Aliens: Fireteam Elite 2 weapons

Aliens: Fireteam Elite 2 Weapons

Aliens: Fireteam Elite 2 weapons: primary, infinite sidearm, Signature. Pulse Rifle, Smartgun, Volcan, Djinn listed — Fire Modes and Augments, DPS stays TBA.

Primary, infinite sidearm, Signature — Smartgun, Pulse Rifle, Volcan.

~14 min read

At A Glance

Aliens: Fireteam Elite 2 weapons are a three-slot Marine loadout: primary, infinite-ammo sidearm, and Signature (Smartguns, flamethrowers, rocket launchers, railguns, plasma). Cold Iron Studios / Daybreak Game Company stack Fire Modes, Weapon Traits, Attachments, and Augments on top — Augments open after a gun is fully upgraded. Named roster below is confirmed in showcases and Day-1 patch notes. DPS stays TBA. Verified August 26, 2026 · Steam.

FactDetail
SlotsPrimary + infinite sidearm + Signature
Duelist exceptionTwo primary slots on that class
Craft loopFire Modes · Weapon Traits · Attachments · Augments
Augment gateOpens after the weapon is fully upgraded — pick among ammo / function mods
ElementsIncendiary · Electric · Cryo · Piercing (Morphic TBA)
Icon gunsM41A “Classic” Pulse Rifle (UGL in this sequel) · L56A3 Smartgun
DLC riflesRipley Hive Exterminator · Herk Mondo Pest · Rain Jackson’s Star (cryo underbarrel, store pack)
DecalsThree decal slots per gun plus colorways
PlatformSteam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026)
Mode1–4 co-op · AI fill · crossplay
Price$49.99 Standard · $69.99 40th Anniversary Premium
Damage numbersNot listed — do not invent them

How do Aliens: Fireteam Elite 2 weapons slots work?

Every Marine carries three guns at once. The primary is the magazine you manage. The sidearm is listed as infinite ammo — it is the reason you are never truly empty when a Runner closes. The Signature is the class-fantasy piece: Smartgun, heavy flamethrower, rocket launcher, railgun, plasma emitter. Aliens: Fireteam Elite 2 weapons crafting (Fire Modes / Traits / Augments) applies across that triangle; it is not a fourth slot.

Duelist (ex-Gunner) is the exception: two primary slots. That Marine can run rifle + rifle without giving up the sidearm or a Signature. Other classes do not get that extra primary — do not build a loadout as if they did. Specialist can import Duelist tools once they are unlocked, including the Burst Configuration experimental gun, but slot legality for every hybrid stays TBA.

SlotWhat it is forWhen you dump it
PrimaryMain mag, Attachments, elemental ammo you actually packWhen the box is dry — swap to sidearm, do not reload-dance in melee
SidearmInfinite backup; can take an Augment (showcase: M4 + Incendiary)When the primary is empty or you need a different element without swapping the Signature
SignatureSmartgun / flame / rocket / rail / plasma — the kit identityWhen the faction counters it (flame into Synths, rockets into a crouched ally)
Second primary (Duelist only)A second full rifle instead of stretching one magNever “save it” — it is why Duelist exists

Infinite sidearm is a rule, not a flavor line

Official materials list the sidearm as infinite. Spend it. The first-game habit of treating the pistol as a last resort is how Marines die in a doorway with a dry pulse rifle. Showcase kits even put an Incendiary Augment on a standard M4 so the backup still has a damage type when the flamethrower is the wrong tool.

Crouch changes how Signatures play

Crouch is new versus Fireteam Elite 1. On Extreme and Insane, a Pulse Rifle or Smartgun gunline that stands up will hit the Marine in front. Rockets and flamethrowers are worse. Call the lane, crouch the stack, then dump the Signature. Difficulty owns the rule set; this page owns the guns that make the rule bite.

Once the slots are clear, you need names — the confirmed roster, not a DPS sheet.

Which Aliens: Fireteam Elite 2 weapons are confirmed?

Names below are from official class showcases, store copy, and Day-1 patch notes. Class columns are where the gun was shown, not a hard lock — Specialist mixes prove some Signatures travel. Magazines, recoil, and DPS stay TBA. Icons are GameWatcher showcase renders rehosted on this CDN; rows without art stay text-only.

