Weaponssearchable directory

Aliens: Fireteam Elite 2 Weapons Guide

Search 16 confirmed weapons with images, compare verified weapon families and class links, and choose what to test without relying on invented stats.

Direct answer

Use this 16-weapon verified catalog to identify each model, narrow the right weapon family, and compare candidates in the live Loadout at the same progression state. Exact damage rankings remain unsafe until current in-game values are captured consistently.

Quick answer

  • The directory contains 16 confirmed weapon entries with local reference images.
  • Marauder, Machinist, Hunter, and Specialist each have two class-linked weapons represented in this catalog.
  • Compare weapons at equal star level with the same attachment and Augment conditions.
  • Use the live Loadout tooltip for current performance values because published reference material does not support a trustworthy damage tier list yet.
Aliens: Fireteam Elite 2 Weapons Guide

Choose a Weapon Without Guessing at Stats

Start with the job the weapon must perform, narrow the directory by family, then compare candidates in the live Loadout. Names and weapon types establish identity, while damage, weak-point output, recoil, spread, reload speed, ammo economy, traits, and Augment interactions require current in-game inspection.

Player needDirectory family to inspectWhat to compare in the Loadout
Compact backupSidearmControl, reload cycle, reserve behavior, and attachment compatibility
Familiar infantry platformPulse rifleRecoil, fire behavior, magazine management, and weak-point consistency
Close-space responseShotgun and riot gunSpread, effective distance, reload exposure, and stopping behavior
Area pressureHeavy and explosiveFriendly-fire risk, recovery time, ammunition, and safe firing lanes
Class-specific energy optionDirected energyClass access, firing model, heat or ammunition rules, and target interaction
Unknown model identityUnclassifiedInspect the live item card before assigning a combat role

The safest recommendation is conditional. A weapon earns a place when it solves the squad's current problem and remains controllable under the mission's difficulty and friendly-fire rules.

Search the 16-Weapon Catalog

This directory covers 16 confirmed entities backed by the project's current image collection. It is a verified working catalog, without claiming that the game's entire arsenal contains only 16 weapons.

16 entries

BD-03 Djinn Personal Railgun

BD-03 Djinn Personal Railgun

Directed Energy

A personal railgun associated with the Hunter class. Current damage, charge behavior, ammunition, and weak-point performance require in-game verification.

BD-16 Begho

BD-16 Begho

Unclassified

A Colonial Marine weapon confirmed in service by 2207. Its family and practical combat behavior remain unconfirmed in the current catalog.

EDS-93 Zadak Plasma Discharger Mk. II

EDS-93 Zadak Plasma Discharger Mk. II

Directed Energy

A Colonial Marine plasma weapon and successor to the original EDS-93. Its revised firing model and current performance values need live Loadout confirmation.

Frontier Revolver

Frontier Revolver

Sidearm

A high-caliber Hyperdyne revolver and the company's first renowned 3D-printed weapon. Compare its live handling and reload behavior before treating it as a precision option.

Kramer Short-Barrel

Kramer Short-Barrel

Shotgun And Riot Gun

An Armat-built handheld riot gun for Colonial Marine service. Its close-range identity is confirmed, while sequel-specific spread and stopping behavior need live testing.

L56A3 Smartgun

L56A3 Smartgun

Heavy And Explosive

A Weyland-Yutani heavy machine gun derived from the M56 Smartgun platform and represented in the Specialist loadout identity.

M10 Auto Pistol

M10 Auto Pistol

Sidearm

A fully automatic Armat machine pistol using caseless ammunition. Check its current reserve, recoil, spread, and attachment rules in the Loadout.

M12A1 Rocket Launcher

M12A1 Rocket Launcher

Heavy And Explosive

An anti-infantry Armat launcher built around fragmentation rockets and presented as part of the Marauder weapon identity.

Match Confirmed Weapons to Class Roles

Published class showcases connect eight entries in this catalog to four class identities. Treat these links as a starting point for build planning, then use the live Loadout to confirm the exact access and unlock state on your profile.

ClassConfirmed catalog weaponsWhat the class showcase suggests testing
MarauderM12A1 Rocket Launcher, OCAP-91 VolcanExplosive and sustained flame pressure with strict attention to squad firing lanes.
MachinistSMB-94 Zephyr Plasma Emitter, EDS-93 Zadak Plasma Discharger Mk. IIEnergy-weapon behavior alongside automated area-control tools.
HunterBD-03 Djinn Personal Railgun, Type 111 Directed Particle EmitterPrecision or directed-energy options for priority-target work.
SpecialistL56A3 Smartgun, M41A2 Pulse RifleFlexible heavy automatic and rifle options within a hybrid build.

