Loadout Budget and Progression Guide

Understand every loadout slot, fix over-budget builds, choose useful ammo, and plan infantry, vehicle, fighter, rank, and Prestige progression.

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Loadout Budget and Progression Guide

Quick Answer

Every loadout must fit within separate Combat, Support, and Command limits. Each category starts at 150 budget at rank 0 and reaches 550 at rank 25. When a build goes over budget, keep the weapon, tool, or vehicle system that defines its role, then remove optional Mods, specialist ammunition, extra armor, a second primary, or redundant utility from the exceeded category. Infantry has seven equipment slots, but filling every slot is not required.

Data snapshot: July 15, 2026, during the Angels Fall First 1.0 launch window. Equipment costs vary by weapon, armor, ammunition, attachment, and vehicle system.

Loadout Budget at a Glance

Angels Fall First gives you access to a wide equipment catalogue early.

Progression does not mainly decide whether a weapon appears in the menu. It decides how many expensive weapons, armor pieces, ammunition types, tools, and modifications can fit into one deployable configuration.

Every build uses three limits:

  • Combat
  • Support
  • Command

If any one category exceeds its current cap, the build cannot deploy.

SituationWhat it meansBest first responseCommon mistake
Combat is over budgetWeapons or offensive equipment exceed Combat capacityRemove a second primary, offensive Mod, or expensive weapon optionDeleting a Support tool that does not reduce Combat cost
Support is over budgetUtility, armor, ammunition, or mixed-cost equipment exceeds Support capacityRemove optional utility, specialist ammunition, or an armor choiceAssuming an offensive item cannot consume Support
Command is over budgetTactical and mixed-cost specifications exceed Command capacityRemove the least important tactical specificationReplacing every weapon before checking selected Mods
Several bars are nearly fullThe build has little room for another expensive optionSave the valid version before testing additionsChanging several components at once
An item is visible but cannot deployAvailability and affordability are separateCompare its three budget costsAssuming the item still needs to be unlocked
The build fits at a later rankThe required category needs more progressionSave a cheaper current-rank versionWaiting for another rank instead of deploying

Exact Budget Caps and Rank Breakpoints

Each progression category follows the same budget curve.

You begin with 150 points at rank 0.

A normal rank adds 10 points. Every fifth rank adds 40 points.

RankAvailable budgetIncrease
0150Starting capacity
1160+10
2170+10
3180+10
4190+10
5230+40
10310Five-rank breakpoint
15390Five-rank breakpoint
20470Five-rank breakpoint
25550Maximum capacity

The larger increase at every fifth rank creates the important progression checkpoints.

A loadout that remains slightly too expensive at rank 4 may fit comfortably at rank 5. The same pattern repeats at ranks 10, 15, 20, and 25.

I keep two versions when an upgrade is close:

  • A cheaper loadout that works at the current rank.
  • A fuller version to restore at the next breakpoint.

How Combat, Support, and Command Progress

The three budgets grow independently.

Combat

Combat progression comes mainly from direct fighting and damaging enemy units.

It supports builds using:

  • Infantry weapons.
  • Anti-vehicle equipment.
  • Offensive ground-vehicle systems.
  • Direct-damage spacecraft weapons.

Support

Support progression comes from helping teammates and maintaining allied units.

It supports builds using:

  • Repair tools.
  • Medical equipment.
  • Ammunition and resupply tools.
  • Defensive equipment.
  • Some armor and specialist ammunition combinations.

Command

Command progression comes from following useful assignments and issuing orders.

It supports builds using:

  • Tactical specifications.
  • Leadership-oriented equipment.
  • Sensors and specialist options.
  • Complex vehicle and spacecraft configurations.
Angels Fall First progression screen showing Combat Support and Command ranks
Combat, Support, and Command progress independently. Raise the category that repeatedly blocks your preferred role.

A high Combat rank does not fix a Support shortage.

A high Support rank does not add Command capacity.

When one category repeatedly blocks the same loadout, spend time performing actions that progress that track rather than spreading progression without a purpose.

The Seven Infantry Loadout Slots

Infantry has seven equipment slots.

