State of the Badass Art
While you start with a good selection of weapons in Aliens: Fireteam Elite, you will unlock more as you play, as well as start gaining attachments to augment them. There is no in-game resource that lists all of them in one convenient place if you do not own them, so this guide is intended to detail each of these. Additionally, there are consumable equipment you can bring along each mission to make your life easier.
This guide will not cover Classes, Perks, Armors, Colorways, Decals, Hats, or Challenge Cards.
The Basics
Weapons are unlocked in the following ways:
- By default
- By purchasing them from Staff Sergeant Park for Credits
- From mission drops on various difficulties
Guns have a base Combat Rating of 40, which increases by 5 for each Perk Tier that is unlocked (total of +20).
Attachments are unlocked in the following ways:
- By purchasing them from Staff Sergeant Park for Credits
- From mission drops on various difficulties
- From the Hidden Cache found in random locations in each level
- From Challenge Card bonuses
All Attachments give 20 Combat Rating apiece to the weapon they are equipped to (total of +60).
Consumables are earned in the following ways:
- Buying them from Staff Sergeant Park
- Finding them in brown caches at holdout points
- Finding them in the Hidden Cache placed randomly in each level
Some stats are “more important” than others when it comes to damage, as they directly affect how much damage you are able to deal per second. These are:
- Fire Rate – More bullets per second = more damage per second
- Reload Speed – Less time spent reloading = more time shooting bullets = more time dealing damage
- Weak Point Damage – More headshot damage = more…damage, I sure hope this was obvious
Some stats have an impact on your ability to deal damage, but not directly. These are:
- Max Ammo – More ability to use primary damage weapon = more damage
- Stability – Less recoil = more landed shots
- Accuracy – Less bloom/spread = more landed shots
- Magazine Capacity – This might be contentious, but I often find Magazine Capacity comes at the expense of other, more important DPS stats
And there are some stats that are good in some situations, but don’t necessarily directly influence how much damage you’re outputting. These are:
- Stumble Chance – Just makes enemies slower
- Handling Bonus – Improves Aim Down Sights time, equip time, and reduces the accuracy penalty for moving
Credits
Below are people who contributed information I did not have:
- Faraday – Type 78 Burst Pistol, M41A3 Burst Rifle, 4X Illuminated Scope
Weapons – Rifle
Rifles are one of the more common weapons used among the five classes, and range from fast-firing automatic rifles to slow-firing sniper rifles.
Auto Rifles will fire continuously if you hold down the fire button. They feature larger magazines, high fire rates, and lower damage compared to other rifle types, and typically allow for small to medium attachments.
Description
The iconic weapon from Aliens. It fires fast, does decent damage, and has reasonable accuracy and stability. It functions best at medium to close range.
Stats
- Damage: 135
- Fire Rate: 11.0
- Reload Time: 2.00
- Magazine Capacity: 60
- Max Ammo: 540
- Weak Point Damage: 200.0%
- Stumble Chance: 15.0%
- Handling Bonus: 0.0%
- Accuracy: 74
- Stability: 87
Mods
- Medium Muzzle
- Medium Magazine
- Medium Optics
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Effective Range
- Tier 3: +5% Fire Rate
- Tier 4: +0.5% Stability and Accuracy on Hit. This effect stacks 10 times, resets on reload.
Acquisition Method
Unlocked by default.
Description
Fires slightly faster than the Pulse Rifle, but does less damage and has a lower magazine capacity. Best at medium to close range.
Stats
- Damage: 113
- Fire Rate: 12.9
- Reload Time: 2.00
- Magazine Capacity: 50
- Max Ammo: 500
- Weak Point Damage: 200.0%
- Stumble Chance: 8.5%
- Handling Bonus: 0.0%
- Accuracy: 80
- Stability: 85
Mods
- Medium Muzzle
- Medium Magazine
- Medium Optics
Perks
- Tier 1: +5% Accuracy
- Tier 2: +5% Fire Rate
- Tier 3: +5% Fire Rate
- Tier 4: +1% Range and Accuracy on Weak Point Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Mission drop, Standard Difficulty.
DMRs fire much slower than auto rifles, have less magazine capacity and max ammo, but do way more damage, have much higher accuracy, and often use larger attachments.
Description
Faster firing rate than most DMRs due to its burst, and longer effective range than most auto rifles.
Stats
- Damage: 122
- Fire Rate: 2.6
- Reload Time: 2.00
- Magazine Capacity: 60
- Max Ammo: 480
- Weak Point Damage: 250.0%
- Stumble Chance: 10.0%
- Handling Bonus: 0.0%
- Accuracy: 84
- Stability: 90
Mods
- Medium Muzzle
- Medium Magazine
- Large Optics
Perks
- Tier 1: +5% Fire Rate
- Tier 2: +5% Accuracy
- Tier 3: +5% Accuracy
- Tier 4: +1% Stability and Fire Rate on Hit for 3 seconds.This effect stacks 5 times.
Acquisition Method
Purchase from Staff Sergeant Park
Description
A middle of the road DMR that features high damage, low fire rate, and a lot of extra weak point damage. Best at medium to long range.
Stats
- Damage: 630
- Fire Rate: 1.7
- Reload Time: 2.20
- Magazine Capacity: 10
- Max Ammo: 100
- Weak Point Damage: 300.0%
- Stumble Chance: 60.0%
- Handling Bonus: 0.0%
- Accuracy: 90
- Stability: 76
Mods
- Large Muzzle
- Large Magazine
- Medium Optics
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Stability
- Tier 3: +5% Effective Range
- Tier 4: +3.34% Weak Point Damage on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Features a faster fire rate than the M42A2 Scout Rifle, but lower damage. It also uses Large Optics. Best at medium to long range.
Stats
- Damage: 360
- Fire Rate: 3.1
- Reload Time: 2.25
- Magazine Capacity: 16
- Max Ammo: 160
- Weak Point Damage: 300.0%
- Stumble Chance: 50.0%
- Handling Bonus: 5.0%
- Accuracy: 89
- Stability: 80
Mods
- Large Muzzle
- Large Magazine
- Large Optics
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Stability
- Tier 3: +5% Fire Rate
- Tier 4: +5% Handling. Additional +1% Weak Point Damage on Weak Point Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Mission drop, Standard difficulty.
Sniper rifles hit very hard, and have the longest effective range in the game. To compensate, they have very low fire rates, low magazine capacity, and low max ammo.
Description
Does a lot of damage at a very long range and has a 100% stagger chance. Slow to fire, slow to reload, and low max ammo.
