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.
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.
| Fact | Detail |
|---|---|
| Slots | Primary + infinite sidearm + Signature |
| Duelist exception | Two primary slots on that class |
| Craft loop | Fire Modes · Weapon Traits · Attachments · Augments |
| Augment gate | Opens after the weapon is fully upgraded — pick among ammo / function mods |
| Elements | Incendiary · Electric · Cryo · Piercing (Morphic TBA) |
| Icon guns | M41A “Classic” Pulse Rifle (UGL in this sequel) · L56A3 Smartgun |
| DLC rifles | Ripley Hive Exterminator · Herk Mondo Pest · Rain Jackson’s Star (cryo underbarrel, store pack) |
| Decals | Three decal slots per gun plus colorways |
| Platform | Steam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026) |
| Mode | 1–4 co-op · AI fill · crossplay |
| Price | $49.99 Standard · $69.99 40th Anniversary Premium |
| Damage numbers | Not listed — do not invent them |
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.
| Slot | What it is for | When you dump it |
|---|---|---|
| Primary | Main mag, Attachments, elemental ammo you actually pack | When the box is dry — swap to sidearm, do not reload-dance in melee |
| Sidearm | Infinite backup; can take an Augment (showcase: M4 + Incendiary) | When the primary is empty or you need a different element without swapping the Signature |
| Signature | Smartgun / flame / rocket / rail / plasma — the kit identity | When the faction counters it (flame into Synths, rockets into a crouched ally) |
| Second primary (Duelist only) | A second full rifle instead of stretching one mag | Never “save it” — it is why Duelist exists |
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 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.
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.

| Weapon | Role (shown) | Shown on | Notes |
|---|---|---|---|
| M41A “Classic” Pulse Rifle | Primary / film rifle | Duelist · Specialist Grenadier | Underbarrel grenade launcher in this sequel |
| Primary / Signature mix | Specialist showcase | Named alongside L56A3 in official mix art | |
| Signature — auto-track hose | Marauder · Specialist Paladin | The icon heavy; not a verified Insane crutch | |
| Signature — lane delete | Marauder | Stand behind the user on friendly fire | |
| Signature — heavy flamethrower | Marauder | Thermal vs Xenomorphs; cooks Marines too | |
| Signature — energy | Machinist | Pair with turret / drone kits | |
| Signature — energy | Machinist | Showcase / patch named | |
| Signature — piercing / weak-point | Hunter | Armored Synths / mini-boss plates | |
| Signature — particle | Hunter | Sits next to the railgun in kit reveals | |
| Shown Medic / returning | Medic (public lists) | Returning name — no DPS claim | |
| Close hold | Medic | Rescue-range gun, not a hallway Smartgun | |
| Primary — precision | Duelist · Gunfighter kit | Showcase “revolver rifle” | |
| Frontier Revolver | Sidearm | Gunfighter kit | Infinite slot example |
| Primary — heavy rifle | Duelist · Day-1 patch | Patch spelling BD-48 Daittyo | |
| Type 200 Cryo Gun | Element gun | Day-1 patch | Cryo kit piece — pair with Cryo ammo |
| L36-Halberd | Named in patch | Day-1 patch | Stats TBA |
| Mondo Heat 9000 | DLC / patch named | Herk pack / patch | Confirm ownership on the store |
| Hive Exterminator Rifle | DLC pulse | Ripley pack / patch | Edition pack — not Standard default |
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.
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.

| Gun | Job | Bring it when | Leave it when |
|---|---|---|---|
| Flexible primary + UGL burst | You want rifle ammo plus a grenade without occupying Signature | The briefing is all armor and you refused piercing ammo | |
| Signature hose / auto-track | A lane must stay suppressed while you watch flanks | Friendly fire is on and nobody is crouched — the hose does not care | |
| Delete a clump or elite | Horde choke, Warden in a funnel | A Medic is reviving in the blast cone | |
| Thermal cone | Xenomorph-heavy preview | Synth plates — swap to piercing / Djinn | |
| Piercing / weak-point | Synths, armored mini-bosses | Trash runners in a tight hall — overkill, slow swap |
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.
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.
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 piece | Confirmed behavior | Watch-out |
|---|---|---|
| Fire Modes | Official customization pillar | Mode names per gun TBA — do not invent burst tables |
| Weapon Traits | Confirmed on store / official kit copy | Full trait list TBA |
| Attachments | Scope, ammo, Progressive Rifling, Forward Distribution Heatsink, Forward Mount | Heatsink fire-rate display was patched to +20% (was wrong at +15%) |
| Augments | Choice after full upgrade | Not a second attachment tree you fill completely |
| High Explosive Rounds | Turns direct damage into AoE; weak-point damage tradeoff; explosion radius | Named Day-1 example — not an S-tier stamp |
| Elemental pickups | Incendiary: first grab +20 Thermal ammo, same type again +40 (patch) | Wrong crate does not feed a Cryo gun |
| Sidearm Augment | Showcase: M4 pistol + Incendiary bullets | Infinite ammo still has a damage-type choice |
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.
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.
Matched by build plan, shared topics, and guide progression — not random related links.
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 type | Primary bias | Signature bias | Skip |
|---|---|---|---|
| Campaign · Xenomorph preview | Pulse Rifle + Incendiary | Volcan / flamethrower / thermal Blast | Saving flame for “later missions” |
| Campaign · Synth / armor preview | Piercing ammo rifle | BD-03 Djinn / rail | Volcan as the only Signature |
| Horde · unknown first waves | Flexible Pulse Rifle | Smartgun or plasma for the hold, plus one piercing option in the Fireteam | Four rockets, zero rescue gun |
| Horde · Challenge Cards add explosives | Whatever leaves you a sidearm | One explosive Signature max if friendly fire is on | Grenadier Specialist + M12A1 on the same stack |
| Solo + AI (Alpha / Beta / Gamma) | A gun you can hip-fire when bots wander | Smartgun or Pulse — bots will not cover your reload | A railgun that needs a spotter you do not have |
| Insane gunline | Pulse Rifle, crouched | Avoid rockets unless the lane is called | Standing Smartgun over a Medic’s back |
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.
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.
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.
| Gap | What we will not fake | Where it lands later |
|---|---|---|
| DPS / RPM / mag | Any damage column | Recapture kit cards — this page stays TBA |
| Full primary / sidearm pool | A 40-row locker dump | Shared 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 catalog | Every scope and heatsink name | Day-1 notes confirm the categories and the +20% heatsink fix |
| Augment catalog | A ranked Augment tier list | High Explosive Rounds is the named fork; P1 `/augments` later |
| Morphic ammo guns | An effect or a SKU | Elements marks Morphic TBA |
A named Signature without ammo and a class that can hold it is a screenshot, not a loadout.
| You still need | Go here | Why |
|---|---|---|
| The matching damage type | Elements | Incendiary / Electric / Cryo / Piercing — pack before you dump the mag |
| Who is allowed to hold it | Classes | Signatures were shown on specific kits; Duelist is the two-primary exception |
| A Campaign vs Horde scene | Builds | Trash, elites, control, rescue — not a global S-tier |
| Smartgun on a hybrid | Specialist | Paladin / Elementalist kits import guns after the five classes have parts |
| The faction you are shooting | Enemies | Siren first; Exploder acid; Synth plates want piercing |
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.
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.
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.
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.
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.
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.
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.
Match elemental ammo to the briefing, confirm the Marine on classes, then park the kit on builds. Specialist hybrids that steal a Smartgun live on Specialist.
August 26, 2026
Matched by build plan, shared topics, and guide progression — not random related links.