SlotTypical contentsWhat to protect
MeleeSonic Knife or another melee optionKeep it unless another item replaces its function
SidearmPistol, SMG, or MultiwrenchKeep the Multiwrench in repair or revive builds
PrimaryRifle, shotgun, machine gun, sniper weapon, or launcherUsually the role-defining weapon
SecondaryA second primary-class weapon or compatible alternativeFirst major slot to cut when the build is too broad
ExplosivesGrenades, mines, smoke, or another throwableKeep only when it supports the objective
Kit 1Medical, ammunition, sensor, shield, turret, or utility equipmentProtect the main Support function
Kit 2A second compatible Kit itemRemove when it duplicates Kit 1 without adding a clear role

Armor and armor specifications are configured alongside these equipment slots.

You do not need to fill every slot.

An empty Secondary or Kit slot is better than an invalid build full of equipment that has no clear job.

I build infantry loadouts in this order:

  1. Choose the Primary weapon.
  2. Choose the armor weight.
  3. Add the tool required by the role.
  4. Add a Sidearm.
  5. Choose ammunition or weapon Mods.
  6. Add Explosives when the objective benefits from them.
  7. Fill the Secondary or second Kit slot only when enough budget remains.

How Equipment Uses the Three Budgets

Every weapon, armor option, ammunition type, Kit item, and Mod displays a three-part cost.

An item that looks purely offensive can still consume Support or Command capacity.

Angels Fall First loadout menu showing Combat Support and Command budget bars
Every selected item contributes to one or more budget categories. The build remains valid only while all three stay within their caps.

My editing process is:

  1. Start from a valid build.
  2. Change one component group.
  3. Confirm the build still deploys.
  4. Test the role before adding another upgrade.
  5. Save the valid version.

How to Fix an Over-Budget Loadout

The editor allows you to compare equipment even when the resulting configuration is invalid.

When one category exceeds its cap:

  1. Identify the exceeded category.
  2. Keep the role-defining weapon or tool.
  3. Remove the newest optional Mod.
  4. Check specialist ammunition.
  5. Check extra armor.
  6. Check the Secondary slot.
  7. Check the second Kit item.
  8. Return to a preset only when the role itself is unclear.
Angels Fall First infantry loadout showing an over-budget warning
The editor can hold an invalid combination. Deployment remains blocked until the exceeded category is brought back under its cap.

An Anti-Armour build without its launcher no longer performs its job.

A Support build without its repair or medical tool is no longer a Support build.

A boarding loadout without a close-range weapon has solved the budget problem by creating a role problem.

Real Example: Heavy Plating

Heavy Plating adds durability but also consumes budget and reduces movement speed.

Adding it can push a previously valid infantry configuration over budget.

Angels Fall First Heavy Plating selection pushing an infantry build over budget
Heavy Plating improves durability but costs budget and movement. Fitting it can require removing another armor specification or optional Mod.

I keep Heavy Plating when:

  • Defending a fixed objective.
  • Holding a narrow doorway.
  • Carrying a heavy weapon.
  • Expecting repeated frontal pressure.
  • The route between spawn and objective is short.

I remove it when:

  • Attacking through several stages.
  • Crossing a large map.
  • Flanking.
  • Moving between ship systems.
  • It forces the removal of the weapon or tool needed for the objective.

The best armor is the heaviest option the role can afford without losing the speed or equipment needed to finish its task.

Shields, Armor, and Health

Infantry survivability is divided into three layers:

  1. Shield
  2. Armor
  3. Health
Angels Fall First HUD showing separate shield armor and health bars
Shield, armor, and health are separate defensive layers. A loadout can improve one layer without equally improving the others.

Shields recover after avoiding damage.

Armor protects the health layer and can be restored through suitable Support tools.

Health is the final layer before death or incapacitation.

I choose protection according to how the role survives:

  • Lighter armor for movement, flanking, and multi-stage attacks.
  • Heavier armor for corridors and fixed defense.
  • Shield-focused protection for repeated short engagements.
  • Mobility when reaching the objective matters more than absorbing another burst.

Ammunition Types

Special ammunition changes both the weapon’s role and its budget cost.