Stats
- Damage: 990
- Fire Rate: 1.1
- Reload Time: 2.5
- Magazine Capacity: 4
- Max Ammo: 48
- Weak Point Damage: 310.0%
- Stumble Chance: 100.0%
- Handling Bonus: 0.0%
- Accuracy: 92
- Stability: 63
Mods
- Large Muzzle
- Large Magazine
- Large Optics
Perks
- Tier 1: +5% Accuracy
- Tier 2: +5% Weak Point Damage
- Tier 3: +5% Weak Point Damage
- Tier 4: +2% Accuracy on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Purchase from Staff Sergeant Park.
Description
Fires slightly faster than the M42A3 Sniper Rifle, has a higher magazine capacity and higher max ammo, but deals less damage to compensate.
Stats
- Damage: 810
- Fire Rate: 1.5
- Reload Time: 2.25
- Magazine Capacity: 5
- Max Ammo: 75
- Weak Point Damage: 305.0%
- Stumble Chance: 100.0%
- Handling Bonus: 0.0%
- Accuracy: 82
- Stability: 70
Mods
- Large Muzzle
- Large Magazine
- Large Optics
Perks
- Tier 1: +5% Fire Rate
- Tier 2: +5% Fire Rate
- Tier 3: +5% Weak Point Damage
- Tier 4: +2% Fire Rate on Shot for 3 seconds. This effect stacks 5 times.
Acquisition Method
Mission drop, Standard difficulty.
Weapons – CQW
Close Quarters Weapons (or CQW) are used by several classes as a way to quickly dispatch xenomorphs that have gotten into close range. Available CQWs can be shotguns, SMGs, or flamethrowers.
Shotguns feature high damage at very short range with low magazine capacity but fast reload times. For shotguns that load individual shells, your reload will be canceled if you aim down sights.
Description
Features high damage, a decent magazine capacity for a shotgun, and a very fast reload. Shells are reloaded individually, allowing you to fire before a full reload is completed.
Stats
- Damage: 182
- Fire Rate: 1.3
- Reload Time: 0.30
- Magazine Capacity: 8
- Max Ammo: 80
- Weak Point Damage: 150.0%
- Stumble Chance: 25.0%
- Handling Bonus: 0.0%
- Accuracy: 50
- Stability: 37
Mods
- Medium Muzzle
- Tubular Magazine
- Small Optics
Perks
- Tier 1: +5% Reload Time
- Tier 2: +5% Reload Time
- Tier 3: +1 Bonus Projectiles
- Tier 4: Enemies take an additional 0.36% damage on Hit for 5 seconds. This effect stacks per projectile that hits, and stacks up to 13 times.
Acquisition Method
Unlocked by default.
Description
Fires faster than the M37A3 pump Shotgun, and has a higher stumble chance, but has lower damage and a lower magazine capacity. It also uses a different type of magazine and forgoes optics for a barrel attachment. Shells reload individually.
Stats
- Damage: 150
- Fire Rate: 1.7
- Reload Time: 0.30
- Magazine Capacity: 5
- Max Ammo: 75
- Weak Point Damage: 160.0%
- Stumble Chance: 36.0%
- Handling Bonus: 0.0%
- Accuracy: 42
- Stability: 33
Mods
- Medium Muzzle
- Internal Magazine
- Barrel
Perks
- Tier 1: +5% Stumble Chance
- Tier 2: +5% Stumble Chance
- Tier 3: +5% Weak Point Damage
- Tier 4: +1% Stumble Chance on Hit for 3 seconds. This effect stacks per projectile that hits, and stacks up to 10 times.
Acquisition Method
Deluxe Edition or Endeavor Veteran Pack purchase
Description
A double barreled shotgun that fires fast, reloads quickly, and does good damage. It features a higher range than the pump shotguns.
Stats
- Damage: 158
- Fire Rate: 1.5
- Reload Time: 1.00
- Magazine Capacity: 2
- Max Ammo: 60
- Weak Point Damage: 150.0%
- Stumble Chance: 30.0%
- Handling Bonus: 0.0%
- Accuracy: 57
- Stability: 39
Mods
- Medium Muzzle
- Internal Magazine
- Small Optics
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Stability
- Tier 3: +1 Bonus Projectiles
- Tier 4: +0.5% Weak Point Damage on Hit for 3 seconds. This effect stacks per projectile that hits, and stacks up to 10 times.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Fires very quickly compared to most other shotguns, and uses a magazine rather than individual shells.
Stats
- Damage: 99
- Fire Rate: 2.2
- Reload Time: 2.18
- Magazine Capacity: 8
- Max Ammo: 96
- Weak Point Damage: 150.0%
- Stumble Chance: 20.0%
- Handling Bonus: 0.0%
- Accuracy: 54
- Stability: 42
Mods
- Medium Muzzle
- Medium Magazine
- Medium Optics
Perks
- Tier 1: +5% Reload Time
- Tier 2: +5% Reload Time
- Tier 3: +5% Stability
- Tier 4: +1% Reload Speed and Range on Kill for 3 seconds. This effect stacks 5 times.
Acquisition Method
Mission drop, Standard difficulty
[hq]SMGs[/h1]
SMGs fire faster than auto rifles, deal similar damage, and have lower magazine capacities and effective range to compensate.
Description
The basic SMG that fires fast and has lower range than an auto rifle.
Stats
- Damage: 158
- Fire Rate: 16.9
- Reload Time: 1.43
- Magazine Capacity: 48
- Max Ammo: 400
- Weak Point Damage: 200.0%
- Stumble Chance: 5.0%
- Handling Bonus: 0.0%
- Accuracy: 50
- Stability: 61
Mods
- Small Muzzle
- Small Magazine
- Small Optics
Perks
- Tier 1: +5% Fire Rate
- Tier 2: +5% Reload Time
- Tier 3: +5% Fire Rate
- Tier 4: +2% Weak Point Damage on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Mission drop, Standard difficulty
Description
Fast as f*** boi. Does lower damage than the X39 Submachine Gun, but compensates for it with a blisteringly high fire rate, a larger magazine capacity, and lower reload time.
Stats
- Damage: 99
- Fire Rate: 22.2
- Reload Time: 1.20
- Magazine Capacity: 60
- Max Ammo: 600
- Weak Point Damage: 200.0%
- Stumble Chance: 6.0%
- Handling Bonus: 0.0%
- Accuracy: 70
- Stability: 63
Mods
- Small Muzzle
- Small Magazine
- Small Optics
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Accuracy
- Tier 3: +5% Accuracy
- Tier 4: +0.5% Weak Point Damage and Accuracy on Hit for 3 seconds. This effect stacks 10 times.
Acquisition Method
Mission drop, Standard difficulty
Flamethrowers deal constant damage in a rough cone in front of the user while the trigger is held. It has a low maximum range, making it incapable of dealing damage outside close range. On higher difficulties, these are great at burning up both xenos and your teammates.
Description
Has a low maximum range but deals a lot of consistent damage.
