Aliens: Fireteam Elite 2 classes

Aliens: Fireteam Elite 2 Classes

Aliens: Fireteam Elite 2 classes compared: Duelist, Marauder, Machinist, Hunter, Medic, Specialist. Start Duelist or Medic — no fake S-tier. Cover the hole.

Six Colonial Marine kits.

~11 min read

At A Glance

Aliens: Fireteam Elite 2 classes are six Colonial Marine kits: Duelist, Marauder, Machinist, Hunter, Medic, and Specialist. The first five are remade USCM roles from Fireteam Elite 1 (Gunner, Demolisher, Technician, Lancer, Doc). Specialist is the earned mix, not a sixth fixed job on mission one. This page is a comparison, not a fake S-tier. Verified August 26, 2026 · Steam store.

FactDetail
Roster6 kits — 5 base at launch + Specialist (earned)
PredecessorsDuelist←Gunner · Marauder←Demolisher · Machinist←Technician · Hunter←Lancer · Medic←Doc
Perk Grid42 cells (up from 32 in the first game)
WeaponsPrimary + infinite sidearm + Signature — Duelist is the dual-primary exception
Squad1–4 co-op · AI fill · crossplay
PlatformSteam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026)
Developer / PublisherCold Iron Studios / Daybreak Game Company
SteamApp 3448650
Price$49.99 Standard · $69.99 40th Anniversary Premium
VerifiedAugust 26, 2026

What does each class do?

Each base class owns two kit abilities with upgrade forks, a perk pair shown in official showcases, and a Signature (or two primaries on Duelist). Numbers below are from those showcases and matching class sheets — exact DPS stays TBA. Scene kits: builds.

New Marine Registration — Duelist class select UI
ClassWasRoleKit abilities (showcase)Showcase perksNamed guns
DuelistGunnerSustained rifle DPS · two primariesBurst Configuration (Fragment / Precision) · Shrapnel Grenade (Remote / Cluster)Stay on Target (damage streak while hitting — % TBA) · Gunslinger / mobility perks (exact % TBA)DB-48 Daittyo · HNT-1 E1 Alamein · M41A “Classic” Pulse Rifle
MarauderDemolisherHeavy / crowd clearBlast Cannon (Blastwave / Thermal Cannon) · Titan Rockets (Phosphorus Rocket / Rocket Mines)Rampage (kill-stack combat buff — stacks/duration TBA) · Reactive Charges (melee knockback — CD TBA)M12A1 Rocket Launcher · OCAP-91 Volcan · Smartguns
MachinistTechnicianDeployables · energy · holdSentry Turret (Gas / Rumble) · Bodyguard Drone (Artillery / Shredder)Cross-Platform Synergy (allies near turret 10% DR; you nearby → turret +5 HP/s) · Scalable Machine Learning (+10% reload & stability per machine kill, max 5)SMB-94 Zephyr Plasma Emitter · EDS-93 Plasma Discharger Mk.2
HunterLancerControl · weak-pointParticle Pulse (Particle Beam / Cryo Pulse) · Stasis Bolt (Vlad Bolt / Arc Bolt)No Mercy · No Rest (weak-point bonuses — exact % TBA)BD-03 Djinn Personal Railgun · Type 111 Directed Particle Emitter
MedicDocHeal · rescue · squad buffsCombat Stims (Adrenaline Surge / Overclock) · Advanced Trauma Station (Buffing Station / Poison Station)Bedside Manner (revive 2× faster) · Surgeon’s Hands (no knockback while interacting / reviving / items)Armat X1 Fireball · Weyland-Yutani Type 21 Tactical Shotgun Mk.2
SpecialistNewHybrid / endgame mixMajor / Minor from the five — example showcase: Shredder Bodyguard + Particle BeamBorrowed (showcase: Focus Fire · Doctor’s Orders) plus Specialist-rank board roomShowcase mix: L56A3 Smartgun · M41A2 Pulse Rifle — not a free-for-all table yet

Duelist

Base
Was
Gunner
Role
Dual primaries · sustained DPS

Two primary slots instead of a Signature. Stay on Target rewards continuous fire. Exact streak % TBA.

Marauder

Base
Was
Demolisher
Role
Heavy · crowd clear

Blast Cannon and Titan Rockets. Watch friendly fire from Intense up. Smartgun / Volcan / M12A1 in showcases.

Machinist

Base
Was
Technician
Role
Turret · drone · energy

Sentry + Bodyguard. Cross-Platform Synergy: 10% DR near turret; turret +5 HP/s when you stand nearby.

Hunter

Base
Was
Lancer
Role
Control · weak-point

Particle Pulse / Stasis Bolt. BD-03 Djinn railgun. Weak-point perk percents TBA.

Medic

Base
Was
Doc
Role
Heal · rescue · buffs

Trauma Station + Combat Stims. Bedside Manner: revive 2× faster. Surgeon’s Hands: no knockback while picking up.

