Below is a list of all weapons in Aliens: Colonial Marines that can be used by the player. Several weapons were exclusives initially only available to players who either bought a special edition release or pre-ordered their game from a specific retailer, but were later released as DLC for everyone to download.
Armat M4A3 Service PistolEdit
- Main article: M4A3 Service Pistol
Based on the Colt M1911. The standard issue sidearm for the USCM, holds 12 rounds. Offers greater accuracy and firepower than other pistols. Can mount an A7 sound suppressor, targeting laser and A27 high velocity rounds.
W-Y 88 Mod 4 Combat PistolEdit
- Main article: 88 Mod 4 Combat Pistol
Based on the Heckler & Koch VP70. Constructed from nano-bound, hard impact plastics and other synthetic materials. Holds 18 rounds. Can accept a C43 extended magazine (raising the capacity to 27 rounds), S91 dot reflex sight, and can be modified to full-auto.
Amrat M41A Pulse Rifle MK2Edit
- Main article: M41A Pulse Rifle MK2
The M41A Pulse Rifle MK2 is the standard issue weapon of the Colonial Marines in the game. Fires 10mm explosive-tipped caseless rounds. An upgrade to the traditional M41A seen in Aliens, this version has additional iron sights for gameplay reasons (but can also mount the S6 reflex sight), and the ammo counter has been moved to the left side. The total magazine capacity has been reduced from 99 rounds to 40 rounds, presumably for balance, although an extended magazine can increase the capacity to 60 rounds. The weapon can also mount a laser sight and an ARMAT magazine accelerator to increase the rate of fire. The underbarrel attachtment point can accept either the standard ARMAT U1 grenade launcher, the ARMAT U4 firebomb launcher or the AMRAT U7 TAC-shotgun.
W-Y NSG 23 Assault RifleEdit
- Main article: NSG 23 Assault Rifle
Mid-ranged 7.62mm burst fire assault rifle. Has a noticeably lighter action compared to competitors, with more controllable firing patterns as a result. Has a 30 round magazine and can boast the 3 underbarrel attachments - the W-Y ID23 incineration unit, the W-Y H34 fragmentation round launcher of the W-Y AF13 shotgun. Can also be fitted with a silencer (BL11 firearm muffler).
Armat M4RA Battle RifleEdit
- Main article: M4RA Battle Rifle
Semi-automatic mid- to long-range bullpup marksman rifle. Has a 15 round magazine and optional extended magazines (20 rounds). Underbarrel attachments include the ARMAT PROX-mine launcher, AMRAT U7 TAC-shotgun, or ARMAT U1 grenade launcher. The rifle's barrel can be upgraded with the A15 Barrel extension (increases effective range) or the ARMAT A9 sound suppressor. Three different scopes can be fitted, including the ARMAT S4 2x telescopic sight, S14 Variable Zoom sight (2x-4x) or ARMAT SMART targeting scope (non-zoom infrared tracking system, capable of pin pointing targets up to 100m away). The rifle can also use A19 high velocity rounds for greater effective range.
Armat M39 Submachine GunEdit
- Main article: M39 Submachine Gun
Typically used in civilian areas, due to close quarters advantage of higher rate of fire and smaller, lighter design. Boasts a 48 round magazine, which can be extended to 72 rounds. Can also mount ARMAT S6 reflex sights, a laser targeting system and a stabilising stock for mid-range fire fights.
W-Y MK221 Tactical ShotgunEdit
- Main article: MK221 Tactical Shotgun
A close-ranged self-loading semi-automatic weapon made from heat resistant alloys that is capable of firing rapid shots in quick succession without overheating. Holds 8 rounds and is highly effective in tight spaces but inaccurate at long range due to spread. Possible underbarrel attachments include the W-Y 21S arc round launcher, the W-Y ID16 incendiary shell launcher or the W-Y H34 fragmentation round launcher . Can also be fitted with the W-Y C47 box magazine, replacing the weapon's standard tubular hand-fed magazine and dramatically improving reload times, S91 dot reflex sight and L14 laser targeting system.
Armat M37A2 Pump ShotgunEdit
- Main article: M37A2 Pump Shotgun
Based on the Ithaca Model 37 "Stakeout". The normal version in-game appears to be blued with a synthetic forearm and holds 8 rounds. Offers better firepower and accuracy than the tactical shotgun but with noticeably less customization and a slower rate of fire and reload speed. Can be fitted with the B3 barrel choke (giving a tighter spread) and a laser targeting system. Can also use optional S7 alloy iron sights, B15 timed explosive rounds, ARMAT R1 flechette rounds and S11 expanding shot.
These weapons can be picked up and used by the player, but cannot be stored in their inventory and are discarded after use. Switching weapons will also discard them. Furthermore, they cannot be reloaded.
- Main article: M56 Smartgun
The M56 Smartgun is a powerful machine gun with auto-aim targeting capabilities. Similarly, in multiplayer, the weapon cannot be equipped as part of players' loadouts but can instead be found somewhere on the map.
M240 Incinerator UnitEdit
- Main article: M240 Incinerator Unit
The M240 Incinerator Unit is capable of producing a lethal burst of intense flame, devastating against organic targets but potentially hazardous to the user.
M5 RPG LauncherEdit
- Main article: M5 RPG
The M5 RPG is a rocket launcher usable in very few levels of the campaign. The weapon holds four rockets has a scope and is very effective against PMCs and Xenos.