Stats
- Damage: 1125
- Fire Rate: 1.0
- Reload Time: 2.20
- Magazine Capacity: 40
- Max Ammo: 400
- Weak Point Damage: N/A
- Stumble Chance: 5.0%
- Handling Bonus: 0.0%
- Accuracy: 68
- Stability: 58
Mods
- Internal Magazine
- Small Optics
- Barrel
Perks
- Tier 1: +5% Fuel Efficiency
- Tier 2: +5% Stability
- Tier 3: +5% Fire Rate
- Tier 4: +1% Fire Rate and Stability on Hit for 5 seconds. This effect stacks 5 times.
Acquisition Method
Purchase from Staff Sergeant Park
Weapons – Hand Gun
Hand guns are used by support classes and provide long and short range options that help compensate for the weaknesses of the class’s other weapon slot.
Hand cannons feature high damage, long effective ranges, moderate magazine capacity, and slow fire rates and longer reload times.
Description
The standard long-range, heavy-hitting option. High damage, low fire rate, high accuracy.
Stats
- Damage: 540
- Fire Rate: 2.6
- Reload Time: 2.30
- Magazine Capacity: 8
- Max Ammo: 100
- Weak Point Damage: 250.0%
- Stumble Chance: 75.0%
- Handling Bonus: 0.0%
- Accuracy: 85
- Stability: 62
Mods
- Small Muzzle
- Small Magazine
- Medium Optics
Perks
- Tier 1: +5% Accuracy
- Tier 2: +5% Accuracy
- Tier 3: +5% Effective Range
- Tier 4: +5% Range and +2.5% Damage for 5 seconds on Reload.
Acquisition Method
Unlocked by default
Description
Fires two shots very quickly, with more severe recoil and lower damage than the Kramer. Also uses Small Optics.
Stats
- Damage: 360
- Fire Rate: 2.6
- Reload Time: 2.40
- Magazine Capacity: 10
- Max Ammo: 160
- Weak Point Damage: 225.0%
- Stumble Chance: 40.0%
- Handling Bonus: 0.0%
- Accuracy: 80
- Stability: 56
Mods
- Small Muzzle
- Small Magazine
- Small Optics
Perks
- Tier 1: +5% Accuracy
- Tier 2: +5% Fire Rate
- Tier 3: +5% Fire Rate
- Tier 4: +5% Aim Assist and Accuracy on Hit for 3 seconds. This effect does not stack.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Much higher fire rate than the Kramer, but does less damage.
Stats
- Damage: 315
- Fire Rate: 4.2
- Reload Time: 1.60
- Magazine Capacity: 18
- Max Ammo: 240
- Weak Point Damage: 250.0%
- Stumble Chance: 50.0%
- Handling Bonus: 0.0%
- Accuracy: 81
- Stability: 76
Mods
- Small Muzzle
- Small Magazine
- Small Optics
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Stability
- Tier 3: +5% Fire Rate
- Tier 4: +1% Fire Rate and Stability on Shot. This effect stacks 5 times, resets on Reload.
Acquisition Method
Mission drop, Standard difficulty
Shotguns, but small. I’m not sure if Riot Gun is an official term for such a weapon, but that strikes me as kinda messed up – I would not use one of these to disperse a riot, but rather kill a bunch of things. Anyway, enough editorializing, these are just small shotguns with lower effective ranges.
Description
Much lower magazine capacity, max ammo, accuracy, and stability than other shotguns, but has a higher fire rate and a comparable reload time. Reloads shells individually.
Stats
- Damage: 158
- Fire Rate: 2.7
- Reload Time: 0.40
- Magazine Capacity: 4
- Max Ammo: 60
- Weak Point Damage: 150.0%
- Stumble Chance: 50.0%
- Handling Bonus: 0.0%
- Accuracy: 37
- Stability: 30
Mods
- Medium Muzzle
- Tubular Magazine
- Small Optics
Perks
- Tier 1: +5% Fire Rate
- Tier 2: +5% Fire Rate
- Tier 3: +1 Bonus Projectile
- Tier 4: +0.56% Fire Rate on Hit. This effect stacks per projectile that hits, and stacks up to 10 times. This effect resets on Reload.
Acquisition Method
Mission drop, Standard difficulty
Description
A fully automatic hand shotgun. High rate of fire, lower damage, higher magazine capacity, longer reload time. Reloads using a magazine.
Stats
- Damage: 95
- Fire Rate: 4.2
- Reload Time: 2.00
- Magazine Capacity: 12
- Max Ammo: 150
- Weak Point Damage: 150.0%
- Stumble Chance: 25.0%
- Handling Bonus: 0.0%
- Accuracy: 38
- Stability: 35
Mods
- Medium Muzzle
- Medium Magazine
- Small Optics
Perks
- Tier 1: +5% Accuracy
- Tier 2: +5% Accuracy
- Tier 3: +5% Fire Rate
- Tier 4: +1% Stumble Chance and Fire Rate on Hit. This effect stacks per projectile that hits, and stacks up to 5 times. This effect resets on Reload.
Acquisition Method
Purchase from Staff Sergeant Park
Machine Pistols are small SMGs. They fire fast, empty their magazines fast, and do low damage to compensate.
Description
Fires extremely fast, has horrendous stability and accuracy, but shreds things that get close.
Stats
- Damage: 116
- Fire Rate: 30.0
- Reload Time: 1.20
- Magazine Capacity: 40
- Max Ammo: 480
- Weak Point Damage: 160.0%
- Stumble Chance: 15.0%
- Handling Bonus: 0.0%
- Accuracy: 48
- Stability: 52
Mods
- Small Muzzle
- Small Magazine
- Small Optics
Perks
- Tier 1: +5% Fire Rate
- Tier 2: +5% Fire Rate
- Tier 3: +5% Weak Point Damage
- Tier 4: +1% Fire Rate and Weak Point Damage on Hit. This effect stacks 5 times, resets on Reload.
Acquisition Method
Mission Drop, Standard difficulty.
Description
Has better range and damage per shot than the M10 Machine Pistol, but a far lower fire rate.
Stats
- Damage: 315
- Fire Rate: 2.5
- Reload Time: 1.60
- Magazine Capacity: 24
- Max Ammo: 240
- Weak Point Damage: 200.0%
- Stumble Chance: 15.0%
- Handling Bonus: 0.0%
- Accuracy: 68
- Stability: 77
Mods
- Small Muzzle
- Small Magazine
- Medium Optics
Perks
- Tier 1: +5% Effective Range
- Tier 2: +5% Effective Range
- Tier 3: +5% Effective Range
- Tier 4: +5% Accuracy and +2.5% Damage on Kill for 5 seconds. This effect does not stack.
Acquisition Method
Mission drop, Intense difficulty
Weapons – Heavy
Heavy weapons are big guns that do high amounts of damage consistently or in bursts.
Machine guns do a little damage very quickly at good range and for extended periods of time.
