Aliens: Fireteam Elite 2 Sidearms & Unlimited Ammo
Your emergency pistol never runs dry — learn when to draw it and when to holster it.
Every Colonial Marine in Aliens: Fireteam Elite 2 carries a customisable sidearm with unlimited ammunition. That is one of the clearest combat changes from the 2021 game and a launch-week habit that separates clean Intense clears from dry-magazine wipes. This page covers when to draw the pistol, how it fits beside primary and signature weapons, and how Patch 1 economy fixes interact with sidearm play. Pair with Weapons hub, Ammo & Melee, Loadouts, and Difficulty & Insane.
Why sidearms matter now
Primaries and signature weapons still win the fight. Sidearms exist so you stop wasting rifle magazines on lone Runners while an ammo crate is two rooms behind you. On Extreme and Insane, crates have fewer charges. Burning a pulse-rifle mag on one straggler is how you arrive at a Praetorian dry. The pistol has infinite ammo — use it without shame.
Kotaku and beginner guides after the 25 August 2026 launch all call out the same loop: fight the swarm with your real guns, clean leftovers with the sidearm, top the crate before you leave the room.
Loadout slots reminder
Classes run primary + signature (not the old locked primary/secondary pair), plus the sidearm. Duelist can carry two primaries. Marauder heavies and Machinist plasma still sit in signature space — Classes hub. Sidearms are the shared safety net across all six kits, including Specialist hybrids.
Customise the pistol in the armory: sights, grips, and decals (three decal slots exist on upgraded guns). Cosmetics from Rain’s Jackson’s Star Pack or Premium never change the unlimited-ammo rule.
When to draw the sidearm
Do draw for:
- Lone Runners and Drones after the pack breaks.
- Finishing a stumbled enemy while your primary reloads.
- Walking between objectives when you are already topped off on rifle ammo.
- Panic moments when both primary and signature are empty mid-wave.
Do not main the sidearm for:
- Praetorians, Wardens, Crushers, Harbingers, or synth Bulwarks.
- Dense hallway swarms — you need volume of fire from smartguns, shotguns, or explosives.
- Long sightlines where pistol damage drop-off wastes time.
Think of the sidearm as a resource protector, not a DPS identity.
Ammo discipline checklist
- Enter a hold with full primary and signature mags.
- Clear the crest with real guns.
- Swap to sidearm for leftovers.
- Hit the ammo crate before the next door — crates are shared and limited on high difficulty.
- Melee only to create reload space, not as your plan — Tips and Tricks.
Elemental special ammo on primaries still matters: thermal for Xenomorphs, electric for synthetics — Ammo & Melee. Sidearms usually will not replace a thermal mag dump on a Pathogen pack; they only keep you alive until you reach the next box.
Class notes
Machinist — Turrets hold a lane while you pistol-clean the opposite door. Best solo habit — How to Play Solo.
Duelist — Two primaries already cover roles; sidearm is pure emergency. After Patch 1, explosive boards are viable — still save rifle ammo for elites.
Marauder — Rockets are expensive. Sidearm stragglers so you do not waste a blast on one Runner.
Hunter — Weak-point rifles are precious. Pistol the trash; rail the elites.
Medic — You are often last to the crate. Sidearm keeps you useful while stims are on cooldown.
Specialist — Hybrid kits still empty magazines. Unlimited pistol ammo is the constant across every fragment mix.
Patch 1 and economy
Patch 1 closed mid-join item duplication and infinite first-aid pickups. It did not remove unlimited sidearm ammo. Bandolier perk numbers changed; rebuild boards that assumed old ammo percentages. If PC hitching makes swap inputs feel late, fix pacing in PC settings — that is not a sidearm bug.
Related pages
- How to Unlock Weapons — caches and Intense rewards for better primaries.
- Augments — stars and elemental mods on guns you actually farm.
- Weapons tier list — ranked primaries and signatures.
- Getting Started — first-hour habits including the pistol swap.
Frequently Asked Questions
Quick answers to the most common questions about Aliens: Fireteam Elite 2.
Do sidearms really have unlimited ammo?
Yes. That is a core sequel change. Use them on stragglers so primary magazines stay ready for elites.
Can I finish a mission using only the sidearm?
Technically on Casual, but you will be slow and fragile. Sidearms are emergency and cleanup tools, not a full clear identity.
Are sidearms class-locked?
Every class carries a customisable sidearm. Primaries and signatures still follow class rules for heavies and plasma.
Did Patch 1 nerf sidearms?
No. Patch 1 rebalanced perks and closed consumable exploits. Unlimited sidearm ammo remains.
Should Insane players rely on the pistol more?
Yes for trash cleanup. Ammo crates are tighter on Insane, so pistol discipline matters more — see Difficulty & Insane.