Do not treat any ammunition type as a universal upgrade. Compare the selected weapon, target, and current stat panel.

AmmunitionPractical roleUse it whenMain tradeoff
StandardGeneral-purpose baselineThe enemy mix is unknown or the build is close to its capNo specialist status effect
Shock / EMPShield and electronic pressureFighting shield users, deployables, turrets, or electronic systemsLess useful against targets that do not rely on those systems
IncendiaryHeat and damage-over-time pressureFighting infantry in cover, chokepoints, or heat-sensitive targetsAdditional budget cost and less focus on immediate damage
CorrosiveAcid-type specialist ammunitionThe current weapon stats and target role justify itThe value can differ between weapons
HardpointSpecialist direct-fire ammunitionIts displayed stats fit the range and target profile you needCan consume budget without improving the complete role

Standard Ammunition

Standard is the safest choice when:

  • The build is close to a budget limit.
  • The enemy mix is unknown.
  • The weapon already performs well.
  • Specialist ammunition would force you to remove armor or utility.
  • You need one reliable fallback across several objectives.

Standard is the budget-efficient baseline, not a temporary beginner option.

Shock or EMP Ammunition

Use Shock or EMP when the target relies on shields or electronic systems.

Useful targets include:

  • Shielded infantry.
  • Deployables.
  • Turrets.
  • Electronic ship systems.
  • Light vehicles with vulnerable systems.

The Shock Therapy achievement requires 200 kills with EMP ammunition, so save a dedicated EMP build when working on that counter.

Incendiary Ammunition

Incendiary ammunition adds heat and damage-over-time pressure.

It is useful when:

  • Infantry retreats behind cover.
  • Defenders hold a doorway.
  • A target survives the first burst.
  • Heat pressure matters more than immediate raw damage.

The Hearts on Fire achievement requires 200 kills with Incendiary Ammo.

Corrosive Ammunition

Corrosive is an acid-type specialist option.

Choose it by comparing:

  • Damage.
  • Range.
  • Fire rate.
  • Magazine behavior.
  • Budget cost.
  • The target you expect to fight.

Do not apply one Corrosive rule to every infantry, vehicle, and spacecraft weapon.

The Toxic Love achievement requires 200 kills with Corrosive ammunition, so a dedicated preset also makes the counter easier to track.

Hardpoint Ammunition

Treat Hardpoint as a weapon-specific direct-fire choice rather than an automatic damage upgrade.

Use it when the displayed stats improve the engagement you are building for. Leave it out when it consumes budget without improving the complete role.

Real Example: Incendiary Ammo Exceeds Support Budget

Adding Incendiary Ammo can push Support over its cap even though the weapon is being used offensively.

Angels Fall First loadout exceeding Support budget after adding Incendiary Ammo
Special ammunition can consume a category that does not match its apparent role. Use the displayed cost rather than assuming every offensive option only uses Combat.

A better fix is:

  1. Keep the rifle.
  2. Decide whether Incendiary Ammo matters for the objective.
  3. Replace Heavy Plating with a cheaper option.
  4. Remove an unused Kit or secondary utility.
  5. Return to Standard Ammo when the effect is not essential.

Save both versions:

  • A Standard Ammo build for mixed targets and tighter budgets.
  • An Incendiary build for chokepoints, infantry pressure, and the Hearts on Fire achievement.

Use Presets as Valid Starting Points

Presets show complete roles that fit within the current budget.

Useful infantry presets include:

  • Soldier
  • Marine
  • Specialist
  • Infiltrator
  • Anti-Armour
  • Grenadier
  • Fire Support

The Fire Support preset demonstrates a clear tradeoff: lower mobility in exchange for heavier protection and a frontal shield.

Angels Fall First Fire Support preset using heavier armor and a frontal shield
Fire Support trades movement for protection and sustained pressure. A preset shows the complete role before individual components are replaced.

My preset workflow is:

  1. Deploy with the preset.
  2. Identify its main job.
  3. Notice which item solves the objective.
  4. Notice which item remains unused.
  5. Replace the unused component.
  6. Test the new version.

Presets are reference builds, not permanent classes.