Description
Another classic from Aliens, the Smartgun is known for three things: firing very fast, having a large magazine capacity, and essentially aiming for you. This gun unfortunately struggles on higher difficulties due to max ammo penalties and low damage per shot. Also, you will never hit a weak point unless the enemy is basically aligning its head with the center of your reticle.
Stats
- Damage: 113
- Fire Rate: 16.7
- Reload Time: 3.50
- Magazine Capacity: 200
- Max Ammo: 400
- Weak Point Damage: 100.0%
- Stumble Chance: 5.0%
- Handling Bonus: 0.0%
- Accuracy: 99
- Stability: 83
Mods
- Large Muzzle
- Barrel
- Armature
Perks
- Tier 1: +5% Effective Range
- Tier 2: +5% Effective Range
- Tier 3: +5% Aim Assist
- Tier 4: +1% Aim Assist and Range on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Unlocked by default
Launchers lob a single projectile that explodes to deal massive damage. They feature low magazine capacity, long reload times, and low maximum ammo.
Description
A grenade launcher that lobs a single explosive in an arc that detonates on contact with a surface or enemy. Deals less damage than the M95 Grenade Launcher, but is easier to use.
Stats
- Damage: 1350
- Fire Rate: 1.7
- Reload Time: 2.40
- Magazine Capacity: 8
- Max Ammo: 40
- Weak Point Damage: 150.0%
- Stumble Chance: 0.0%
- Handling Bonus: 0.0%
- Accuracy: 62
- Stability: 62
Mods
- Tubular Magazine
- Barrel
- Armature
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Explosion Radius
- Tier 3: +5% Explosion Radius
- Tier 4: Enemies take an additional 5% Damage on Hit for 10 seconds. This effect does not stack.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Fires a grenade in an arc that has a timed fuse and bounces when it contacts surfaces; the grenade detonates if it contacts an enemy. Does more damage than the M94 Impact Grenade because it is harder to use. Grenades are reloaded individually, and aiming down sights interrupts the reload.
Stats
- Damage: 1620
- Fire Rate: 1.3
- Reload Time: 0.55
- Magazine Capacity: 5
- Max Ammo: 40
- Weak Point Damage: 150.0%
- Stumble Chance: 0.0%
- Handling Bonus: 15.0%
- Accuracy: 57
- Stability: 64
Mods
- Tubular Magazine
- Barrel
- Armature
Perks
- Tier 1: +5% Reload Time
- Tier 2: +5% Handling
- Tier 3: +5% Handling
- Tier 4: Enemies are Slowed by 25% on Hit for 10 seconds. This effect does not stack.
Acquisition Method
Mission drop, Standard difficulty
Description
It shoots an explosive rocket in a straight line. It effectively has infinite range and always deals full damage, but everything besides its range and damage is very low in comparison to other options.
Stats
- Damage: 1463
- Fire Rate: 1.3
- Reload Time: 2.80
- Magazine Capacity: 3
- Max Ammo: 30
- Weak Point Damage: 150.0%
- Stumble Chance: 0.0%
- Handling Bonus: 0.0%
- Accuracy: 67
- Stability: 63
Mods
- Internal Magazine
- Barrel
- Armature
Perks
- Tier 1: +5% Stability
- Tier 2: +5% Stability
- Tier 3: +10% Projectile Speed
- Tier 4: 20% on Kill to release a secondary cluster explosion.
Acquisition Method
Purchase from Staff Sergeant Park
Compared to CQW flamethrowers, these are bigger, faster, and stronger, too. However, it is not part of the DK crew due to burning them all alive thanks to Friendly Fire damage.
Description
Why did they leave off the “O” of “Volcano”? Is there a character limit to weapon names in the future military? Oh and it does a lot of damage in a limited range very consistently. Think of it as a limited range smartgun that can also kill your friends very fast.
Stats
- Damage: 1650
- Fire Rate: 1.0
- Reload Time: 3.05
- Magazine Capacity: 100
- Max Ammo: 300
- Weak Point Damage: N/A
- Stumble Chance: 5.0%
- Handling Bonus: 0.0%
- Accuracy: 59
- Stability: 55
Mods
- Internal Magazine
- Barrel
- Armature
Perks
- Tier 1: +5% Reload Time
- Tier 2: +5% Stability
- Tier 3: +5% Stability
- Tier 4: +10% Fuel Efficiency
Acquisition Method
Mission drop, Standard Difficulty
Attachments – Armature
Armatures are used for Heavy Weapons, and are the little attachment rail that helps support the weapon’s weight.
Description
Increases reload speed and max ammo – something most Heavy Weapons desperately need.
Stats
- +30% Reload Speed
- +20% Max Ammo
Effect
N/A
Acquisition Method
Random drop
Description
It does a little bit of everything not very well!
Stats
- +12.5% Reload Speed
- +12.5% Stability
- +12.5% Max Ammo
- +12.5% Handling
Effect
N/A
Acquisition Method
Random drop
Description
Increases your max ammo (nice) and your handling (eh).
Stats
- +30% Max Ammo
- +20% Handling
Effect
N/A
Acquisition Method
Random Drop
Description
Reload speed, fire rate, and stability, all at good values. Pretty good for weapons that fire quickly and have high magazine capacity.
Stats
- +25% Reload Speed
Effect
+15% Fire Rate, +30% Stability on Hit for 5 seconds. This effect does not stack.
Acquisition Method
Random drop
Description
Reload speed and stability. It’s okay.
Stats
- +20% Reload Speed
- +30% Stability
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
It increases your melee damage and your movement speed when you land a melee attack. Did you know you could melee? Now that you know, you still won’t use melee, and thus won’t use this.
Stats
- +30% Stability
Effect
Increases your Melee Damage by 20%. When you land a Melee Hit, your Movement Speed is increased by 10% for 10 seconds. This effect does not stack.
Acquisition Method
Purchase from Staff Sergeant Hall
Attachments – Barrels
Barrels are used for some Rifles, Heavy Weapons, and CQWs. There is only one type of barrel.
Description
Increases stumble chance and has a chance to lower enemy damage. Great for faster firing weapons or weapons with a high stumble chance.
Stats
- +25% Stumble Chance
Effect
50% chance on Hit: Enemies deal 20% less damage for 5 seconds. This effect does not stack.
Acquisition Method
Random Drop
Description
Stability and handling bonuses are alright, but the big deal here is a chance to slow enemies by a lot. Good for fast firing weapons.
Stats
- +20% Stability
- +20% Handling
Effect
20% chance on Hit: Enemies are Slowed by 50% for 10 seconds.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Fire faster, and make targets take more damage every 15 seconds. Pretty good stuff, but the lack of control on when you proc the effect is unfortunate. Best on guns with higher magazine capacity.
Stats
- +20% Fire Rate
Effect
50% chance on Hit: Enemies take an additional 10% damage for 5 seconds. This effect can only occur once every 15 seconds.