Specialist

Earned
Was
New
Role
Hybrid mix

Major/Minor from the five base kits. Rank gates TBA. Not the mission-one select.

Read the forks, not a tier letter

Burst Configuration is not “the Duelist ult” — Fragment vs Precision is a swarm vs elite fork. Trauma Station is not only a heal beacon: Buffing Station adds damage and resistance; Poison Station is a DoT cloud (energy interaction exists in showcases — multiplier TBA). Machinist Sentry vs Bodyguard is hold-the-door vs follow-the-Marine. Hunter Beam vs Cryo Pulse is delete vs freeze. If a row above is a choice, pick the fork that matches the briefing, then change it on the Endeavor — do not invent a global best fork.

Duelist is the dual-primary exception

Other kits carry primary + infinite sidearm + a class Signature (smartgun, flamethrower, railgun, plasma, shotgun). Duelist showcases and launch-window guides treat the class as two primary slots instead of a Signature — DB-48 for stable mag-dump, Alamein for precision. Sidearm is still infinite for everyone. Weapon DPS columns stay off this page; named guns live on weapons.

The next decision is which of those six names you actually press on mission one.

Which class should I start with?

There is no verified “best class.” Value depends on Campaign vs Horde, difficulty, and whether a human Medic is already in the Fireteam. Use this as a first-hours pick, then stay on that kit until Standard feels boring.

SituationPickDo not
New to the series / want the lowest extra UIDuelistStart Specialist
Corridors keep filling with trashMarauderIgnore Intense+ friendly fire on rockets
Mostly solo with Alpha / Beta / GammaMachinistAssume bots cover deployables for you
Your group already fails on downsMedicSkip Bedside Manner because “DPS is more fun”
Armored elites / weak-point homeworkHunterSpray and pray — No Rest wants hits on the point
Want the hybrid kit yesterdayAny base class you will actually rankIdle on the Specialist slot

Duelist teaches the sequel by shooting

Stay on Target only works if you keep dealing damage. That is the opposite of a turret mini-game or a stim wheel. If a Runner tags you mid-streak, the streak dies — exact falloff TBA. If you already know you hate rifle tracking, skip to Marauder — big explosions forgive bad aim and punish allies once friendly fire is on.

Machinist is the extra gun for solo

Sentry Turret can be packed up and moved. Bodyguard follows. Cross-Platform Synergy makes the turret a 10% DR bubble for whoever stands near it, and standing next to your own hardware regenerates it. Scalable Machine Learning stacks reload and stability when machines get kills (max 5). Developer notes in launch-window class guides: sentries deal no friendly fire — that is why Machinist is the Intense+ hold class when Marauder is a liability. Plasma (Zephyr / Discharger) is heat-managed energy, not a bottomless pulse mag; treat ammo economy as a skill, not a free pass.

Medic’s job is the collapse, not the victory screen

Adrenaline Surge: damage resistance and knockback immunity. Overclock: fire rate and the Medic’s own reload. You can still revive a downed Marine. Whether a fully dead Marine can be brought back mid-mission stays TBA — do not skip the pickup. Bedside Manner (2× revive) and Surgeon’s Hands (no knockback during the pickup) are the reason Medic is not a bench class. X1 Fireball and the Type 21 shotgun keep the corpsman in the room when the swarm is already inside the station radius.

If the Fireteam is already four humans, the next question is coverage — not a second Duelist.

After you name a class

Matched by build plan, shared topics, and guide progression — not random related links.

How should a four-stack cover the jobs?

A legal Fireteam still fails if four Marauders all rocket the same door. Cover four jobs: clear trash, delete elites, control (Cryo / Electric / stasis), rescue. AI fill (Alpha mid, Beta long, Gamma shotgun) is extra guns, not extra kit abilities — they will not plant your Trauma Station.

Marauder Titan Rockets / Blast Cannon clearing a corridor
JobWho usually owns itHole if nobody does
Trash / hive pressureMarauder · Duelist Fragment / ClusterRunners reach the backline
Elites / armor / weak pointsHunter · Duelist Precision · piercing ammoWarden / Bulwark eats the hold
Lane hold / extra gunMachinist turret + droneYou rotate and the door is empty
Rescue / stim windowMedicDown stays down until someone picks up
Hybrid patch after ranksSpecialistYou cannot patch a hole you have not unlocked

Two humans can still cover four jobs

A Duelist + Medic pair with AI fill is a legal first-week stack: rifles and revive, bots on the extra angles. Machinist + Hunter is the solo-plus-friend hold: turret on the door, railgun on the plated target. Four Duelists is legal and still a rescue hole. Do not wait for a “meta four-stack” post — pick the missing job.

Friendly fire changes who is “fun”

From Intense up, Marauder’s corridor kit is a squad weapon with a blast radius. Crouch the front Marine; do not fire Titan Rockets through a teammate’s back. Machinist sentries are the exception called out as dealing no friendly fire. Hunter control (Cryo Pulse, Stasis / Arc Bolt) makes elites hittable without filling the doorway with explosives. Difficulty owns the tier rules; this page only needs you to stop stacking four heavies into one choke.