Infantry Role Templates

RoleProtect firstAdd when budget allowsRemove first when over budgetMain mistake
General InfantryReliable Primary and basic protectionOne useful ammo type or Kit itemSecondary weapon or luxury ModPreparing for every possible enemy
Anti-ArmourLauncher or anti-vehicle weaponRifle and enough protection to reach firing rangeExtra armor or secondary ModRemoving the launcher to keep unrelated upgrades
BoardingShotgun, SMG, or controllable rifleHeavy weapon for internal systemsLong-range attachment or redundant SecondaryEntering corridors with only a sniper weapon
Fire SupportSustained weapon and frontal protectionAmmunition and armor supporting a fixed positionMobility or sensor luxuryExpecting heavy protection without a speed penalty
InfiltratorMobility and close-range pressureSensor concealment and movement ModsHeavy armorSpending enough budget to remove the role’s speed
SupportRepair, medical, ammunition, or defensive KitReliable self-defense weaponExtra offensive attachmentRemoving the Support tool to preserve damage
Squad LeaderReliable general weapon and survivalSensor, smoke, or tactical equipmentSecond PrimaryBuilding for personal kills instead of reaching the task

Ground Vehicle Loadout Templates

Ground vehicles also benefit from focused roles.

Their weapons, armor, countermeasures, and utility systems consume budget quickly.

Vehicle roleProtect firstAdd when budget allowsRemove first when over budgetMain mistake
LAV / Scout VehicleMobility and one reliable anti-infantry weaponSensor, repair, or countermeasure utilityHeavy armor or second weapon systemTurning a scout into a slow front-line tank
IFV / APCMain turret and enough durability to carry infantryCountermeasures, repair, or secondary anti-infantry systemRange luxury or redundant weaponFighting at long range while infantry need transport
TankAnti-vehicle cannon and frontal survivalCountermeasures, armor, or a useful secondary turretMod that does not improve the main engagementSpending everything on damage and having no defense
MechMain weapon and the mobility needed to use itArmor, cooling, countermeasures, or specialist weaponDuplicate damage systemEquipping several expensive weapons with no support systems
Ground GunshipWeapon suited to the assigned targetCountermeasures, aim support, and survivabilitySecond offensive systemHovering in one place with no defensive budget
Anti-Air VehicleTracking or anti-air weaponSensor, range, or countermeasuresAnti-infantry luxuryLeaving the team without air defense to chase ground kills

LAV and Scout Vehicles

A light vehicle is valuable because it reaches objectives quickly.

Protect:

  • Mobility.
  • One reliable turret.
  • The utility needed for reconnaissance or transport.

Do not stack enough armor and weapons to remove the reason you selected a scout.

IFV and APC Builds

An IFV or APC should help infantry reach and hold objectives.

Protect:

  • The main turret.
  • Transport function.
  • Enough armor to survive the approach.
  • Countermeasures when missile or air pressure is expected.

Tank Builds

Choose the anti-vehicle cannon first, then add survival.

A tank with several expensive damage Mods but no defensive systems may lose before completing the engagement.

Mech Builds

Choose one primary target:

  • Infantry.
  • Vehicles.
  • Mixed close-range pressure.
  • Area denial.

Then support that role with mobility, cooling, armor, or countermeasures.

Small Spacecraft Loadout Templates

Fighters, interceptors, bombers, and other small spacecraft also benefit from focused configurations.

Spacecraft roleProtect firstAdd when budget allowsRemove first when over budgetMain mistake
InterceptorReliable anti-fighter weaponAim tolerance, countermeasures, or rangeTwin PrimariesTrying to fight every ship class
FighterWeapon suited to the current targetDefense and one complementary utility systemRedundant second weaponSelecting two weapons without supporting either
BomberAnti-capital or anti-structure damageCountermeasures, armor, or escape utilityAnti-fighter luxuryChasing interceptors instead of attacking the assigned target
Point DefenseWeapon capable of handling missiles or small craftRange, tracking, and survivabilityHeavy anti-capital optionLeaving the defended ship to pursue kills
Support CraftRepair or defensive utilityOne dependable self-defense weaponDamage-focused secondary systemFilling weapon slots before the Support function

Real Example: Twin Primaries

Selecting Twin Primaries can push a spacecraft over budget before range, armor, repair, aim support, and countermeasures are added.

