Armory database

Aliens: Fireteam Elite 2 Weapons

Every weapon Cold Iron Studios has named in the 2026 class showcases, with the accuracy and stability figures shown in the kit UI — compiled from AvP Central's weapon roundup (August 18, 2026), the official site and Wikipedia. Anything not shown in an official source stays marked unlisted.

How the weapon system works

Fireteam Elite 2 rebuilds the Colonial Marine locker around three slots (Wikipedia; AvP Central):

On top of the slots, weapons support attachments, fire modes, Augments (on fully upgraded guns), unique Weapon Traits, and three decal slots (official site; AvP Central). Four elemental ammo types — fire, cryo, electric and piercing — target different enemy weaknesses (Wikipedia).

A Colonial Marine fires a primary weapon at hostile synthetics
Primary-weapon fire against synthetic targets — official Steam store screenshot

Every named weapon so far

WeaponSlot / classKit UI (acc / stab)Effective range note
M41A2 Pulse RifleShared primary70 / 73Hard damage drop after ~30 m
L56A3 SmartgunShared primary / Marauder heavy98 / 97Holds to mid range, drop after ~50 m
DB-48 Daittyo Heavy RifleDuelist signatureHigh stability (unlisted)Sustained fire down long corridors
HNT-1 E1 Alamein Revolver RifleDuelist signature87 / 67Holds to mid range, steep drop toward 100 m
SMB-94 Zephyr Plasma EmitterMachinist signatureMid-70s / 80s (approx.)Longer plasma reach of the Machinist pair
EDS-93 Zadak Plasma Discharger Mk.2Machinist signature44 / 66Close plasma dump, falls off after ~8 m
BD-03 Djinn Personal RailgunHunter signatureUnlistedWeak-point finisher on pinned targets
Type 111 Directed Particle EmitterHunter signatureUnlistedDirected-energy finisher beside the Djinn
X1 FireballMedic signature86 / 59Sharp drop after ~50–60 m
Type 21 Tactical Shotgun Mk.2Medic signature39 / 65Falls off hard inside 10–20 m
M12A1 Rocket LauncherMarauder signature72 / 43Holds out to ~80 m before the drop
OCAP-91 VolcanMarauder signature100 / 82Full damage to ~30 m, hard cut before 40 m

All names, class assignments and kit-UI figures per AvP Central's roundup of the official class showcases. Range notes describe where showcased damage falloff begins, not final in-game DPS.

Shared primaries

M41A2 Pulse Rifle & L56A3 Smartgun

The M41A2 Pulse Rifle returns from the first game as a shared primary rather than a class-locked pair — the later customizable pulse rifle from the UAS Endeavor campaign, shown in the Specialist showcase at 70 accuracy / 73 stability with a hard damage drop after about 30 meters. The first-game M41A2 dropped the underbarrel grenade launcher and ran a 69-round magazine instead of the M41A's 99 (AvP Central).

The L56A3 Smartgun is a later support gun in the M56 Smartgun family, listed at 98 accuracy / 97 stability with damage holding into mid range before dropping after about 50 meters. Marauder also fields smartguns as swarm-clearing heavies, and once unlocked the Specialist can carry the L56A3 without sitting in Marauder's heavy seat.

Duelist signatures

DB-48 Daittyo & HNT-1 E1 Alamein

The DB-48 Daittyo Heavy Rifle is the Duelist's stability rifle, framed by Cold Iron for sustained fire down long corridors and into packs — a heavy automatic, not a smartgun and not a pulse rifle with a grenade tube. Its counterpart, the HNT-1 E1 Alamein Revolver Rifle, is the precision option: 87 accuracy / 67 stability, damage holding into mid range before a steep drop toward 100 meters, with a revolver cylinder and long barrel on the kit card. Duelist can swap between the two mid-fight when a runner flood turns into one heavy target (AvP Central).

Machinist signatures

SMB-94 Zephyr & EDS-93 Zadak Mk.2

The SMB-94 Zephyr Plasma Emitter is the Machinist's signature plasma cannon, with kit-UI accuracy and stability in the mid-to-high 70s and 80s — a handling profile closer to a support cannon than a pulse rifle, built to melt denser packs and synthetic armor while a turret or drone covers the flanks. The EDS-93 Zadak Plasma Discharger Mk.2 is its close-range opposite: 44 accuracy / 66 stability, with damage falling off hard after about 8 meters — a plasma dump for doorway defense (AvP Central; AvP Central class roundup).

Hunter signatures

BD-03 Djinn & Type 111

The BD-03 Djinn Personal Railgun is the Hunter's precision rail option, built to punish marked or slowed targets once Particle Pulse or Stasis Bolt opens a weak-point window — a finisher, not a hallway sprayer. Hunter perks No Mercy and No Rest both raise weak-point damage and stopping power on those shots. The Type 111 Directed Particle Emitter is the directed-energy signature beside it, carrying clear Weyland-Yutani branding; the Specialist showcase also ran the Hunter Particle Beam kit, so the same energy line can appear off Hunter (AvP Central).

Medic signatures

X1 Fireball & Type 21 Tactical Shotgun Mk.2

The Armat X1 Fireball is a returning special-purpose incendiary shown as a Medic signature: 86 accuracy / 59 stability, damage holding into mid range before a sharp drop after about 50–60 meters — the longer of the two close Medic guns. The Type 21 Tactical Shotgun Mk.2, Weyland-Yutani marked on the receiver, is the short-range pair-mate: 39 accuracy / 65 stability, damage falling off hard inside the first 10–20 meters — a doorway gun for rooms already inside stim range (AvP Central).

Marauder signatures

M12A1 Rocket Launcher & OCAP-91 Volcan

The M12A1 Rocket Launcher returns in the remade Demolisher seat: 72 accuracy / 43 stability, damage holding out to about 80 meters — outranging both the Volcan's flame cut and the pulse rifle's drop. It sits alongside the class's shoulder kits, the Blast Cannon and Titan Rockets. The OCAP-91 Volcan heavy flamethrower is the close burn option: 100 accuracy / 82 stability, full damage into about 30 meters and a hard cut before 40 — a room clearer, not a hallway gun (AvP Central).

Two Marines fight Xenomorphs with heavy weapons
Heavy signatures in a swarm fight — official Steam store screenshot

What this means for your loadout

Editorial guidance, kept separate from the sourced figures above: the showcase numbers describe handling and falloff, not DPS — a 100-accuracy Volcan still does nothing past 30 meters, and the Zadak's 8-meter drop makes it a panic button, not a primary substitute. Pair long-falloff signatures (M12A1, Alamein, Zephyr) with elemental ammo that covers your class's bad matchups, and treat close-range signatures (Volcan, Zadak, Type 21) as room-control tools for Horde mode and hive breaches. Build pairings live in the builds database and the Build Planner.

Sources on this page: AvP Central weapons roundup (Aug 18, 2026, based on Cold Iron's official class showcases) · official game site · Wikipedia · screenshots from the official Steam store page. Per our editorial policy, the still-unlisted shared rifle/shotgun/pistol pool will be added only after sourced confirmation.