Angels Fall First Weapons Guide: Every Infantry Weapon Reviewed
Full rundown of Angels Fall First infantry weapons — carbines, rifles, shotguns, LMGs, snipers, anti-vehicle launchers, sidearms, grenades and deployables — with ULA vs AIA comparisons.
Published July 14, 2026
Every infantry weapon in Angels Fall First, what it does, and which faction gets it. Weapons are bought with your loadout budget, so “best” always means “best for its cost in your build” — this guide flags the standout value picks.
A quick lore note that explains the naming: weapons come from in-universe manufacturers — Taldis, Aeger, Corps-Miyaki, Falken, Salier, Avex, Sikfrit, Kaller. The United League (ULA) and Antarean Empire (AIA) each get exclusive weapons plus a shared pool.
Carbines and assault rifles
| Weapon | Faction | Character |
|---|---|---|
| Taldis A420 | Both | Baseline carbine. Average everything, cheap, medium range. |
| Falken FKR | Both | 4-round burst or single shot. Better at range, weaker up close. |
| Corps-Miyaki DK11A | ULA | Slow-firing, accurate line rifle. Wins long sightlines. |
| Salier P6i | AIA | Faster-firing counterpart; better in close quarters, still fine at range. |
| Corps-Miyaki DK31 | ULA | Plasma AR, faster fire than DK11A, overheats under sustained fire. |
| Avex EVR | AIA | Fires explosive plasma spheres. Splash forgiveness, slow projectiles. |
The A420 is the budget hero: it does nothing badly and leaves points for kit. Between the two faction rifles, the P6i is the better all-rounder — the DK11A asks you to fight at its preferred range. The EVR is the most distinctive of the group; its secondary fire trades ammo for a slower, harder-hitting sphere, and its splash makes it lethal against groups holding an objective.
Heat-based weapons (DK31, EVR and others) can take cooling mods, and the Insulation body mod protects you from enemy EMP that would overheat them.
Shotguns and SMGs
| Weapon | Faction | Character |
|---|---|---|
| Aeger ASG10 | ULA | Pump shotgun with an unusually fast cycle. Community darling. |
| Sikfrit S77 | AIA | Automatic shotgun, 16-round revolving magazines, auto or 2-shot modes. |
| YAS-13 | Both | Cheap SMG, fits sidearm or primary slot. |
| Aeger TA | ULA | Slightly better SMG for a slightly higher price. |
| Salier P4 | AIA | Fast fire, fast reload, fast swap — arguably AIA’s best CQB weapon. |
The ULA shotgun is more reliable per shot; the S77 wins sustained fights but burns through resupply (its factory magazines can’t be topped up by hand — lore and mechanics agree). Put a long barrel on any shotgun — it meaningfully extends effective range and is the best-value mod in the CQB arsenal. Many AIA veterans skip shotguns entirely and take the P4.
SMGs occupy a unique slot niche: they fit in the sidearm slot, so a marksman or AV specialist can cover close range without spending a primary slot.
Machine guns
| Weapon | Faction | Character |
|---|---|---|
| Taldis SAR | Both | No overheat, very mobile, two useful fire modes. The community’s default recommendation. |
| Aeger TT4 | ULA | Higher rate of fire, overheats. |
| Salier MGA | AIA | Rotary gun: spin-up delay, then devastation. Overheats. |
If you only learn one weapon from this page, make it the SAR. It does the LMG job without the LMG downsides. The MGA is a different animal — pre-spin before entering a room and nothing survives the doorway, but get caught mid-wind-up and you die holding the trigger.
Sniper rifles
| Weapon | Faction | Character |
|---|---|---|
| P8 Hunting Rifle | Both | Bolt action, no magazine reload, huge damage per shot. |
| Aeger TS20 | ULA | Semi-auto, P8-class damage, shallow magazine. |
| Sikfrit L9R | AIA | Charges while aiming — fire early for speed or hold for full power. |
The L9R is widely considered the best sniper in the game: the charge mechanic gives one rifle both a rapid-fire mode and a near-P8 heavy shot. The P8’s quirk — no magazine, every round hand-chambered — means the Reload Spec does nothing for it; spend mods on weight reduction instead and it becomes a run-and-gun rifle. The AIA 7x scope has a tall narrow field of view that some players hate; try 4x before giving up on AIA marksman builds.