Hunter Signature weapons in combat — Djinn and Particle Emitter
WeaponRole (shown)Shown onNotes
M41A “Classic” Pulse RiflePrimary / film rifleDuelist · Specialist GrenadierUnderbarrel grenade launcher in this sequel
M41A2 Pulse RifleM41A2 Pulse RiflePrimary / Signature mixSpecialist showcaseNamed alongside L56A3 in official mix art
L56A3 SmartgunL56A3 SmartgunSignature — auto-track hoseMarauder · Specialist PaladinThe icon heavy; not a verified Insane crutch
M12A1 Rocket LauncherM12A1 Rocket LauncherSignature — lane deleteMarauderStand behind the user on friendly fire
OCAP-91 VolcanOCAP-91 VolcanSignature — heavy flamethrowerMarauderThermal vs Xenomorphs; cooks Marines too
SMB-94 Zephyr Plasma EmitterSMB-94 Zephyr Plasma EmitterSignature — energyMachinistPair with turret / drone kits
EDS-93 Zadak Plasma Discharger Mk.2EDS-93 Zadak Plasma Discharger Mk.2Signature — energyMachinistShowcase / patch named
BD-03 Djinn Personal RailgunBD-03 Djinn Personal RailgunSignature — piercing / weak-pointHunterArmored Synths / mini-boss plates
Type 111 Directed Particle EmitterType 111 Directed Particle EmitterSignature — particleHunterSits next to the railgun in kit reveals
X1 FireballArmat X1 FireballShown Medic / returningMedic (public lists)Returning name — no DPS claim
Type 21 Tactical Shotgun Mk.2Weyland-Yutani Type 21 Tactical Shotgun Mk.2Close holdMedicRescue-range gun, not a hallway Smartgun
HNT-1 El Alamein Revolver RifleHNT-1 E1 Alamein Revolver RiflePrimary — precisionDuelist · Gunfighter kitShowcase “revolver rifle”
Frontier RevolverSidearmGunfighter kitInfinite slot example
DB-48 Daittyo Heavy RifleDB-48 / BD-48 Daittyo Heavy RiflePrimary — heavy rifleDuelist · Day-1 patchPatch spelling BD-48 Daittyo
Type 200 Cryo GunElement gunDay-1 patchCryo kit piece — pair with Cryo ammo
L36-HalberdNamed in patchDay-1 patchStats TBA
Mondo Heat 9000DLC / patch namedHerk pack / patchConfirm ownership on the store
Hive Exterminator RifleDLC pulseRipley pack / patchEdition pack — not Standard default

DLC pulse rifles are store SKUs, not a hidden fourth slot

Ripley's Hive Exterminator Pack, Herk's Mondo Pest Pack, and Rain's Jackson's Star Pack add modified pulse rifles (Rain’s with a cryo underbarrel) plus outfits, decals, and a store line that mentions traits, perks, Augments, and colorways. Rain’s pack is sold separately from Premium in public listings (~$9.99). Confirm the SKU on Steam / console before you plan a kit around that gun. This wiki will not invent a “free unlock” path.

What the table refuses to rank

No column is a tier. Volcan is the Xenomorph-fire answer, Djinn is the armor answer, Smartgun is the icon hose, Pulse Rifle is the film rifle with a grenade launcher this time. If two rows share a job, pick the one your class actually showed, then spend Augments. The next section is the two names people search first.

How should I use the Pulse Rifle and Smartgun?

Searches for Aliens: Fireteam Elite 2 weapons almost always mean these two. The sequel’s design pitch is that the M41A “Classic” Pulse Rifle now carries the underbarrel grenade launcher the film kit always implied, and the L56A3 Smartgun remains the auto-tracking Signature people expect to shred a corridor. Neither has a verified DPS sheet on this wiki. Use them as jobs.

Signature weapons in a Specialist combat montage
GunJobBring it whenLeave it when
M41A2 Pulse RifleM41A Pulse RifleFlexible primary + UGL burstYou want rifle ammo plus a grenade without occupying SignatureThe briefing is all armor and you refused piercing ammo
L56A3 SmartgunL56A3 SmartgunSignature hose / auto-trackA lane must stay suppressed while you watch flanksFriendly fire is on and nobody is crouched — the hose does not care
M12A1 Rocket LauncherM12A1 Rocket LauncherDelete a clump or eliteHorde choke, Warden in a funnelA Medic is reviving in the blast cone
OCAP-91 VolcanOCAP-91 VolcanThermal coneXenomorph-heavy previewSynth plates — swap to piercing / Djinn
BD-03 Djinn Personal RailgunBD-03 DjinnPiercing / weak-pointSynths, armored mini-bossesTrash runners in a tight hall — overkill, slow swap

Pulse Rifle: the UGL is the sequel change

The first game’s Pulse Rifle was a rifle without the underbarrel tool many Marines expected. Official Specialist kits now put the M41A with underbarrel grenade launcher on a Grenadier hybrid next to a rocket Signature. That is a lot of explosives on one Marine — brilliant on Casual / Standard, a wipe factory on Insane unless the Fireteam crouches. Pair the rifle with Incendiary or Piercing ammo from the elements chart rather than assuming the UGL replaces elemental packing.

