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