How many Horde maps are in Aliens: Fireteam Elite 2?
Three at launch in public materials: Blacksite, Crash Landed, and Crusher. They are dedicated Horde layouts, not three of the 15 campaign missions.
Aliens: Fireteam Elite 2 Horde: Blacksite, Crash Landed, Crusher. Five-wave rounds, Challenge Cards, rotating Xeno / Pathogen / Synth. Spawn tables stay TBA.
Blacksite, Crash Landed, Crusher — five-wave rounds.
~11 min read
Aliens: Fireteam Elite 2 Horde is the dedicated wave-survival mode in Aliens: Fireteam Elite 2 from Cold Iron Studios / Daybreak Game Company: escalating rounds on three launch maps — Blacksite, Crash Landed, and Crusher — with Challenge Cards and a rotating faction pool (Xenomorph / Pathogen / Weyland-Yutani Synth). It sits on top of the 15 campaign missions, not inside that count. Wave-by-wave spawn tables stay TBA. Verified August 26, 2026 · Steam store.
| Fact | Detail |
|---|---|
| Maps (launch) | Blacksite · Crash Landed · Crusher |
| Round length | Five waves per round in previews (was ten in Fireteam Elite 1) |
| Session feel | ~12–15 minutes per round (AvP Galaxy preview) |
| Continue | Extract with rewards, or press on for another round |
| Factions | One pool at a time: Xeno · Pathogen · Synth — not a mixed spawn in one wave |
| Challenge Cards | Usable in Horde at launch; all selected cards apply; up to four in the mix |
| Bots | Alpha / Beta / Gamma fill empty seats — solo is legal |
| Vending | Wave points → extra equipment between rounds (“resupply or die”) |
| Ammo boxes | Finite on higher difficulty; they eventually respawn |
| Unlock gate | Preview copy: after the main story — confirm live on the Endeavor (TBA) |
| Annihilation | Some sources used this as a variant name — TBA; this page says Horde |
| Spawn tables | Not listed. Do not invent wave 7 composition |
| Platform | Steam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026) |
| Steam | App 3448650 |
| Last verified | August 26, 2026 |
If you played Horde in Fireteam Elite 1, the gist is the same: wave survival until you extract with rewards or wipe. The sequel tweaks the clock. Previews: rounds end every five waves instead of the first game’s ten, and a round takes about 12–15 minutes. After five, you choose — bail with what you earned, or press on for a harder round and better rewards. That continue button is the whole endgame loop; it is not a hidden campaign mission.

| Step | What happens | Your job |
|---|---|---|
| Select map | Blacksite / Crash Landed / Crusher | Pick layout, not a fake S-tier |
| Cards | Each player can contribute; all chosen cards apply | Do not stack four grief cards on a teaching run |
| Faction roll | One faction for the five-wave round | Pack ammo for that pool — and keep piercing for a re-roll |
| Waves 1–5 | Escalating HP / damage / spawn variety (devs) | Hold, restock, shoot Sirens / Harbingers first |
| Vend | Points from surviving a wave | Ammo, equipment — do not skip the machine |
| Extract or continue | Rewards now vs another round | Continue only if the next faction and FF rules are still legal for your kit |
Developers: encounters are a bit of both — sometimes a set-piece, sometimes the randomizer. Aliens dodge and take different approach angles instead of one path. That is why a single doorway camp fails more often than it did in the first game’s tighter maps. If your Fireteam Elite 1 habit was one ammo box and a funnel, unlearn it on Standard before you add cards.
Empty seats fill with Seegson combat synthetics Alpha, Beta, and Gamma. You can run Horde alone. Devs called high-difficulty solo with bots “totally viable” with the caveat of a high-level Marine, skill, and a little luck. Start the map on a difficulty you already clear in Campaign. Intense and above turn friendly fire on — the same crouch gunline as the story drops.
Once the five-wave clock is clear, pick a layout. The three maps do not play the same.