Smartgun: still a Signature, still not a free Insane win

Showcases put L56A3 on Marauder lists and on the Paladin Specialist kit as the “giant sword.” Auto-track and a huge mag are the fantasy. High-difficulty tuning, movement while spun up, and whether it still falls off as a bullet-sponge hose are TBA until measured. Do not copy first-game bitterness as a live patch note. Do not copy first-game “it shreds everything” either. Bring it for the job: hold a lane, watch the Siren, let the rest of the Fireteam handle Exploder acid.

Both guns still go through the same craft loop as a plasma emitter — Fire Modes, Traits, Attachments, then one Augment when the weapon is fully upgraded.

How do Fire Modes, Traits, and Augments work?

Official copy groups Fire Modes, Augments, and Weapon Traits as the gun-craft loop. Attachments (scopes, ammo attachments, Progressive Rifling, Forward Mount pieces, heatsinks) sit on the same gun while you level it. Augments unlock after the weapon is fully upgraded. They are a choice among ammo / function mods, not a single linear tree. Exact slot counts stay TBA.

Craft pieceConfirmed behaviorWatch-out
Fire ModesOfficial customization pillarMode names per gun TBA — do not invent burst tables
Weapon TraitsConfirmed on store / official kit copyFull trait list TBA
AttachmentsScope, ammo, Progressive Rifling, Forward Distribution Heatsink, Forward MountHeatsink fire-rate display was patched to +20% (was wrong at +15%)
AugmentsChoice after full upgradeNot a second attachment tree you fill completely
High Explosive RoundsTurns direct damage into AoE; weak-point damage tradeoff; explosion radiusNamed Day-1 example — not an S-tier stamp
Elemental pickupsIncendiary: first grab +20 Thermal ammo, same type again +40 (patch)Wrong crate does not feed a Cryo gun
Sidearm AugmentShowcase: M4 pistol + Incendiary bulletsInfinite ammo still has a damage-type choice
  • Do01Level the gun you will actually drop with — do not split upgrade currency across five primaries
  • Do02Fit Attachments that the Day-1 patch cares about (heatsink fire rate, rifling, ammo) and re-read the stat line after a patch
  • Do03Pick a Fire Mode that matches the room (burst for weak-points, hose for trash) before you blame the gun
  • Do04When the weapon is fully upgraded, open Augments and pick one job: AoE, element, or function — not “all of them”
  • Do05If you took High Explosive Rounds, expect a weak-point tradeoff — that is a documented patch behavior, not a rumor
  • Do06Pack elemental pickups that restock the matching gun (Incendiary → thermal ammo) instead of grabbing every crate blindly

Augment is a fork, not a grind bar

Once the gun is fully upgraded you pick among Augments. High Explosive Rounds is the patch-notes example: direct hits become AoE, explosion radius matters, and weak-point damage is the trade. That is the opposite of “put explosive on everything.” A Djinn railgun that exists to pop Synth plates may not want the same Augment as a Volcan that already is a cone. Leave a later Augments database for the full matrix; this page only teaches the gate and the one named fork.

Ammo crates feed the element you already chose

Day-1 notes say elemental ammo stacks and restocks the matching elemental weapon. Incendiary Rounds: first pickup +20 Thermal ammo, a second Incendiary pickup +40. Bring the gun that drinks that crate. A Pulse Rifle packed with Piercing does not become a flamethrower because you walked over a thermal box.

Craft is how you finish a gun. The last decision is which gun belongs on this drop.

After you pick an Augment fork

Matched by build plan, shared topics, and guide progression — not random related links.

How do I pick a gun for Campaign vs Horde?

There is no global best among Aliens: Fireteam Elite 2 weapons. Campaign is a briefing you can read. Horde is a rotating faction pool plus Challenge Cards. Fill the four jobs a Fireteam needs — trash, elites, control, rescue — then pick Signatures that do not duplicate a teammate’s cone.