Angels Fall First spacecraft loadout going over budget after selecting Twin Primaries
Twin Primaries increase weapon choice but can consume the capacity needed for tracking, range, repair, armor, and defensive systems.

The useful question is not whether the craft can carry two weapons.

It is whether both weapons leave enough budget to make the craft functional.

For an interceptor, one supported anti-fighter weapon often performs better than two unsupported weapons.

For a bomber, anti-capital damage and enough survival to complete the run matter more than covering every target class.

Real Example: Command Budget Blocks a Specification

A spacecraft can fit its weapons within Combat and Support limits but fail because one tactical specification pushes Command over its cap.

Angels Fall First spacecraft showing an Over Command Budget warning
When Command is exceeded, inspect range, repair, targeting, and tactical specifications before replacing the main weapon.

Possible fixes include:

  • Remove Range Spec.
  • Remove Twin Primaries.
  • Delay Self-Repair until the next breakpoint.
  • Replace another tactical Mod.
  • Save a lower-rank fallback configuration.

Remove the item contributing least to the role from the category that is actually over budget.

Maximum Rank and Prestige

Each progression category reaches rank 25:

  • Combat: 25 and 550 budget
  • Support: 25 and 550 budget
  • Command: 25 and 550 budget

Reaching 25/25/25 enables the first Prestige reset.

To activate it:

  1. Open Loadout.
  2. Select Appearance.
  3. Choose Prestige.
AchievementRequirementSteam completion
CustomizedCustomize a loadout22.7%
Need More MineralsExceed a loadout limitation18.6%
Fleet CarrierReach maximum Support Rank0.3%
Lord/Lady of WarReach maximum Combat Rank0.3%
Master and CommanderReach maximum Command Rank0.3%
LoadedMake use of the full 25/25/25 budget0.1%
Is That Actually a Promotion?Reach 25/25/25 and activate first Prestige0.1%
Mamma Mia, Here We Go Again!Reach fifth Prestige0.1%

The progression curve is clear:

  • Editing a loadout begins immediately.
  • The first major breakpoint arrives at rank 5.
  • Focused infantry builds become practical before maximum rank.
  • Expensive vehicles and heavily modified spacecraft benefit more from later caps.
  • Loaded and Prestige are long-term goals.

A Balanced Mixed-Threat Infantry Build

A practical mixed-threat build can combine:

  • One reliable rifle.
  • One ammunition type selected for the expected target.
  • A launcher for vehicles.
  • Enough armor and utility to remain deployable.
Angels Fall First valid infantry loadout combining a rifle and rocket launcher
A mixed-threat build keeps one dependable infantry weapon and one anti-vehicle answer, then removes secondary options until all three budgets fit.

Each component has one job:

  • Rifle for normal infantry combat.
  • Ammunition for the expected target.
  • Launcher for vehicles.
  • Armor and utility within the remaining allowance.

It does not try to become a sniper, heavy defender, infiltrator, medic, and anti-vehicle specialist at the same time.

Common Loadout Mistakes

Filling All Seven Slots

The slots show what can be carried, not what must be carried.

Leave the Secondary or second Kit slot empty when filling it would weaken the main role.

Removing an Item From the Wrong Category

Check which budget is exceeded.

A Combat-cost weapon may not fix a Support or Command shortage.

Filling or Changing Too Many Slots at Once

Build around the Primary weapon and role tool first. Add ammunition, attachments, armor, and secondary equipment only after the core configuration can deploy.

Treating Special Ammunition as Free Damage

Special ammunition has a budget cost and target profile.

Use Standard when the specialist effect does not justify the tradeoff.

Assuming Heavy Plating Is Always Better

Heavy Plating costs budget and movement.

Use it for fixed fights, not automatically for every map.

Building a Vehicle for Every Target

Ground vehicles and spacecraft become expensive quickly.

Choose one main target and one secondary responsibility.