Acquisition Method
Random drop
Description
A decent increase to fire rate and stability, and you deal more damage to enemies at full health, which I believe is intended to either assist in stripping armor from Elites or just beef up the slow but high damage weapons. Also, it has learned to not call you Gamer Words.
Stats
- +10% Fire Rate
- +15% Stability
Effect
Deal 10% extra damage to enemies with full health.
Acquisition Method
Random Drop
Description
A good fire rate and handling buff – good for big guns.
Stats
- +20% Fire Rate
- +30% Handling
Effect
N/A
Acquisition Method
Random Drop
Description
Extra fire rate and stability, useful for guns that have decent fire rates such as DMRs or Launchers.
Stats
- +20% Fire Rate
- +30% Stability
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Attachments – Magazine
Magazines are used in pretty much every gun, and come in multiple flavors: Small, Medium, Large, Internal, and Tubular.
Small Magazines are primarily used for hand guns.
Description
Reload Speed and Magazine Capacity buffs are great for fast firing weapons like Machine Pistols.
Stats
- +30% Reload Speed
- +20% Magazine Capacity
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
More bullets and a stacking buff to help you hit things better with those more bullets.
Stats
- +25% Magazine Capacity
Effect
+10% Stability on Hit for 3 seconds. This effect stacks 4 times.
Acquisition Method
Random drop
Description
The Stumble Chance effect pairs perfectly with slow firing Hand Cannons, which also benefit from extra Fire Rate.
Stats
- +20% Fire Rate
Effect
+30% Stumble Chance for 5 seconds on Reload.
Acquisition Method
Random Drop
Description
Increases Max Ammo and allows you to fire for longer with its effect.
Stats
- +30% Max Ammo
Effect
Refill 10% of the magazine on Kill.
Acquisition Method
Random drop
Description
Great for guns where you hold down the trigger until it clicks – like a Machine Pistol!
Stats
- +20% Reload Speed
Effect
+50% Reload Speed when the magazine is empty.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Fire faster and have more bullets to fire. A good all-rounder.
Stats
- +20% Fire Rate
- +35% Max Ammo
Effect
N/A
Acquisition Method
Random drop
Used for Rifles and some CQWs.
Description
Reload fast and fire longer – very good for many high-damage, low-fire rate guns.
Stats
- +25% Reload Speed
- +25% Magazine Capacity
Effect
N/A
Acquisition Method
Random drop
Description
A little bit of several good things for guns that like to hold the trigger until it goes click, but that don’t take a Small Magazine.
Stats
- +20% Magazine Capacity
- +20% Max Ammo
Effect
+25% Reload Speed when the magazine is empty.
Acquisition Method
Purchase from Staff Sergeant Park
Description
This lets you reload and be accurate and then swap weapons quickly/aim down sights quicker after a reload. I believe the intent is to make scoped weapons faster to use or allow you to quickly empty a magazine after a reload and then swap?
Stats
- +20% Reload Speed
- +20% Stability
Effect
+20% Handling on Reload for 10 seconds.
Acquisition Method
Random drop
Description
Does a little bit of a few things for a little extra aim assist. I guess this is good if you can’t aim?
Stats
- +10% Fire Rate
- +10% Stability
- +10% Handling
Effect
+20% Aim Assist
Acquisition Method
Random drop
Description
Not quite sure what the benefit of this one is compared to other magazines that buff Max Ammo or Fire Rate. Not sure which guns benefit from progressively longer ranges.
Stats
- +15% Magazine Capacity
- +20% Handling
Effect
+3% Stability and Range on Shot. Stacks 5 times, resets on Reload.
Acquisition Method
Random drop
Description
Another good all-rounder that buffs your Fire Rate and Max Ammo. Hard to go wrong with it.
Stats
- +20% Fire Rate
- +35% Max Ammo
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Used on big guns. Sometimes medium guns. Basically, DMRs and Snipers.
Description
This gives you more shots per magazine while buffing your damage against armored targets, a.k.a. Elites. Straight damage buffs are hard to come by, so this is an interesting trade off compared to other stats.
Stats
- +30% Magazine Capacity
Effect
+25% Damage against Armored targets.
Acquisition Method
Random drop
Description
More Fire Rate and Reload Speed, your two primary DPS stats. Great on just about anything.
Stats
- +20% Fire Rate
- +30% Reload Speed
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
More Ammo. Yes, both. Good for guns with decent Magazine Capacity and low Max Ammo.
Stats
- +25% Magazine Capacity
- +25% Max Ammo
Effect
N/A
Acquisition Method
Random drop
Description
More ammo across the board and some extra handling. Makes moving and shooting easier?
Stats
- +20% Magazine Capacity
- +10% Max Ammo
Effect
+6% Handling on Hit for 5 seconds. This effect stacks 5 times.
Acquisition Method
Random drop
Description
Increases to several DPS stats – a decent all-rounder, though Accuracy and Stability aren’t as good as Reload Speed.
Stats
- +20% Fire Rate
- +20% Stability
Effect
+5% Accuracy on Shot. This effect stacks 3 times, resets on Reload.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Buffs three DPS stats decently, but works best with a weapon that has a high Fire Rate and low Magazine Capacity.
Stats
- +15% Reload Speed
- +15% Handling
Effect
+20% Fire Rate and Stability for 8 seconds on Reload.
Acquisition Method
Random drop
These magazines are used in weapons that don’t use bullets, or feed bullets to the gun in a more unique way than “spring push bullet up.”
Description
Shoot faster, have more bullets to shoot. Great all-rounder.
Stats
- +20% Fire Rate
- +30% Max Ammo
Effect
N/A
Acquisition Method
Random drop
Description
A lot of stability for weapons that shoot fast, but the real point of interest here is the 10% damage buff you can get.
Stats
- +30% Stability
Effect
+2% Damage on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Random drop
Description
Great for weapons with a decent Stumble Chance.
Stats
- +20% Fire Rate
- +20% Stumble Chance
- +10% Handling
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
More ammo to shoot with, and a chance your kills leave behind fire puddles.
Stats
- +35% Max Ammo
Effect
25% chance on Kill to leave behind a small fire patch (2.5 meter radius that deals 100 Thermal damage per second, for 4 seconds).
Acquisition Method
Random drop
Description
When you gotta reload fast as f*** boi.
Stats
- +25% Reload Speed
Effect
+10% Reload Speed for 8 seconds on Hit. This effect stacks 4 times.
Acquisition Method
Random Drop
Description
Reload fast, shoot straighter. Decent for weapons with a lot of recoil.
Stats
- +25% Reload Speed
- +25% Stability
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Attachments – Magazine (Cont.)
For weapons that shoot things other than bullets, like shells or grenades. Totally tubular.
Description
Lots of good buffs for good stats – good all-rounder.
