Below is a list of all weapons as well as equipment that are available to the player in the 2013 video game Aliens: Colonial Marines and its expansions. Weapons in the game are predominantly divided into three main categories — standard weapons, heavy weapons and Legendary Weapons — plus several other miscellaneous items including hand grenades and sentry guns.
Several weapons in the game were initially exclusives only available to players who pre-ordered or purchased a special edition release from a specific retailer, although these bonus weapons were later released as DLC for anyone to download.
Standard weapons are the mainstay of the player's arsenal. When the player ranks up to a certain level after the current mission or game it is permanently added to their inventory and can be used at any time subsequently. Each of these weapons can be customized with a variety of add-ons and upgrades, although these customizations must first be purchased (using commendations awarded through ranking up). Custom paint jobs are also available, unlocked by completing the game's challenges.
Armat M4A3 Service Pistol
- 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 but at a reduced rate of fire. It has support for a laser sight, sound suppressor and high-velocity rounds that increases the firepower even more, but at a cost of a even more reduced fire rate.
W-Y 88 Mod 4 Combat Pistol
- Main article: 88 Mod 4 Combat Pistol
Based on the Heckler & Koch VP70. Constructed from nano-bound, hard impact plastics and other synthetic materials, the Weyland-Yutani 88 Mod 4 holds 18 rounds, which can be extended to 27 rounds using extended magazines. Lower damage than the M4A3 but a higher rate of fire, and can be modified to full-automatic and can sport a red dot sight via attachment rail.
Armat M41A Pulse Rifle MK2
- Main article: M41A Pulse Rifle MK2
An updated version of the M41A seen in Aliens. The Armat M41A Pulse Rifle MK2 is the standard-issue weapon of the Colonial Marines in the game. Fires 10mm explosive-tipped caseless rounds. Features additional customization options including a variety of underbarrel launcher attachments, in addition to the grenade launcher. 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. It supports a suppressor and a sight attachment.
W-Y NSG 23 Assault Rifle
- Main article: NSG 23 Assault Rifle
One of the original weapons featured in the game. A middle-ranged 7.62mm Caseless Weyland-Yutani assault rifle. Holds 30 rounds. Fires only in three-round bursts, with five round bursts as an upgrade. It can be mounted with a unique underbarrel flamethrower attachment, along with a standard shotgun and underbarrel grenade launcher. It can also support a stock, suppressor or sight attachment. It is one of the standard-issue weapons for Weyland-Yutani PMCs.
Armat M4RA Battle Rifle
- Main article: M4RA Battle Rifle
One of the original weapons featured in the game, although the weapon resembles the M42A Scope Rifle in the Technical Manual. Semi-automatic mid- to long-range bullpup marksman rifle. Has a 15 round magazine. Mounts a variety of underbarrel attachments and a couple of unique, different optics for differing situations. It can support an upgraded buttstock or a suppressor. It can also be chambered in high-velocity rounds which can increase the damage output, but at the cost of a decreased rate of fire.
Armat M39 Submachine Gun
- Main article: M39 Submachine Gun
One of the original weapons featured in the game. A compact sub-machine gun with a high rate of fire, fastest in its class. However, prolonged bursts will cause high vertical recoil, making it unstable in mid- to long-ranged encounters. Holds 48 rounds, which can be extended to 72 rounds or it can support a specialized stock to decrease recoil. It can only support a sight attachment, as it is the only customizable primary/secondary weapon that does not support an underbarrel alternative fire attachment.
Armat M37A2 Pump Shotgun
- Main article: M37A2 Pump Shotgun
Based on the Ithaca Model 37 "Stakeout". An Armat Battlefield Systems classic design. Holds 8 shells. Offers better lethality and accuracy than the tactical shotgun but with less customization options for the alternative fire and a slower rate of fire and reload speed. It can be customized with a barrel choke, a custom loading port, sight attachment and anti-personnel shells. It is the only weapon with an alternative fire that does not use an underbarrel attachment.
W-Y MK221 Tactical Shotgun
- Main article: MK221 Tactical Shotgun
Based on the Benelli M4 Super 90. A Weyland-Yutani manufactured close-range self-loading semi-automatic weapon made from heat resistant alloys that is capable of firing rapid shots in quick succession without overheating. Holds 8 shells. Highly effective in tight spaces but inaccurate at long range due to spread and recoil. It can be customized with an underbarrel unit that fires specialized shock slugs which stuns enemies, along with an incendiary shotgun attachment and a warhead launcher. It can also support a stock, box magazine conversion as well as a full-automatic firing mechanism.
Unlike standard weapons, these are not added to player's inventory when collected and must be discarded after use. Switching weapons will also discard them. Furthermore, they cannot be reloaded or modified. In multiplayer, these weapons spawn at designated locations in the maps, sometimes only after a certain amount of time has elapsed in the match. Also, should a heavy weapon somehow be carried until the end of the level, it will be removed regardless.
- Main article: M56 Smartgun
A powerful machine gun with auto-aim and target tracking capabilities. It carries 600 rounds inside the drum before discarding. A rapid-firing weapon capable of perforating targets with ease.