Waiting for Rank 25 Before Optimizing

Useful breakpoints arrive at ranks 5, 10, 15, and 20.

Build for the current cap instead of treating 550 as the only meaningful number.

Why the Loadout Is Still Not Deploying

The Same Equipment Fits Another Player

That player may have a higher rank in the budget category required by the item.

Compare the actual caps, not only the equipment list.

A Weapon Fit Until Ammunition Was Added

Ammunition has its own cost.

Return to Standard, remove another optional item, or save the specialist version for a later rank.

The Build Exceeds Support Even Though It Is Offensive

Armor, ammunition, and weapon Mods can have mixed costs.

Use the displayed values instead of judging an item only by its combat purpose.

The Vehicle Became Invalid After Adding Countermeasures

The main weapon may already consume most of the budget.

Remove a secondary weapon, range luxury, or duplicate system before removing the countermeasure needed to survive.

The Spacecraft Became Invalid After Twin Primaries

Choose which target the craft is expected to fight and keep the better weapon for that job.

Use the recovered budget for aim, range, repair, or defense.

Heavy Plating Fits but the Role Feels Worse

The build may be valid but too slow for the objective.

Budget validity is only the first test. Movement, range, and role execution still matter.

Fast Over-Budget Checklist

When deployment is blocked:

  1. Identify the exceeded category.
  2. Keep the role-defining weapon, tool, or vehicle system.
  3. Remove the newest optional Mod.
  4. Check specialist ammunition.
  5. Check extra armor.
  6. Check the Secondary slot.
  7. Check the second Kit or weapon system.
  8. Save a cheaper current-rank version.
  9. Restore removed options at the next five-rank breakpoint.
  10. Confirm that the valid build still performs its intended role.

FAQ

Why is my loadout over budget in Angels Fall First? +

Combat, Support, or Command has exceeded its current limit. Keep the weapon or tool that defines the role, then remove an optional Mod, special ammunition type, extra armor layer, second primary, or redundant utility item from the exceeded category.

What are the three loadout budgets? +

Every item can consume Combat, Support, and Command budget. Combat grows through direct fighting, Support through helping teammates, and Command through following objectives and issuing useful orders.

How much budget do you start with? +

Each progression category starts with 150 budget at rank 0. Normal ranks add 10 points, while ranks divisible by five add 40 points.

What is the maximum loadout budget? +

Combat, Support, and Command each reach 550 budget at rank 25. The main checkpoints are 230 at rank 5, 310 at rank 10, 390 at rank 15, 470 at rank 20, and 550 at rank 25.

How many infantry loadout slots are there? +

Infantry has seven equipment slots: Melee, Sidearm, Primary, Secondary, Explosives, Kit 1, and Kit 2. Armor and specifications are configured separately.

Do you have to unlock every weapon? +

A wide equipment catalogue is available early. Rank progression mainly increases how many weapons, armor pieces, ammunition types, tools, and Mods can fit into one valid build.

What is the best ammunition type? +

Standard is the safest general option. Incendiary adds heat and damage-over-time pressure, while Shock or EMP is useful against shields and electronic targets. Corrosive and Hardpoint should be selected by comparing the current weapon stats and target role.

Why does Incendiary Ammo use Support budget? +

Item costs are not determined only by whether an option appears offensive. Special ammunition can consume more than one budget category, so the displayed budget bars are the final authority.

Can vehicles use custom loadouts? +

Ground vehicles and small spacecraft can use customized weapons, armor, countermeasures, and specifications. Their expensive systems make focused roles especially important.

Should beginners use presets? +

Yes. Deploy with a preset once, identify the item that defines its role, then replace one component at a time while keeping the build deployable.

What are the maximum ranks? +

Combat, Support, and Command each reach rank 25. Reaching 25 in all three categories enables the first Prestige reset through Loadout Appearance.

How do you get Need More Minerals? +

Add equipment until one budget category exceeds its limit. After the achievement triggers, remove the optional item and restore a valid build.

What is the Loaded achievement? +

Loaded requires using the full budget available from a 25/25/25 progression profile. It is a late-progression achievement rather than an early over-budget challenge.