Stats
- +15% Fire Rate
- +15% Magazine Capacity
- +20% Stability
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
Another Magazine that increases Range – not sure how to best use that, especially compared to other Tubular Magazines that give buffs to DPS stats.
Stats
- +30% Handling
Effect
+30% Accuracy and Range for 5 seconds on Kill. This effect does not stack.
Acquisition Method
Random drop
Description
Reload Speed and Max Ammo? Sign me up. Great all-rounder.
Stats
- +30% Reload Speed
- +30% Max Ammo
Effect
N/A
Acquisition Method
Random drop
Description
Make explosions when you hit Weak Points! And yes, this can kill your teammates!
Stats
- +15% Magazine Capacity
Effect
Trigger a small Thermal explosion on Weak Point Hit. (5% Hit damage within a 2.5 meter radius)
Acquisition Method
Random drop
Description
For fast firing guns with lower accuracy. Not sure what this actually pairs well with.
Stats
- +20% Accuracy
- +40% Stability
- -10% Handling
Effect
N/A
Acquisition Method
Random drop
Description
More Reload Speed and Fire Rate? Great, but the Fire Rate is only buffed on Reload for a short while, so the gun better fire fast.
Stats
- +25% Reload Speed
Effect
+30% Fire Rate for 6 seconds on Reload.
Acquisition Method
Purchase from Staff Sergeant Park
Attachments – Muzzle
Used primarily for Hand Guns.
Description
Small buffs to good DPS stats, with a stacking Stability buff makes this good for weapons that can fire fast that have a lot of recoil.
Stats
- +10% Fire Rate
- +10% Weak Point Damage
Effect
+6% Stability on Hit for 3 seconds. This effect can stack up to 5 times.
Acquisition Method
Random drop
Description
A good buff to Fire Rate and potentially lots of bonus stability. Not as effective on weapons with low Magazine Capacity because it needs to stack to 10 for the full bonus.
Stats
- +20% Fire Rate
Effect
+5% Stability on Hit for 3 seconds. This effect stacks up to 10 times.
Acquisition Method
Random drop
Description
Increases the damage dealt at longer ranges and each hit boosts your Fire Rate, making this a decent pick for weapons with medium effective ranges and a decent Magazine Capacity.
Stats
- +25% Effective Range
Effect
+5% Fire Rate on Hit. This effect stacks up to 5 time, and resets on Reload.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Good buff to Fire Rate and Stability – shoot faster with less recoil. Good all-rounder
Stats
- +20% Fire Rate
- +30% Stability
Effect
N/A
Acquisition Method
Random drop
Description
The Stability increase makes it easier to consistently land shots accurately, which helps the Weak Point Damage buff do more for you. Best on faster firing weapons.
Stats
- +30% Stability
- +20% Weak Point Damage
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
Good buff to Weak Point Damage, and extra range on each hit. Decent, but I’m not a huge fan of range boosts, as other stats typically have more impact.
Stats
- +25% Weak Point Damage
Effect
+5% Range on Hit for 3 seconds. This effect can stack up to 5 times.
Acquisition Method
Random drop
Used primarily for Rifles and CQWs.
Description
This is a decent option for hard hitting weapons with longer ranges, as it makes them deal more damage at extreme range and then boosts Weak Point Damage by an insane amount on each kill.
Stats
- +25% Effective Range
Effect
+40% Weak Point Damage for 5 seconds on Kill. This effect does not stack.
Acquisition Method
Random drop
Description
A bit of extra Fire Rate with a lot of extra Handling – the real star here is the extra Stumble Chance, making this good for weapons with high Stumble Chance ratings.
Stats
- +10% Fire Rate
- +25% Handling
Effect
+5% Stumble Chance on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Purchase from Staff Sergeant Park
Description
More Stability and Range. I guess it’s decent for long-range options? Maybe on fast-firing Shotguns?
Stats
- +30% Stability
Effect
+10% Range on Hit. This effect stacks 5 times, and resets on Reload.
Acquisition Method
Random drop
Description
A good Fire Rate buff and a Stability buff to help make the weapon easier to control. Good all-rounder.
Stats
- +20% Fire Rate
- +30% Stability
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
More Weak Point Damage and more Effective Range means this is best for weapons that are already decently accurate and have medium range.
Stats
- +20% Weak Point Damage
- +30% Effective Range
Effect
N/A
Acquisition Method
Random drop
Description
Weak Point Damage buff with stacking Stability and Handling buffs means this can help fast firing, close range options stay on target and do more damage.
Stats
- +20% Weak Point Damage
Effect
+5% Handling and Stability on Shot. This effect stacks 5 times, and resets on Reload.
Acquisition Method
Random drop
Used primarily for DMRs, Snipers, and Machine Guns.
Description
The Stability and stacking Accuracy buffs make this a decent choice for a fast-firing weapon like the Twilight DMR. Or any DMR affected by Overlock.
Stats
- +30% Stability
Effect
+5% Accuracy on Hit for 5 seconds. This effect stacks 5 times.
Acquisition Method
Random drop
Description
Effective range and create explosions! An interesting effect, but the low damage on the explosion (5% of the hit damage) won’t be very effective at higher difficulties. And it can hurt friendlies!
Stats
- +25% Effective Range
Effect
Trigger a small Thermal explosion on Weak Point Hit. (5% Hit damage within a 2.5 meter radius)
Acquisition Method
Random drop
Description
Stability and Weak Point Damage buffs make this perfect for precise weapons that have high recoil. So, DMRs and Snipers, primarily.
Stats
- +30% Stability
- +20% Weak Point Damage
Effect
N/A
Acquisition Method
Random drop
Description
This thing is nuts. It gives a good buff to Weak Point Damage, adds a bit of Stumble Chance (which large weapons usually have a decent amount of), and adds a Stun effect that can happen every 15 seconds. Great for Elites.
Stats
- +20% Weak Point Damage
- +10% Stumble Chance
- +10% Effective Range
Effect
33% chance to briefly Stun enemies on hit. This effect can only occur once every 15 seconds.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Handling is sort of a weird stat for larger weapons, I feel, but this could speed up targeting Elites when you swap to your big gun and need to ADS.
Stats
- +15% Weak Point Damage
- +15% Effective Range
- +25% Handling
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
Handling and Weak Point Damage – pull big gun out fast, make big gun do bigger damage.
Stats
- +20% Weak Point Damage
- +30% Handling
Effect
N/A
Acquisition Method
Random drop
Attachments – Optics
Primarily used for Hand Guns.
Description
Accuracy and Handling mean you can pull the gun out faster and shoot it more effectively, good for weapons you swap to for close range encounters. The extra Stumble Chance on Hit is great for weapons with larger Magazine Capacity.
Stats
- +20% Accuracy
- +20% Handling
Effect
+5% Stumble Chance on Hit. This effect stacks 5 times, resets on Reload.