Three dedicated maps at launch. Steam / Day-1 notes even surface Horde Mode Map 03, which is the same fact in patch-speak: there is more than one. Layouts below are preview-observed (AvP Galaxy exclusive Horde hands-on), not a spawn-table dump. Do not treat them as three of the 15 campaign missions.
| Map | Look (preview) | How it plays (preview) |
|---|---|---|
| Crash Landed | Near the base of a looming atmosphere processor — same visual language as the early campaign IGN drop | Classic arena: central landing platform, multiple long pathways enemies take from ahead |
| Blacksite | Reddish desert biome; crashed Engineer vessel around the area (also written Black Site) | Elevated catwalks on the sides — use height to get distance from a pack |
| Crusher | Underground mining facility, heavy machinery | Multiple floors — verticality. Not the Xenomorph type named Crusher |
The preview team did not find a spot where you hide in a corner and hold one choke. With planning you can still make a defensive stand — it is a called hold, not a closet. Four Marines stacked on the same crate is how an Exploder or a Synth grenade ends the round.
Crash Landed’s processor silhouette is why people confuse it with a campaign mission. It is not one of the 15. Preview copy also said Horde unlocks after the main story — confirm that gate on the live Endeavor; treat the exact unlock as TBA until captured.
Naming the map is not holding it. The next section is what each layout actually asks the Fireteam to do.
Matched by build plan, shared topics, and guide progression — not random related links.
Situation → stance. This is not a pin on a fan-made minimap. Exact ammo-box counts and elite spawn doors stay TBA. The table is a starting call, not a speedrun route.
| Map | Default stance | Cover this hole | Common wipe |
|---|---|---|---|
| Crash Landed | Arena gunline on the platform, eyes on long approaches | Marauder / Machinist for packs that walk in from distance | All four watching one path while another lane walks in |
| Blacksite | Split: one Marine on a catwalk, others on the floor lane | Hunter / piercing if Synths roll; height is not stealth | Whole stack on the catwalk with no floor trade |
| Crusher | Two floors called — someone owns stairs / lift sightlines | Medic rescue across vertical; do not lose a downed Marine one level down | Everyone pushing the same floor while vents dump behind |
From Intense up, friendly fire is on and abilities can hit allies. The Marine closest to the swarm drops profile so the pulse rifles behind them are not a wipe. Machinist sentries are called out as dealing no friendly fire; your Blast Cannon is not that exception. Two players can revive a downed Marine or combat synth at once, which speeds the pickup — still revive before you chase. Tips owns the habit list.
Machinist if you want extra guns on a lane. Marauder if the map is a corridor of trash — watch FF. Medic if vertical Crusher already eats downs. Duelist if you just need two primaries for a faction re-roll (thermal + piercing). Specialist after the five kits have parts. Scene builds: builds.
Cards change the legal hold. Read them before you plant.
Challenge Cards tweak the run with buffs and debuffs. In Fireteam Elite 2 they are usable in Horde at launch. Unlike the first game, all cards chosen by all players go into effect. Mixing up to four can get wild. This page will not invent a card list, rarity table, or “best farm card.” Developers: you unlock cards by playing — some from progression, some from crates — and once unlocked you can reuse them.
| Rule (public / preview) | What you do |
|---|---|
| Usable in Horde at launch | Slot them on the Horde select, not only in Campaign |
| All selected cards apply | Read your teammates’ cards — you live with them |
| Up to four in the mix | Four grief cards is a wipe, not a flex |
| Unlock by playing | Some from progression, some from crates (devs) |
| Once unlocked, reuse freely | No “consume on use” in the Discord recap |
| Full card text | TBA — do not paste a leaked spreadsheet |
Pair high-risk cards with a difficulty you already clear without cards. If the Fireteam cannot finish Crash Landed on Standard, do not add four modifiers and call it practice. Preview players also hoped cards might someday let you pick the faction; at preview time the faction was still a roll — treat selectable-faction-via-cards as wish / TBA.