Aliens: Fireteam Elite 2 - New Enemies, Weapons & More!

Watch this weapon-focused overview for visual context on the sequel's arsenal before comparing current values in the live Loadout.

The complete classes guide covers all six class paths, including class weapons that fall outside this 16-entry image catalog.

Compare Two Weapons Fairly

A meaningful comparison holds progression and build state constant. A higher-star weapon with different attachments can make the weaker baseline look stronger, while a trait or Augment can change the outcome more than the weapon family itself.

  1. Choose two weapons that can solve the same squad task.
  2. Bring them to the same star level before drawing a performance conclusion.
  3. Remove attachments and Augments, or equip equivalent effects on both weapons.
  4. Record the live Loadout values that matter for the task, such as control, reload, ammunition, and weak-point behavior.
  5. Test both options in the same mission and difficulty with the same class and perk board.
  6. Keep the weapon that solves the task with fewer failures, then add attachments and an Augment deliberately.
TestWhat to observeA useful result looks like
Priority targetTime exposed, missed shots, weak-point consistencyThe target is removed without breaking squad positioning.
Lane controlReload gaps, ammunition use, target transitionsPressure stays stable through the full wave.
Close-range recoveryDraw time, control under movement, reload safetyThe weapon creates space before the squad is surrounded.
Friendly-fire disciplineProjectile path, blast or flame footprintTeammates can hold their lanes without repeated damage risk.
Progression fitAvailable attachments, Augment, trait, and star goalThe weapon supports both the current build and the next unlock target.

Current updates corrected multiple weapon and stat-display issues, including the Mondo Heat 9000 reload delay and several attachment or trait values. Use live tooltips after updating the game, and avoid ranking weapons from an old screenshot or a different progression state.

Build Weapon Progress Toward Achievements

Weapon XP is awarded after extraction. Each star unlocks a different layer, so compare weapons at the same milestone before deciding which one fits the squad.

Star levelUnlockWhat to do next
One starWeapon traitRead the trait before judging the weapon against an unranked alternative.
Two starsColorwayKeep leveling if the goal is a combat unlock rather than appearance.
Three starsUniversal core perkCheck whether the perk improves the current class build or belongs in another setup.
Four starsAugment slotRe-test the weapon after equipping an Augment because its behavior may change.

Two achievements reward different weapon-leveling strategies:

AchievementRequirementPlanning rule
Hell and BackLevel one weapon to four starsKeep one dependable weapon as the long-term project.
Well Stocked ArsenalLevel ten weapons to at least two starsRotate a tracked set of ten weapons before over-investing in extras.
Not Just For DecorationEquip an attachment on a sidearmUse Frontier Revolver, M10 Auto Pistol, or another confirmed sidearm with a compatible attachment.
Fully LoadedFill all weapon attachment positions, including an AugmentInspect one weapon and verify every required position is occupied.
Yellow Makes It Shoot BetterApply one colorway and three decals to a gunKeep all four cosmetic selections on the same weapon.

Use the complete achievements guide to combine these goals with campaign, class, and Horde progress.

Fix a Weapon or Loadout Mismatch

SymptomLikely checkNext action
Search returns no weaponText or family filter is activeClear search and select All categories.
Weapon feels weaker than a comparisonStar level, trait, attachments, Augment, class perks, or difficulty differEqualize the setup before testing again.
Displayed stat color looks misleadingAttachment stat presentation may have changedRead the current value and effect text after updating the game.
Mondo Heat 9000 reload feels delayedThe reload fix may not be installedUpdate the game and retest the full reload cycle.
Explosive or flame weapon harms the squadThe firing lane is too narrow or crossedHold fire, reposition, and reserve the weapon for a clear angle.
A weapon cannot use a desired itemThe item may be incompatible with that weapon's mechanicsRemove it and choose an attachment or Augment accepted by the live Loadout.
A class-linked weapon is unavailableUnlock state or current class access differsInspect the class and weapon screens instead of assuming catalog presence grants access.

The directory establishes identity and helps you find candidates. The live Loadout remains the final authority for current ownership, access, statistics, attachments, traits, and Augments.

Frequently Asked Questions

Was this helpful?