AFF
Angels Fall First loadouts infantry combat

Angels Fall First Loadout & Budget System Explained (1.0)

How the Combat, Support and Command budgets work in Angels Fall First, how ranks raise your loadout points, and how to build within your budget as a new player.

Published July 14, 2026

Official promotional screenshot · Angels Fall First © Strangely Interactive Ltd

Angels Fall First does not have classes. Every soldier, ground vehicle and space fighter is built by you, from parts, against a points budget. Understanding this system is the single biggest difference between a confused first hour and a good one — and it is the system the in-game tutorial explains least.

The core idea: three budgets, not one

Open the loadout screen (SETUP from the main menu) and look at the bottom-right corner. You have three separate point pools:

TrackColourStarting budgetGain per rankEarned by
CombatRed100+10Damage and kills, on foot or in vehicles
SupportBlue50+5Healing, resupplying, repairing, reviving, turret kills
CommandYellow50+5Following orders, and issuing orders that get completed

Every piece of equipment — weapons, ammunition types, armour modules, deployables, vehicle upgrades — costs points from one of these pools. Aggressive gear generally draws from Combat, utility gear from Support, and certain tactical equipment from Command.

This is why a brand-new player cannot spawn with a tricked-out heavy machine gun, full armour mods, two deployable turrets and a grenade belt: the total build exceeds one or more of the three budgets. The game is not hiding items from you. Nearly everything is visible from rank one — you just cannot afford all of it at once.

How ranks work

Experience in each track accumulates over your whole career, and it persists across servers and offline play. Kills award roughly 5 XP, with hard-hitting weapon kills granting up to about 15. Reviving, repairing capital-ship subsystems and resupplying teammates feed the Support track. The Command track fills when you follow your squad leader’s orders or, as a leader, set objectives your people actually complete.

Each time a track ranks up you receive a medal and a permanent budget increase — +10 Combat or +5 Support/Command per rank. There is no respec and no wrong choice: play the way you enjoy and all three tracks grow.

Two practical consequences:

  1. Offline grinding is legitimate. Hosting a bot match awards the same experience. If you want a bigger budget before facing veterans, run a few Territories matches against bots and top up all three tracks.
  2. Support is the fastest early track for most players. One Multitool and the habit of repairing occupied vehicles and reviving teammates fills the blue bar quickly — and it happens to be exactly what wins matches.

Reading a loadout

An infantry loadout has seven weapon slots plus armour:

  1. Melee — currently the Sonic Knife.
  2. Sidearm — pistols, SMGs, or the KMD Multitool.
  3. Primary and 4. Secondary — interchangeable; two full-size weapon slots.
  4. Explosives — the N8D grenade system or CH8D charges.
  5. Kit and 7. Kit — deployables: medpacks, munitions packs, motion sensors, shield bubbles, autosentries.

Armour comes in Light, Medium and Heavy, each with a different layout of helmet and body module slots (light: 3 helmet/2 body; heavy: 2 helmet/3 body; medium: 2/2). Heavy armour slows you slightly. Modules stack — two armour mods give twice the effect.

Weapons themselves take modifications: scopes from 2x to 7x, ammunition variants (armour-piercing hardpoint, incendiary, corrosive, EMP), reload and cooling specs, and underslung attachments. Every mod costs budget. A “free” rifle becomes expensive fast once you dress it up.

Budgeting strategy for new players

Always equip the Multitool. This is the closest thing AFF has to a rule. It revives incapacitated teammates, repairs vehicles and ship subsystems, and restores armour. It earns Support XP constantly and costs little.

Carry one primary, loot the second. Weapons can be picked up from fallen players. Spawning with a single primary frees a large chunk of budget for kit and armour, and you will usually find a second weapon within a minute of fighting. This is the most common veteran economy trick.

Don’t over-mod. Attachments are situational. A 4x scope on an assault rifle helps on Plains and does nothing indoors on Irega. Veterans build several cheap, specialised loadouts rather than one expensive generalist — the loadout screen lets you save multiple builds, so make one for urban maps, one for vehicle maps, one for boarding actions.

Respect the new-player damage reduction. Fresh accounts receive a scaling damage reduction (starting around 50%) that fades as you rank up. You are tougher than you think in your first matches — use them to learn maps aggressively rather than hiding.

Example starter builds

Within the default 100/50/50 budget, these are proven community patterns:

General rifleman (any map):

  • Taldis A420 carbine, single primary
  • KMD Multitool sidearm
  • N8D frags
  • Medpack + munitions pack in the kit slots
  • Medium armour, armour helmet mod

Anti-vehicle (vehicle maps like Plains, Yin Tao Shan):

  • Falken RID (ULA) or Kaller MLI (AIA)
  • SMG in the sidearm slot for self-defence
  • Multitool — you still want it
  • Light armour to stay mobile

Boarding/CQB (space maps, Irega):

  • Aeger ASG10 (ULA) or Salier P4 (AIA)
  • Multitool
  • Frag + smoke grenades
  • Motion sensor kit — interiors are ambush country

As your ranks climb, the same builds absorb upgrades: better scopes, a second primary, doubled armour mods, an autosentry in the second kit slot.

Vehicles and fighters use the same system

Ground vehicles and space fighters have their own customisable loadouts — electronics (scrambler, motion sensor, self-repair), hull/chassis upgrades (armour, boost, insulation, ammo), countermeasures and swappable weapons. Capital ships and dropships are fixed. The same three budgets apply, which is one more reason to rank up all tracks: your tank and your fighter get better along with your infantry kit.

One more budget interaction worth knowing: when the game offers you a vehicle mid-match (based on your score), you can be blocked from accepting it if the vehicle’s configured loadout exceeds your current budget. If that happens, open SETUP and strip the vehicle build down.

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

How do I increase my loadout budget in Angels Fall First?

Earn experience in the three progression tracks: Combat (damage and kills), Support (healing, resupply, repairs, revives) and Command (issuing and following orders). Each Combat rank adds 10 points to your Combat budget; each Support and Command rank adds 5 points to its budget. Progress also counts in offline bot matches.

What is the starting loadout budget?

New players start with 100 Combat points and 50 points each in Support and Command. Every item in a loadout draws from one of these three pools.

Does my rank progress carry over between servers?

Yes. Ranks are tracked across your career profile and persist across servers, including matches you host offline against bots.

Can I level up against bots?

Yes. Hosting offline matches against bots awards the same track experience, and it is the fastest low-pressure way to raise your budgets before playing online.