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Aliens: Colonial Marines

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Aliens: Colonial Marines - Submachine Gun

The Submachine Gun is a rather light weapon and is most useful against the weaker but faster varients of Xenomorph such as the Lurkers. The gun sports one of the highest clip sizes and one of the attachments allows you to expand that clip size even further. It excels at combat just outside of the shotguns effective range. However, it does not have an alternate fire mode.

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Last updated by leonardo.ultramari.3, 7th March

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Aliens: Colonial Marines Weapons

Pulse Rifle MK2

Plasma Pulse Rifle

Ripley's Flamethrower

Assault Rifle

Battle Rifle

Submachine Gun

Tactical Shotgun

Pump Shotgun

Service Pistol

Combat Pistol

Grenade

Firebomb

Claymore Mine

Sonic Electronic Ball Breakers

Smart Gun

Incinerator Unit

RPG Launcher

Remote Sentry

Motion Tracker

3.40/5
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Quick Details

Franchise(s)
Alien
Developer(s)
Gearbox Software
Publisher(s)
Sega
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PlayStation 3

Feb 12, 2013

Feb 12, 2013

Xbox 360

Feb 12, 2013

Feb 12, 2013

Microsoft Windows

Feb 12, 2013

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  • Aliens: Colonial Marines
  • Details
  • Releases
  • Credits
  • Characters List
  • Content
  • Overview
  • Weapons
    • Pulse Rifle MK2
    • Plasma Pulse Rifle
    • Ripley's Flamethrower
    • Assault Rifle
    • Battle Rifle
    • Submachine Gun
    • Tactical Shotgun
    • Pump Shotgun
    • Service Pistol
    • Combat Pistol
    • Grenade
    • Firebomb
    • Claymore Mine
    • Sonic Electronic Ball Breakers
    • Smart Gun
    • Incinerator Unit
    • RPG Launcher
    • Remote Sentry
    • Motion Tracker
  • Multiplayer
    • Team Deathmatch
    • Escape
    • Extermination
    • Survivor
  • Guides
  • Walkthrough
    • Mission 1 - Distress
    • Mission 2 - Battle for Solaco
    • Mission 3 - Sulaco Falls
    • Mission 4 - No Hope in Hadley's
    • Mission 5 - The Raven
    • Mission 6 - For Bella
    • Mission 7 - One Bullet
    • Mission 8 - Rampart
    • Mission 9 - Hope in Hadley's
    • Mission 10 - Derelict Reclaimed
    • Mission 11 - Home
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