Drop typePrimary biasSignature biasSkip
Campaign · Xenomorph previewPulse Rifle + IncendiaryVolcan / flamethrower / thermal BlastSaving flame for “later missions”
Campaign · Synth / armor previewPiercing ammo rifleBD-03 Djinn / railVolcan as the only Signature
Horde · unknown first wavesFlexible Pulse RifleSmartgun or plasma for the hold, plus one piercing option in the FireteamFour rockets, zero rescue gun
Horde · Challenge Cards add explosivesWhatever leaves you a sidearmOne explosive Signature max if friendly fire is onGrenadier Specialist + M12A1 on the same stack
Solo + AI (Alpha / Beta / Gamma)A gun you can hip-fire when bots wanderSmartgun or Pulse — bots will not cover your reloadA railgun that needs a spotter you do not have
Insane gunlinePulse Rifle, crouchedAvoid rockets unless the lane is calledStanding Smartgun over a Medic’s back

Read the briefing, then pack the crate

Campaign missions preview enemy types before you drop on LV-558. If the card says Xenomorphs, thermal is the starting rule (they are fire-sensitive in public previews). If Synths show, piercing belongs on someone. Horde maps — Blacksite, Crash Landed, Crusher — can rotate all three factions; keep a piercing option in the Fireteam even if you personally bring Volcan.

Do not duplicate a teammate’s cone

Two Volcans on a four-stack is a thermal echo, not a plan. If a Marauder already brought M12A1, your Signature should cover piercing or a hold hose — Djinn, Smartgun, or Zephyr — unless Challenge Cards make the extra explosive legal. The Fireteam is four jobs; the locker is not a DPS race.

What Aliens: Fireteam Elite 2 weapon data is still TBA?

This page names guns. It will not invent a magazine size, a recoil graph, or a class-lock matrix the live client has not shown. Showcase UI accuracy / stability numbers circulating on third-party lists stay off the table until this wiki recaptures the kit card in-game.

GapWhat we will not fakeWhere it lands later
DPS / RPM / magAny damage columnRecapture kit cards — this page stays TBA
Full primary / sidearm poolA 40-row locker dumpShared rifles and pistols beyond named showcase guns
Class restriction matrix“Every class can use every Signature”Specialist mixes prove some travel; the rest is TBA
Attachment catalogEvery scope and heatsink nameDay-1 notes confirm the categories and the +20% heatsink fix
Augment catalogA ranked Augment tier listHigh Explosive Rounds is the named fork; P1 `/augments` later
Morphic ammo gunsAn effect or a SKUElements marks Morphic TBA

What should I read next?

A named Signature without ammo and a class that can hold it is a screenshot, not a loadout.

You still needGo hereWhy
The matching damage typeElementsIncendiary / Electric / Cryo / Piercing — pack before you dump the mag
Who is allowed to hold itClassesSignatures were shown on specific kits; Duelist is the two-primary exception
A Campaign vs Horde sceneBuildsTrash, elites, control, rescue — not a global S-tier
Smartgun on a hybridSpecialistPaladin / Elementalist kits import guns after the five classes have parts
The faction you are shootingEnemiesSiren first; Exploder acid; Synth plates want piercing

Stop hunting a best-weapon thumbnail

If the briefing is Xenomorphs, Volcan or Incendiary Pulse is the starting rule. If Synths show, Djinn or piercing ammo is the starting rule. Come back to this roster when a new patch names a gun — not when a ranked list invents a DPS winner.

FAQ

Does the Aliens: Fireteam Elite 2 sidearm have infinite ammo?

Yes. Official materials list an infinite-ammo sidearm alongside a primary and a Signature. Spend it when the primary is dry. Showcase kits even put an Incendiary Augment on a pistol.

What is the best Aliens: Fireteam Elite 2 weapon?

No verified DPS sheet. Pick the Signature that matches the briefing: flame vs Xenomorphs, piercing vs Synths, Pulse Rifle or Smartgun when you need a flexible hose. Do not copy an S-tier.

Does the Pulse Rifle have an underbarrel grenade launcher?

Official Specialist kits show the M41A “Classic” with the underbarrel grenade launcher in this sequel. That is extra explosives on the Marine — respect friendly fire.

When do Augments unlock?

After the weapon is fully upgraded. They are a choice among ammo / function mods (High Explosive Rounds is the named patch example with an AoE vs weak-point tradeoff), not a linear fill-every-slot tree.

Are DLC pulse rifles required?

No. Ripley, Herk, and Rain packs add modified rifles (Rain’s with cryo underbarrel) as store / edition content. Standard already has a Pulse Rifle and Smartgun path.

Can every class use the Smartgun?

It is shown on Marauder lists and on Specialist Paladin. Full class-restriction tables stay TBA. Do not assume Duelist or Medic can always equip every Signature.

Last verified?

August 26, 2026

Related pages

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