The long-term patch for a missing job is Specialist — after you have actually ranked the kits you are borrowing from.

When do I unlock Specialist?

Specialist is the sixth class and the Buildcraft core: mix Major / Minor abilities, perks, and weapons already unlocked on Duelist, Marauder, Machinist, Hunter, and Medic. You do not start there. Playing Specialist raises Specialist rank (more perk-board room and unique items in launch-window explainers); the abilities themselves still have to be unlocked on the class they came from.

ClaimWhat we can print
Available on mission one?No — rank the five base kits first
Rank gatesExact class-rank numbers stay TBA until the unlock UI is captured
Showcase mixShredder Bodyguard + Particle Beam + L56A3 Smartgun + Focus Fire / Doctor’s Orders
Perk Grid42 cells; Specialist rank adds room — full cell map TBA
Every weapon legal?Showcases mix across pools. Full restriction tables TBA — do not assume every Signature is legal on every hybrid
PlannerBuild planner stub — noindex notepad until slot conflicts are captured

First pick is not wasted

Because Specialist is a mix of unlocked parts, the “wrong” first class is mostly a slower route to a specific hybrid, not a deleted save. Rank the kit you enjoy. Do not treat a community rank number as a verified gate for Marauder or Hunter until the in-game UI says so.

Do not theorycraft a 42-cell grid on this page

Slot conflicts, mutually exclusive Major/Minor pairs, and the full Perk Grid stay TBA. The specialist page owns the unlock path; builds owns Campaign vs Horde examples. This page only needs the gate: five kits in, hybrid out.

Whether that hybrid is for a linear campaign drop or a Horde hold is the last pick.

Does Campaign vs Horde change the pick?

Yes — because the enemy preview and the hold length change. Campaign is a briefing you can load for. Horde is escalating waves plus Challenge Cards on Blacksite, Crash Landed, Crusher, with faction pools that can rotate Xenomorph / Pathogen / Synth.

SceneClass bias (not a rank)Why
Campaign, first clearDuelist or MedicLowest UI, or rescue if you already wipe
Campaign, Synth-heavy briefingHunter + Piercing (any kit)Djinn / weak-point perks vs plates; piercing ammo still matters on Duelist
Campaign, hive corridorsMarauder or MachinistRockets / turret on the door — FF-aware from Intense up
Horde holdMachinistSentry is a lane that does not walk off; no FF on the gun
Horde swarm cardsMarauderRampage wants kills; cards all apply — do not stack three heavies without a Medic
Horde elite / armor wavesHunterStasis / Cryo Pulse then weak-point
Any scene, missing reviveMedicDowned Marine stays on the floor until pickup
After ranksSpecialistPatch the hole the four-stack still has

Horde is not a different roster

The six names do not change. The job mix does. Challenge Cards all apply for the run in public Horde notes — a high-risk card on a four-Marauder stack is how you learn friendly fire. Keep a piercing option if Synths can rotate in. Map layouts and ammo-box counts stay TBA on horde.

Still no S-tier

A Machinist that wins a Blacksite hold can still be the wrong pick for a linear Campaign run with no door to plant. This wiki will not print a global class ladder. If you need a first name anyway, use the start table above, then come back here when the briefing or the Horde card actually changes.

Next: Specialist unlock path · Campaign vs Horde kits · named guns.

Aliens: Fireteam Elite 2 classes FAQ

How many classes are in Aliens: Fireteam Elite 2?

Six: Duelist, Marauder, Machinist, Hunter, Medic, and Specialist. Five launch as remade USCM roles; Specialist is unlocked by progressing the others.

What is the best class?

No verified S-tier. Duelist is the teaching kit, Medic covers rescue, Machinist holds solo/Horde doors, Marauder clears swarms, Hunter deletes elites. Specialist is the later mix.

What class should I pick first?

Duelist if you want to shoot. Medic if your group already goes down. Machinist if you mostly play solo. Do not start Specialist.

Is Specialist available at launch?

Specialist is the sixth class. Parts unlock by leveling the five base classes. Exact rank gates stay TBA until you see the unlock UI.

Can Duelist use a Signature weapon?

Showcases and launch-window guides treat Duelist as two primary slots instead of a class Signature. Other kits use primary + Signature + infinite sidearm. Full restriction tables stay TBA.

Do Machinist turrets friendly-fire?

Launch-window class guides citing developers: sentries deal no friendly fire. Your rockets and grenades are not that exception — Intense+ still punishes stacked corridors.

What were the first-game names?

Duelist was Gunner, Marauder was Demolisher, Machinist was Technician, Hunter was Lancer, Medic was Doc. Specialist is new.

What should I read next?

Unlock path and mix rules on specialist, then builds for Campaign vs Horde kits. Gun names: weapons.

Last verified?

August 26, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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