Anti-vehicle launchers
| Weapon | Faction | Character |
|---|---|---|
| Falken RID | ULA | Laser. Heavy mode locks on, hits instantly; light mode is lock-free. |
| Kaller MLI | AIA | Missile splits into guided submunitions — but only when fired locked-on. |
| MNL System | Both | Cluster grenade launcher; sticky or bouncing grenades. Anti-everything, inaccurate. |
The RID’s beam arrives instantly — no leading, no travel time, the most reliable answer to gunships. Its drawback is the visible red targeting laser that warns alert pilots. The MLI rewards cleverness: lock a target, then fire over a ridge or around a building and let the submunitions curve in. Never dumbfire it — unsplit missiles waste the weapon.
The MNL is technically a primary weapon, not an AV launcher, but it lives in the same “delete that position” role. Hold fire to load multiple grenades, toggle sticky/bounce with the fire-mode key, and mortar defenders out of cover.
Sidearms
| Weapon | Faction | Character |
|---|---|---|
| KMD Multitool | Both | Revives, repairs, restores armour. The most important item in the game. |
| Corps-Miyaki UDP | ULA | Fast-firing, big magazine, low damage. Dependable. |
| Avex EVP | AIA | The “space Desert Eagle” — slow, small clip, huge hits. |
| Sikfrit Model 54 | Both | Slow revolver, high stopping power, punishes good aim. |
Unless you have a specific reason, the sidearm slot belongs to the Multitool. Every veteran will tell you the same.
Grenades and explosives
The N8D grenade system carries up to four grenades in any mix:
- Frag — 5-second fuse, cookable by holding the button.
- Smoke — thick screens; the standard tool for crossing open ground.
- Flash — blinds everyone in the radius including friendlies.
- Chemical — acid pools that eat armour and prevent sprinting.
- EMP — kills HUDs, vehicles, turrets; overheats heat-based weapons.
- Incendiary — persistent fire, area denial, sets crossers alight.
Grenades can be customised with crossover effects (a frag that also ignites the area). Ammo packs restock them only once — 8 grenades total before you must visit a spawn room.
The CH8D charges are the same elemental family as remote/proximity explosives. Fire-mode toggles proximity mode; right-click draws the detonator, and the detonator triggers all your placed charges at once.
Deployables (kit slots)
- Medpack — heals nearby infantry. Up to four out at once. Enemies can use yours.
- Munitions pack — same rules, for ammo.
- S8D motion sensor — throwable, sticks to surfaces, pings enemies in radius.
- Avex SH101 — projected shield bubble; blocks most incoming fire, doesn’t block yours.
- Autosentry MG — automated turret with deceptively long range. Equip in both kit slots to field two.
- Autosentry incinerator — flame turret, a few metres of range, brutal in corridors.
Ammo and modification cheatsheet
- Hardpoint ammo: less shield damage, far more penetration — shoot through thin walls and multiple targets.
- Elemental ammo (incendiary/corrosive/EMP): adds effects, loses all penetration.
- Scopes: 2x to 7x; the 7x zooms with the mousewheel.
- Utility mods: faster swap, faster reload, improved cooling, underslung flamethrower/rockets, personal shield projector.
- Most weapons have damage falloff over distance, and bullets penetrate thin cover by default.
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 gun in Angels Fall First?
There is no single best gun, but the Taldis SAR light machine gun is the most widely recommended all-rounder: it never overheats, it is mobile for an LMG, and it works at most ranges. For AIA close quarters the Salier P4 SMG and S77 shotgun stand out; for ULA the ASG10 shotgun is excellent.
What do the different ammo types do?
Hardpoint ammo trades shield damage for much better penetration through cover and multiple targets. Incendiary sets targets on fire, corrosive (acid) damages armour and stops sprinting, EMP disables HUDs, vehicles, turrets and overheats heat-based weapons. Elemental ammo types lose all penetration.
Do bullets penetrate walls?
Yes. Bullet penetration is modelled — thin cover can be shot through, and hardpoint ammunition penetrates further and hits harder through material.