Acquisition Method
Random drop
Description
Great for weapons with lower Accuracy that still want to try to hit Weak Points. Like Machine Pistols!
Stats
- +30% Accuracy
- +20% Weak Point Damage
Effect
N/A
Acquisition Method
Random drop
Description
This is a bit of a strange one, as you’re effectively trading 10% DPS for 10% DPS. This is best if you can kill with one shot, because then the reduced Fire Rate doesn’t matter as much. Twinhammer might be a great pick for this.
Stats
- +15% Accuracy
- +15% Effective Range
Effect
+10% Damage, -10% Fire Rate while standing still.
Acquisition Method
Random drop
Description
The Zoom Magnification makes this great for longer range weapons, like Hand Cannons.
Stats
- +15% Weak Point Damage
- +15% Handling
- +10% Zoom Magnification
Effect
+5% Aim Assist on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Pull gun out faster, gun do more damage further out. Kinda okay for longer range weapons? I’d prefer more direct DPS stats, though.
Stats
- +30% Effective Range
- +20% Handling
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Description
Another curious option. This is best for weapons where you want to ADS and not just spray and pray. Probably best on a burst fire weapon. The effect makes it easier to land shots while moving and aiming.
Stats
- +25% Effective Range
- +10% ADS Movement Speed
Effect
+5% Handling on Hit for 3 seconds. This effect stacks 5 times.
Acquisition Method
Random drop
Primary used for Rifles.
Description
This is good for accurate weapons, as it just makes them hit harder at range. Assuming you can hit headshots.
Stats
- +20% Weak Point Damage
- +30% Effective Range
Effect
N/A
Acquisition Method
Random drop
Description
If you ever wanted your Kramer .50 to be more like a sniper…here you go. +50% Zoom Magnification is intense. In my opinion, it’s intense in a bad way.
Stats
- +25% Accuracy
- +50% Zoom Magnification
Effect
+10% Damage and -10% Fire Rate while standing still.
Acquisition Method
Random drop
Description
Oh boy, here we go, the first of the actual scopes. I don’t like these – I’ve tried them, and they reduce your situational awareness to next to zero. This one doesn’t even offer good stats or effects.
Stats
- +25% Accuracy
- +25% Effective Range
- +25% Zoom Magnification
Effect
Replaces Aim Down Sights with a Full Scope that slightly illuminates your view.
Acquisition Method
Purchase from Staff Sergeant Park
Description
This one is actually neat, but only in two circumstances: First, if you play on Intense or higher, there are no enemy outlines, and this will outline the enemy; Second, if you play Recon, getting Weak Point Kills on Revealed enemies can lower ability cooldowns.
Stats
- +15% Accuracy
- +15% Weak Point Damage
Effect
Enemies are Revealed for 3 seconds on Hit.
Acquisition Method
Random drop
Description
Bad. At no point have I ever found it valuable to know how far away something is – enemies in scope are always closer than they appear. Effective Range and Handling aren’t super great stats.
Stats
- +25% Effective Range
- +30% Handling
- +25% Zoom Magnification
Effect
Replaces Aim Down Sights with a Full Scope that displays the distance to your target.
Acquisition Method
Random drop
Description
A decent buff to a lot of stats, and a Zoom Magnification “buff” that isn’t super annoying.
Stats
- +15% Accuracy
- +15% Weak Damage
- +15% Effective Range
- +10% Zoom Magnification
Effect
N/A
Acquisition Method
Purchase from Staff Sergeant Park
Primarily used for DMRs and Snipers.
Description
Perhaps the only full scope I’ve ever found enticing. It’s effect is really powerful…if it works. Which I’ve never actually seen it tick the number down. Maybe I’m blind, maybe I don’t understand how it works, maybe it’s broken.
Stats
- +25% Effective Range
- +50% Zoom Magnification
Effect
Replaces Aim Down Sights with a Full Scope that highlights visible targets and displays the distance to your current target. 10% Ability Cooldown reduction on Weak Point Kill. This effect can only occur once every 5 seconds.
Acquisition Method
Random drop
Description
Good stats and not catastrophic Zoom Magnification? Nice!
Stats
- +20% Accuracy
- +15% Weak Point Damage
- +20% Handling
- +10% Zoom Magnification
Effect
N/A
Acquisition Method
Random drop
Description
You can see enemies through walls. Just…play Recon if you want to do that.
Stats
- +15% Accuracy
- +10% Weak Point Damage
- +10% Zoom Magnification
Effect
Replaces Aim Down Sights with a Full Scope that highlights targets – even obscured ones.
Acquisition Method
Random drop
Description
A little more Zoom Magnification than I’d like, but this is a potential game changer for Recon, as if it reveals enemies that get oneshot by a headshot before they actually die, this means headshotting weak enemies reduces cooldowns using one of the Recon perks.
Stats
- +25% Weak Point Damage
- +25% Zoom Magnification
Effect
Enemies are Revealed for 5 seconds on Weak Point Hit.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Another boring Full Scope. If you really wanna hamstring yourself, go for it.
Stats
- +25% Accuracy
- +25% Effective Range
- +50% Zoom Magnification
Effect
Replaces Aim Down Sights with a Full Scope.
Acquisition Method
Random drop
Description
It at least has decent stat buffs. Too bad it’s a Full Scope.
Stats
- +15% Accuracy
- +15% Weak Point Damage
- +20% Effective Range
- +25% Zoom Magnification
Effect
Replaces Aim Down Sights with a Full Scope that slightly illuminates your view.
Acquisition Method
Purchase from Staff Sergeant Park
Consumables
These are automated turrets that have limited HP and ammunition. They will fire on enemies that get close to them, come in different flavors (almost as many as there are Mass Effect 3 endings!), and can draw enemy attention away from you.
Description
A standard sentry with 300 rounds.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 200 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Description
A sentry with more HP, 600 rounds, and it sometimes sets enemies on fire.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 400 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Description
A sentry with more health, 600 rounds, and it sometimes stuns enemies.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 400 Credits
- Brown caches at holdout points
- Hidden Cache in each level
These give each magazine you load a portion of ammo that has a special effect. You can see how many total “special” shots you have next to your ammo count, and a portion of that will be loaded into each magazine when you reload.
Description
When activated, creates a pool of Incendiary Rounds for the weapon you currently have equipped, and Reloads that weapon. On each Reload, 25% of the weapon’s Magazine Capacity is filled with Incendiary Rounds that have a chance ignite enemies. Best used on weapons with high Magazine Capacity.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 200 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Description
When activated, creates a pool of Electroshock Rounds for the weapon you currently have equipped, and Reloads that weapon. On each Reload, 25% of the weapon’s Magazine Capacity is filled with Electroshock Rounds that have a chance to stun enemies. Best used on weapons with high Magazine Capacity.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 200 Credits
- Brown caches at holdout points
- Hidden Cache in each level
These deployable items look similar to mines, but upon an enemy entering their range they activate and stay active for one minute. Each field has a different effect.
