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Blood Money Empire

Loadout & Armor

What you wear into a fight. Three weapon slots, five armor slots - worn gear sells for less, and nothing repairs.

Updated 3 weeks ago

Your loadout is the gear that actually enters combat. Inventory sitting unequipped does nothing in a scrap.

Manage it from the Loadout page or Inventory equip actions.

Weapons

Three slots - one item each:

Slot What goes here
Primary Shotgun / rifle
Sidearm Pistol
Melee Melee / knife

Equipping a new weapon only replaces that same slot.

  • Kills use every usable equipped weapon in the firefight. Firearms share the same bullet pool; melee joins when the fight gets that far. Details: Kills & Assassinations.
  • Armed robbery offers Trigger Fingers or one weapon from your equipped loadout. Unequipped inventory weapons are not options.
  • Shooting practice offers Air Gun Practice or your equipped Primary or Sidearm. Melee and unequipped guns stay out: Shooting Practice.

Higher-tier firearms may need a higher character rank to buy from city weapon shops. Rank does not block equipping or using a gun you already own (trade, loot, auction). Shop rules: City Shops.

Armor slots

Five slots - one item each. Defense from all equipped pieces stacks (up to mitigation caps):

  • Head (helmet)
  • Body (vest)
  • Hands (gloves)
  • Feet (boots)
  • Shield

Armor wear

Armor takes damage when you get hit in kills or successful muggings.

  • Wear shows as a percentage. Effective defense = base defense × (100 − wear) / 100.
  • At 100% wear the piece is destroyed (or one unit drops off a stack).
  • Worn armor sells for less from inventory - scaled by remaining condition, with a small minimum payout.
  • No armor repair. Replace it or sell it.

Failed muggings do not chew armor. More on street scrap: Mugging.