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