The rule: carry what you can buy twice

A solo player has no one to pick up the bag or revive them. In the city a dead criminal loses everything; in the desert any death costs the whole inventory. Surrender keeps the equipped gear but not the bag. So the question is not “what is the best gun” but “what can I lose three times this evening”. The loss rules are in the loot-loss guide.

Research is paid once and stays until the wipe; the price is paid for every unit. A good solo item has a low price even if its research is expensive. Routes and totals are in the unlock order guide.

Loadout 1: no plot, first days

Everything here is sold without trader tier conditions. One full set costs less than a single legendary item brings.

ItemResearchPriceTierWhy
MC-10 Mk115,000 $3,500 $noneA cheap submachine gun for close range
Light Body Armor5,000 $4,000 $noneBasic protection
Backpack25,000 $5,000 $noneMore loot per run
Belt15,000 $250 $noneSlots for medicine and ammo
Painkillers10,000 $500 $noneHealing on the run
Lockpick5,000 $99 $noneDoors without the alarm
Action Camera5,000 $15,000 $noneFills up from crimes; later traded for a Decoder

Loadout 2: trader tier I–II, a plot

With a plot comes storage, so tools for locked rooms make sense: you have somewhere to bring what is behind the door.

ItemResearchPriceTierWhy
KL-545 Mk125,000 $6,000 $IAn assault rifle for the street; still cheap
Medium Body Armor15,000 $15,000 $IMedium armor at a low price
Belt210,000 $1,200 $IA larger pouch
Backpack335,000 $15,000 $IIA bigger bag
Code Tablet25,000 $20,000 $IIThree full tablets make a Glass Cutter
USB Hacking Tool50,000 $50,000 $IIHacks computers in locked rooms
Mini Drill100,000 $18,000 $IIOne per large safe
Flash Grenade25,000 $4,000 $ITo break contact and leave

Loadout 3: trader tier II–III, for a planned job

This is not for every run. Take it when the target is known and worth it: a locked room with several large safes, or a trip to a district Sales Center.

ItemResearchPriceTierWhy
RC 5.56 Mk1200,000 $32,000 $IIA rifle with more damage per shot than the KL-545
Assault Body Armor250,000 $70,000 $IIAssault armor
Injector25,000 $2,000 $IIFaster healing
Smoke Grenade50,000 $5,040 $IICover on the way to the car
Master Key50,000 $55,000 $IISafes and cage shelves on other players’ bases

Compare guns side by side in the weapon comparison; the full table with damage per second is in Best weapons.

What a solo player does not need

  1. Mk2 and Mk3 of the same gun in the first week: research doubles with each mark, and the gain is mostly magazine size.
  2. Heavy armor for small shops: it does not win a fight against police backup, and losing it hurts.
  3. A second gun “just in case”: it takes the space of loot.
  4. An expensive car before a garage: a car of your own needs a house, and upgrades cannot be put on a rental.

Armor values in numbers are not in the data we have, so the loadouts are ranked by price and trader tier, not by protection points.