When card names are captured in-game they land here or on a P1 `/horde/blacksite` child. Until then, the useful object is the all-apply rule and the four-card cap.
The roll that actually changes magazines is the faction. That is next.
Each Horde start randomly faces Xenomorphs, Pathogen, or Weyland-Yutani combat Synths. Previews: you fight that pool for five waves. If you continue, the next round can stay on the same pool or roll another. Developers: one faction at a time, not a mixed spawn in a single wave. Exact per-wave elite weights stay TBA.
| Faction roll | Pack | Priority (same as Campaign) |
|---|---|---|
| Xenomorphs | Incendiary | Siren first (can spawn in pairs). Exploder acid. Warden focused fire |
| Pathogen | Cryo / Electric control | Harbinger pin. Gas bag. At least one “discover yourself” elite in previews — do not invent a name |
| Synths | Piercing on someone | Spider-bots and larger assault units; Bulwark plates; they shoot back |
| Next round unknown | Keep a piercing option in the four-stack even on a Xeno round | Do not extract-then-requeue just to force Xenos unless you enjoy wasting a clear |
The new Siren emits a screeching rattle, calls Xenos, and tries to run. Previews: they can spawn in pairs. That is a mad dash, not a “low threat” skip. Warden still wants focused fire. Exploder still leaves acid. Full type list: enemies. Ammo chart: elements.
Preview players restarted matches because they wanted Xenomorphs. Legal. Slow. If your kit cannot handle Synths, the fix is piercing on a seat — not a queue dodge forever.
Between rounds the vending machine is the other decision. Skip it and the next five waves dry you out.
Between rounds, run the vending machine. Preview Marines: resupply or die. You spend points earned for surviving a wave on extra equipment. Elemental ammo matters more in this sequel — buy the magazine that matches the next faction, not the one you already emptied. This is the mid-page checklist: do it before anyone readies up.

On higher difficulties, ammo boxes have a finite supply and force you to rotate to another box if the squad leans on one. They eventually respawn. Fight the hold near a box, then rotate. The infinite sidearm exists so you are never unarmed during that walk. New melee stun baton in this sequel can swat enemies bunching on you — it is a panic tool, not a solo Insane plan.
Next: difficulty before you raise the tier or stack cards. Then builds for Campaign vs Horde kits. Priority kills stay on enemies.
Three at launch in public materials: Blacksite, Crash Landed, and Crusher. They are dedicated Horde layouts, not three of the 15 campaign missions.
Wave survival on a dedicated map. Previews: five escalating waves per round (~12–15 minutes), then extract with rewards or continue for another round. One faction per round; Challenge Cards all apply.
Previews say all selected cards from all players apply for that run, mixing up to four. Full card text is TBA. Unlock by playing (progression and crates); reuse once unlocked.
Developers said one faction at a time rather than a mixed spawn. Previews: five waves of that pool, then a re-roll if you continue. Per-wave spawn tables stay TBA.
AvP Galaxy’s campaign preview said Horde unlocks after completing the main story. Confirm the live gate on the Endeavor — treat the exact unlock as TBA until captured.
Yes. Empty seats fill with AI bots Alpha, Beta, and Gamma. High-difficulty solo with bots is “viable” per developers, with skill and a high-level Marine attached.
No verified S-tier. Machinist for extra guns on a hold, Marauder for trash (watch friendly fire), Medic for vertical Crusher downs, Duelist for two primaries across a faction re-roll. Specialist is not a first pick.
Both words exist. Horde map Crusher is the underground mining layout. The Xenomorph Crusher is the armored runner — flank it. Do not confuse the two.
Raise the tier on difficulty only after you can already hold a map. Then builds for Horde kits and enemies for kill order.
August 26, 2026
Matched by build plan, shared topics, and guide progression — not random related links.