M240 Incinerator Unit
- Main article: M240 Incinerator Unit
A flamethrower that is capable of producing a lethal burst of intense flame, devastating against organic targets but potentially hazardous to the user in close quarters. It carries atleast 250 units of fuel inside the drum before discarding. It is notably the only weapon that allows use with the Motion Tracker as other heavy weapons are incapable of doing such action.
M5 RPG Launcher
- Main article: M5 RPG
A four-shot rocket launcher with integrated scope, although the design of the RPG in the game is greatly different from the one described in the Technical Manual. Very effective against soft targets and capable of damaging hardened structures.
These include hand grenades and placed mines and are stored as part of the player's inventory.
M40 HEDP Grenade
- Main article: M40 HEDP Grenade
Composition B15 fragmentation grenade used in both the U1 Grenade Launcher attachment and as a hand-thrown time-delay explosive. In the latter role, the timed fuse can be "cooked" by holding the fire button.
- Main article: U4 Firebomb
A Napalm B-based incendiary explosive; creates lasting chemical fires that reach temperatures of 1200 degrees Celsius. Detonates on impact, it cannot be cooked. Can either be thrown or fired off by its specially designed grenade launcher attachment.
M20 Claymore Mine
- Main article: M20 Claymore Mine
A laser-triggered directional fragmentation anti-personnel mine. Consists of an explosive charge embedded with ball bearings. Designed for area defense or to slow an enemy advance.
UA 571-C Automated Sentry Gun
- 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. However, while carrying the Sentry Gun, the Motion Tracker or any other weapon cannot be used unless if it is dropped or placed. It carries 500 rounds of ammunition inside the drum before someone needs to manually reload. It can be damaged in the Bug Hunt gamemode, in which it can also be repaired.
- Main article: Legendary Weapon
Legendary weapons are unique firearms based on weapons used by characters in Aliens, found hidden in specific locations throughout the game. Each has a unique trait and/or appearance, but they cannot be modified and use stock attachments. Most Legendary Weapons are added to the player's inventory when discovered, with the exceptions of Frost's Flamethrower and Vasquez's Smartgun, which, as with other heavy weapons, are discarded after use.
Hudson's Pulse Rifle
- Main article: Hudson's Pulse Rifle
Based on the M41A Pulse Rifle carried by Private Hudson in Aliens. Features a full 99-round magazine (downloaded to 95 rounds). Also features increased stopping power and a skull design on the magazine well, but is limited to four-round burst fire.
- Main article: Hicks' Shotgun
A legendary variant of the Armat M37A2 based on the Ithaca Model 37 carried by Corporal Hicks. 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. Unlike the M37A2 however, it does not have any alternate fire shells (high explosive or flechette) in addition to standard buckshot.
- Main article: Frost's Flamethrower
Based on the M240 Incinerator Unit carried by Private Frost. Has the word "FROSTBITE" scrawled on the side. However, performance-wise it is no different to the standard M240.
- Main article: Vasquez's Smartgun
Based on the M56 Smartgun carried by Private Vasquez. Has the word "ADIOS" painted on the side and Vasquez's red bandanna tied around the forward hand grip. However, performance-wise it is no different to the standard M56.
- Main article: Vasquez's Pistol
A legendary variant of the ARMAT M4A3 Service Pistol based on the Smith & Wesson Model 39 carried by Private Vasquez. It has pearl grips, increased stopping power and increased rate of fire.
- Main article: Gorman's Pistol
A legendary variant of the 88 Mod 4 Combat Pistol based on the VP70 carried by Lieutenant Gorman. Finished in black and with increased damage compared to the standard pistol.
Pre-order Bonus/DLC Weapons
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. Like legendary weapons, they cannot be customized aesthetically or functionally.
Ripley's Pulse Rifle
- Main article: Ripley's Pulse Rifle
Based on the M41A Pulse Rifle/M240 Incinerator Unit combination rigged together with duct tape by Ellen Ripley near the end of Aliens. As with Hudson's Pulse Rifle, it has a full 99-round rifle magazine (downloaded to 95 rounds) but is also capable of full-auto fire. It is incredibly versatile and powerful but can only be fired from the hip and blocks a large part of the player's view due to its size.
It was initially available to those who purchased the Collector's Edition, but was later released as DLC for everyone. It is the only DLC weapon that is also a legendary weapon.
XM99A Phased Plasma Pulse Rifle
- 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). A powerful energy beam weapon that must be charged in order to fire. Comes with a pre-attached 2x scope and contains limited energy to fire inside the cell.
It was initially available to those who purchased the Collector's Edition, but was later released as DLC for everyone.
Sawed-off Double Barrel Shotgun
- Main article: Sawed-off double barrel shotgun
Self-descriptive weapon. Fires two shells at once and must be reloaded after each shot, devastating, but it carries limited ammunition. It was initially only available with the Extermination Edition, but was later released as DLC.
P9 SHARP Rifle
- 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 that stick onto targets and detonates either upon impact of a target or after a few seconds upon hitting a solid surface.
It was initially available to those who pre-ordered the game, but was later released as DLC for everyone.
G2 Electroshock Grenade
- 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. It can be "cooked" like the M40 HEDP, though it has no effects on its countdown.
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, but is rarely fatal.
It was initially available to those who purchased the Collector's Edition, but was later released as DLC for everyone.