Aliens: Fireteam Elite 2 classes
Compare the five remade USCM roles and the endgame Specialist. Every dossier carries verification and version labels.
Data last reviewed 2026-08-26
Marauder
Heavy weapons force multiplier
Pairs a rifle with a heavy weapon and two shoulder-mounted ordnance kits: the Blast Cannon for close pressure and Titan Rockets for large explosive answers.
Blast Cannon + Titan Rockets
M12A1 Rocket Launcher · OCAP-91 Volcan
Duelist
Sustained rifle damage and mobility
Rifle specialist built for sustained fire, repositioning, and explosive answers through weapon configurations and shrapnel charges.
Burst Configuration + Shrapnel Grenade
BD-48 Daittyo Heavy Rifle · HNT-1 E1 Alamein Revolver Rifle · M41A Pulse Rifle
Machinist
Deployables and battlefield control
Support-offense hybrid built around deployable machines and plasma weaponry that control the battlefield while the squad pushes.
Sentry Turret + Bodyguard
SMB-94 Zephyr Plasma Emitter · EDS-93 Plasma Discharger Mk.2
Hunter
Slows, control, and weak-point damage
Control specialist that slows its prey with pulses and bolts, then deletes weak points with railgun and particle weaponry.
Particle Pulse + Stasis Bolt
BD-03 Djinn Personal Railgun · Type 111 Directed Particle Emitter
Medic
Squad sustain and revives
The squad's insurance policy: stims, trauma stations, and close-range firepower that keep a fireteam standing on higher difficulties.
Combat Stims + Advanced Trauma Station
Armat X1 Fireball · Type 21 Tactical Shotgun Mk.2
Specialist
Custom endgame Marine
Endgame class with no fixed kit: it mixes abilities and perks unlocked by progressing the other five classes into a fully custom Marine.
L56A3 Smartgun