quick shots for suppression, full charge for near-P8 damage with semi-auto follow-up. Most AIA players consider it the best sniper in the game. The ULA TS20 trades per-shot power for fast follow-ups but has a shallow magazine.
Snipers earn Combat XP only. If your Support and Command tracks are starving, this is why.
Support medic — fastest Support XP in the game
- Primary: Taldis A420 (cheap) or SAR
- Sidearm: Multitool — non-negotiable here
- Kit: Medpack + munitions pack
- Armour: Medium, Anti-Trauma helmet
Follow the largest friendly push. Revive with the Multitool (downed players with Anti-Trauma helmets become revivable rather than dead), heal with medpacks, resupply grenades, repair any occupied vehicle you pass. A good medic outscores the kill leader on many maps, and the Support budget this unlocks feeds every other build in this guide.
Remember the resupply rule: deployed ammo packs restock each weapon a limited number of times (grenades resupply only once, for 8 total). Visit a spawn room to clear the limit.
Squad leader variant of any build
If you find yourself at the top of the squad list, you are the squad leader. Take any build above and make one change in behaviour, not equipment: hold C, issue attack/defend orders on your current target (tag with G first), and keep them updated. Orders cost nothing, your squadmates earn Command XP for following them, and you earn it for issuing them. Details in the squad leader guide.
Related guides
Get Angels Fall First on Steam
Buy Angels Fall First on Steam — version 1.0 with solo, co-op and PvP, plus full bot fill.
Frequently Asked Questions
What is the best loadout for beginners in Angels Fall First?
A general rifleman build: one carbine (Taldis A420) or faction rifle, the KMD Multitool in the sidearm slot, frag grenades, and a medpack plus munitions pack in the kit slots. It supports the team, earns all three XP types, and fits the starting budget.
Should every loadout include the Multitool?
Almost always yes. It is the only tool that revives teammates, repairs vehicles and ship subsystems, and restores armour. Veterans put it in every build; the only common exception is a dedicated sniper who never leaves a perch.
Can I use one loadout for every map?
You can, but you shouldn't. Budget spent on a scope is wasted indoors, and budget spent on anti-vehicle weapons is wasted on infantry-only maps like Irega and Errah Territories. Save several specialised loadouts instead — the game lets you keep multiple.