M40 HEDP GrenadeEdit
- Main article: M40 HEDP Grenade
Composition B15 fragmentation grenade; three-second fuse with an effect radius of two meters.
These are useful against groups of enemies, especially when they take cover. You hold the Fire button to "cook" the grenade before throwing it, but don't hang on too long or it'll explode in your hand.
- Main article: U4 Firebomb
A Naplam B-based incendiary explosive; creates lasting chemical fires that reach temperatures of 1200 degrees Celsius.
Firebombs are a more professional version of a Molotov Cocktail. This incendiary projectile erupts into a pool of fire where the bomb is thrown. The Firebomb is extremely damaging to Xenomorphs and also does a number on Weyland-Yutani soldiers.
M20 Claymore MineEdit
- Main article: M20 Claymore Mine
A directional fragmentation anti-personnel mine; filled with ball bearings encased on top of a high explosive compound.
Place these on the ground to set a trap for the enemy. They detonate when the victim crosses the laser sight trigger. These are best used to prevent flanks or to slow down an advancing force. As a Xenomorph, these mines are often overlooked. You are only granted one Claymore Mine in multiplayer, so place it wisely as it cannot by picked up or moved once armed.
UA 571-C Automated Sentry GunEdit
- Main article: UA 571-C Automated Sentry Gun
While not a usable weapon, UA 571-C Automated Sentry Guns can be moved and placed by the player to help them defend an area from attack.
- Main article: Legendary Weapons
Hudson's Pulse RifleEdit
- Main article: Hudson's Pulse Rifle
A legendary weapon based on Private Hudson's M41A from the film, with the full 100-round magazine (downloaded to 95 rounds). It also features increased stopping power and a skull design on the magazine well. Additionally, it is limited to four-round burst fire.
- Main article: Hicks' Shotgun
A legendary variant of the ARMAT M37A2 based on the weapon wielded by Corporal Hicks in the film. Features a pakerized finish with wooden foregrip, and acid damage around the barrel. Also has the words "NO FATE" carved into the top of the receiver, a reference to Michael Biehn's role as Kyle Reese in the Terminator franchise.
- Main article: Frost's Flamethrower
A legendary weapon. However, it's stats are no different from the standard Flamethrower, and it similarly cannot be added to the player's inventory.
- Main article: Vasquez's Smartgun
A legendary weapon. However, it's stats are no different from the standard Smartgun, and it similarly cannot be added to the player's inventory.
- Main article: Vasquez's Pistol
A legendary variant of the ARMAT M4A3 Service Pistol based on the weapon used by Private Vasquez in the movie. It has pearl grips and increased stopping power.
- Main article: Gorman's Pistol
A legendary weapon based on Lieutenant Gorman's sidearm. It is finished in black and does more damage than the standard pistol.
Pre-order Bonus/DLC WeaponsEdit
These weapons were originally only available with certain special editions of the game or by pre-ordering. They were later released as additional DLC for anyone to purchase.
Ripley's Pulse RifleEdit
- Main article: Ripley's Pulse Rifle
A legendary weapon based on the M41A Pulse Rifle/Flamethrower combo rigged together with duct tape by Ellen Ripley near the end of Aliens. A notable goof is that the weapons are the wrong way round from what was depicted in the film, where the Pulse Rifle was on the right and the Flamethrower was on the left. Being based on the original M41A, it has a full 100-round rifle magazine (downloaded to 95 rounds, as in the movie). It is incredibly versatile and powerful but can only be fired from the hip. It was initially available to those who purchased the Collector's Edition, but was later released as DLC for everyone.
XM99A Phased Plasma Pulse RifleEdit
- Main article: XM99A Phased Plasma Pulse Rifle
A weapon based on boasts made by Hudson in Aliens (which was itself a reference to the gunshop scene in James Cameron's earlier film The Terminator). It was initially available to those who purchased the Collector's Edition, but was later released as DLC for everyone.
Sawed-off Double Barrel ShotgunEdit
- Main article: Sawed-off Double Barrel Shotgun
Self-descriptive weapon. It was initially only available with the Extermination Edition, but was later released as DLC.
P9 SHARP RifleEdit
- Main article: P9 Sonic Harpoon Artillery Remote Projectile Rifle
A weapon based on boasts made by Hudson in Aliens, the Sonic Harpoon Artillery Remote Projectile Rifle fires time delayed explosive darts. It was initially available to those who pre-ordered the game, but was later released as DLC for everyone.
G2 Electroshock GrenadeEdit
- Main article: G2 Electroshock Grenade
Propels to a height of 1m before unleashing a 1.2 gigavolt charge; informally known as the 'Sonic Electronic Ball Breaker' due to the detonation height and effect.
Based on boasts made by Hudson in Aliens, the weapon is a time detonation bounding mine, or 'bouncing betty' device. A handheld grenade is tossed to the ground. It then propels itself upward and delivers an electric payload of over 1,200,000,000 volts. The shock is instantaneous and delivers enough current to halt the central nervous system and really ruin someone's day, but is rarely fatal. In combat, it's best used to stun groups of advancing enemies for the kill. It was initially available to those who purchased the Collector's Edition, but was later released as DLC for everyone.
- Magazines (for firearms) are incorrectly referred to as clips in-game.
- All Tacticals (including the G2) are manufactured by Armat Battlefield Systems.