Description
Deploys an inert “mine” that will activate when an enemy comes within range. When activated, enemies that enter the radius will be slowed and continuously take damage.
Duration
60 seconds after activation.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 175 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Description
Deploys an inert “mine” that will activate when an enemy comes within range. When activated, enemies that enter the radius will be slowed and continuously take damage. Enemies will remain slowed for a brief period after they leave.
Duration
60 seconds after activation.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 350 Credits
- Brown caches at holdout points
- Hidden Cache in each level
These blow up when enemies step on them. Friendlies cannot cause them to detonate, but they can be harmed by them on higher difficulties if they’re in the radius when an enemy triggers it.
Description
Inert when placed, and detonates when stepped on by an enemy. Deals damage to everything within a 5 meter diameter when it detonates.
Max Carried
15
How to Get
- Purchase from Staff Sergeant Park for 150 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Description
Inert when placed, and detonates when stepped on by an enemy. Deals damage to everything within a 7 meter diameter when it detonates and stuns them. I think.
Max Carried
15
How to Get
- Purchase from Staff Sergeant Park for 275 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Description
Inert when placed, and detonates when stepped on by an enemy. Deals damage to everything within a 7 meter diameter when it detonates and catches them on fire.
Max Carried
15
How to Get
- Purchase from Staff Sergeant Park for 275 Credits
- Brown caches at holdout points
- Hidden Cache in each level
There are a few miscellaneous consumables that have various beneficial effects.
Description
Causes a little drone to fly around your head and make you think an enemy is right behind you. And also increasing weapon Damage and Range by 25% for the entire team.
Duration
90 seconds.
Max Carried
3
How to Get
- Purchase from Staff Sergeant Park for 225 Credits
- Brown caches at holdout points
- Hidden Cache in each level
Season 1 Gear
Description
Auto Rifle. Seems to be an all-rounder based on its stats, with an emphasis on stability and longer range damage.
Stats
- Damage: 171
- Fire Rate: 8.4
- Reload Time: 2.10
- Magazine Capacity: 45
- Max Ammo: 450
- Weak Point Damage: 200.0%
- Stumble Chance: 15.0%
- Handling Bonus: 0.0%
- Accuracy: 70
- Stability: 80
Mods
- Medium Muzzle
- Medium Magazine
- Medium Optics
Perks
- Tier 1: +5% Effective Range
- Tier 2: +5% Effective Range
- Tier 3: +5% Fire Rate
- Tier 4: +1% Fire Rate and Range on Hit. This effect stacks 5 times, resets on Reload.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Sniper Rifle. Coming soon, I haven’t bought this yet. If you have the stats, link me in the comments and I’ll credit you for them 🙂
Stats
- Damage:
- Fire Rate:
- Reload Time:
- Magazine Capacity:
- Max Ammo:
- Weak Point Damage: %
- Stumble Chance: %
- Handling Bonus: %
- Accuracy:
- Stability:
Mods
Perks
- Tier 1:
- Tier 2:
- Tier 3:
- Tier 4:
Acquisition Method
Purchase from Staff Sergeant Park
Description
Machine Gun. Has a spinup time that begins when you press and hold the trigger (it cannot be revved by aiming down sights). High fire rate with decent accuracy that can be improved further with attachments. Great candidate for Extended Flash Hider that causes thermal explosions on Weak Point Hit.
Stats
- Damage: 188
- Fire Rate: 10.5
- Reload Time: 3.00
- Magazine Capacity: 100
- Max Ammo: 300
- Weak Point Damage: 150.0%
- Stumble Chance: 8.0%
- Handling Bonus: 0.0%
- Accuracy: 70
- Stability: 67
Mods
- Large Muzzle
- Barrel
- Armature
Perks
- Tier 1: +5% Charge Time
- Tier 2: +5% Fire Rate
- Tier 3: +5% Charge Time
- Tier 4: +0.5% Fire Rate on Shots. This effect stacks 20 times, resets on Reload.
Acquisition Method
Purchase from Staff Sergeant Park
Description
Hand Cannon. This is an odd one – it has a delay before firing a single shot, which makes Xeno runners tricky enemies to hit at first. It has pretty great stats across the board, though, and if you can reliably land headshots while managing the heat, this could be pretty good. The massive – and I mean massive – downside to this gun is that if it overheats, you cannot swap weapons. Learning to space your shots properly is mandatory.
Stats
- Damage: 504
- Fire Rate: 2.5
- Reload Time: 2.50
- Magazine Capacity: 100
- Max Ammo: 100
- Weak Point Damage: 250.0%
- Stumble Chance: 50.0%
- Handling Bonus: 0.0%
- Accuracy: 89
- Stability: 92
Mods
- Medium Muzzle
- Battery (Cannot be modified/replaced, provides infinite ammo and no other boost)
- Medium Optics
Perks
- Tier 1: +5% Heat Regen
- Tier 2: +5% Charge Time
- Tier 3: +5% Regen
- Tier 4: +5% Charge Time and Weak Point Damage on Kill for 5 seconds. This effect does not stack.
Acquisition Method
Purchase from Staff Sergeant Park
Suggestions for New Players
To start with, the default weapons you have from the beginning are very good, and can easily carry you through every campaign. As such, don’t immediately save for a new Weapon and instead buy some Attachments for the Weapon(s) you do like.
Attachments are over three times less expensive than Weapons, and will simply upgrade the Weapon you have; purchased Weapons usually offer different functionality, rather than being straight upgrades.
When looking at your first Attachments, look for ones that either offer primary DPS stats or that improve what your Weapon already does well. For easy reference, Fire Rate and Reload Speed are the two best stats for increasing your damage dealt, but some guns won’t need them as much as they need more Stability or Stagger Chance. The Heirloom Shotgun, for example, is built for staggering enemies, and benefits more than the other shotguns from Stumble Chance increases.
Do not purchase Consumables at first, as you get these for free while playing through missions and you won’t always use them.
Similarly, do not immediately save for and buy Perks because you won’t be able to use most of them at the start and they are super expensive. Your abilities are powerful, but your Weapons are your primary source of damage. Buff them first, unless you know exactly what you want to do.
Last but not least, do your Daily and Weekly Tactical Opportunities. Doing both Daily Opportunities will let you buy one Attachment, and the Weekly Opportunity will get you one Weapon.
That’s all we are sharing today in Aliens: Fireteam Elite Complete List of Guns and Gear, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author Eibon
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Thanks for this.
It could do with updating. It’s no longer a “Complete List of Guns and Gear”.
Also, Attachments – Optics says, “Coming soon!” It’s been 2 years…
thanks for your comment, it’s updated now