Aliens: Dark Descent Guide – All Known Weapons And How To Unlock Them

Here's how you can unlock all the known weapons in Aliens: Dark Descent.

Posted By | On 10th, Jul. 2023

aliens dark descent

Knowing your weapons as you embark on the dangerous journey through Aliens: Dark Descent can be quite beneficial. It lets you prepare for the unknown and increases your odds of survival. There are three categories of weapons in Aliens: Dark Descent: Primary, Secondary, and Special weapons, and every marine can carry one of each. However, some weapons are locked at the beginning, and in this guide, we’ll be discussing what they are and how you can unlock them. Let’s begin!

How to unlock weapons in Aliens: Dark Descent

Before you can equip a weapon, you’ll have to unlock it. However, there are three prerequisites to equipping your marines with weapons, except for the ones that are unlocked from the beginning. In order to view the entire arsenal, unlock the Workshop by playing the game and enter it from the main menu. The requirements for equipping a weapon are as follows:

  • Marine Level – Marines have to reach a certain level to use some of the weapons. For instance, you’ll need a Marine level 6 to equip the M39-U Submachine Gun.
  • Marine Class – Some guns require your marines to be of a specific class, like the M56 Smart Gun, which can only be equipped by a Gunner.
  • Cost – Lastly, once you meet the above criteria, you’ll have to spend credits in order to unlock the weapon. For example, the M5 RPG Launcher costs 200 credits.

All Weapons in Aliens: Dark Descent

Primary Weapon

M41E3 Heavy Pulse Rifle 

Ammo Per Burst – 1

Burst Length – 1 second

Clip size – 125

Cost – 200 Credits

Damage – 2

Dismemberment % – 0.6

Reload – 4 seconds

M41 Pulse Rifle

Ammo Per Burst – 1

Burst Length– 0.75 seconds

Clip size – 100

Damage – 1-2

Dismemberment % – 0.5

Reload –  3 seconds

Skill – U1 Grenade Launcher

M56 Smart Gun 

Ammo Per Burst – 1

Burst Length – 1 second

Class – Gunner

Clip size – 150

Cost – 200 Credits

Damage – 1-2

Dismemberment % – 0.3

Reload –  5 seconds

XM99A1 Phased Plasma Pulse Rifle

Ammo Per Burst – 1

Burst Length – 1 second

Clip size – 100

Cost – 300 Credits

Damage – 2-3

Dismemberment % – 0.5

Reload –  3 seconds

Skill – Overloaded Plasma Beam

Secondary Weapon

M4A3 Service Pistol 

Ammo Per Burst – 1

Burst Length – 0.5 seconds

Clip size – 12

Damage – 1-1

Dismemberment % – 0.25

Reload –  1.5 seconds

M39-U Submachine Gun 

Ammo Per Burst – 1

Burst Length – 0.6 seconds

Class – Level 6 Marine

Clip size – 48

Cost – 200 Credits

Damage -1-1

Dismemberment % – 0.25

Reload –  2 seconds

SA .357 Revolver 

Ammo Per Burst – 1

Burst Length – 1.5 seconds

Clip size – 6

Damage – 1-3

Dismemberment % – 0.9

Reload –  1.5 seconds

Special Weapons

M240 Incinerator Unit 

Area Burning Duration – 30 seconds

Burst – 3 seconds

Damage – 5 to15 / second

Enemy Burning Duration – 4 seconds

Range – 5 to 15 meters

Skill – Incineration 

M5 RPG Launcher 

Cost – 200 Credits

Range – 45 meters

Inner Blast Radius – 0 to 1 meter

Inner Blast Damage – 80-120

Outer Blast Radius – 1 to 2 meters

Outer Blast Damage – 20-30

Inner and outer blast dismemberment % – 1 

M37A2 Pump Shotgun 

Short Range – 0 to 6 meters

Short Range damage – 10-20

Short Range dismemberment % – 30

Medium Range – 6 to 12 meters

Medium Range damage – 5-10

Medium Range dismemberment % – 15

Skill – Shotgun Blast 

GEM-80 Mine 

Activation Radius – 2.5 meters

Cost – 100 Credits

Class – Level 2 Marine

Inner Blast Radius – 0 to 3 meters

Inner Blast Damage – 20-35

Outer Blast Radius – 3 to 6 meters

Outer Blast Damage – 15-30

Inner and outer blast dismemberment % – 50

Skill – Mine 

M42A3 Sniper Rifle 

Cast Duration – 1 second

Class – Recon

Cost – 100 Credits

Damage  35

Range – 80 meters

Skill – Precision Shot


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