A loadout in Aliens: Fireteam Elite 2 is a ranked class kit, a perk board, the guns a Colonial Marine carries, and the attachments fitted to those guns. In a four-player fireteam, the remade Fireteam Elite 2 classes cover different work: Duelist for sustained rifle fire, Marauder for explosives and area damage, Machinist for turrets and drones, Hunter for slowing a single tough enemy, and Medic for revives and temporary health. Specialist can mix those kits later, but only after they have been unlocked on their home classes.
How A Loadout Works
Each remade class ranks as its own kit toward Rank 10. Player rank is a separate track from those kit ranks, and it currently stops at 50. The player-rank rewards are cosmetics, not extra health, Combat Rating, or walk speed. Abilities, perk paths, and signature weapons unlock on that home class. Specialist becomes available during the campaign once those kits start ranking, not after the last mission. It can use a piece only after the original class has unlocked it. The perk board is larger than the 32-slot grid from the first Fireteam Elite, with 42 slots to fill. A new kit starts with 12 open boxes at Rank 1, six on the left and six on the right. Rank 3 opens a section on each side. Rank 5 opens the center. Rank 7 opens the upper center. Rank 10 opens the top. A class carries a primary, a signature, and a customizable sidearm from the named Fireteam Elite 2 weapons. Duelist is the exception: it uses two primary slots instead of a locked signature pair.
A weapon has to be used on missions to raise its rank. Carrying it unused does not. Magazine, Optics, and the other hardware slots can be filled without ranking the gun. Rank 1 unlocks that gun's Trait, which can be moved later. Rank 4 stars opens an Augment. Small, Medium, and Large parts only mount on a matching gun. Thermal damage is effective against Xenomorphs, which resist electric damage. Electric damage is effective against synthetics, which resist thermal damage. Non-Horde mission select lists those enemy types on the assignment. Use that list to pick thermal, electric, or cryo guns, turrets, and ammo before you start. Horde does not show the same enemy list. The Armory can also add a Challenge Card that changes mission rules and the reward multiplier.
Best Weapons
These guns are the ones to rank first. Each one has a clear role and a finished attachment row that supports that role. Small, Medium, and Large parts only mount on a matching gun. A Trait starts on one named weapon and can be moved later. On high fire-rate guns, Grey-Market Rounds increases damage during sustained fire. Handmade Rounds does the same thing at a lower cost.
BD-48 Daittyo Heavy Rifle
The BD-48 Daittyo Heavy Rifle is the usual first automatic. It has high stability, so a long burst stays on target, which is also why Grey-Market setups use it. Combat Actuator is the internal part. It stacks damage and penetration after a kill. Polygonal Rifling lowers spread and stacks crit chance during continuous fire. The C32D6 Nagpur Shroud raises stopping power every third hit. Compressed Optics is the crit sight. Keep the Daittyo trait for the weak-point stopping-power bonus, or move the Type 111 Directed Particle Emitter trait on for stacked on-hit damage.
- Internal - Combat Actuator
- Optics - Compressed Optics
- Muzzle - C32D6 Nagpur Shroud
- Barrel - Polygonal Rifling
- Trait - Type 111 Directed Particle Emitter, or keep the Daittyo trait
- Augment - Grey-Market Rounds
L56A3 Smartgun
The L56A3 Smartgun has a targeting system that tracks moving enemies, which makes it useful while kits recharge. Specialist can carry it without being limited to the Marauder weapon list. H105D7 Gada Executioner Harness increases crit chance after a kill. Smart-Aim Onboard Chipset is unnecessary on this gun, because tracking is already built in. Grey-Market Rounds increase damage. Cryogenic Ammunition trades some of that damage for a slow.
- Internal - Combat Actuator
- Optics - Compressed Optics
- Armature - H105D7 Gada Executioner Harness
- Trait - Type 111 Directed Particle Emitter
- Augment - Grey-Market Rounds
M41A Classic Pulse Rifle
The M41A Classic Pulse Rifle can be carried by every remade class. It has a large magazine, and an underbarrel grenade launcher on alt-fire. Those grenades refill from regular rifle ammunition, so they can be used throughout a mission without a separate grenade pool. That is why it is the usual second gun on Duelist, and the conventional automatic next to a plasma gun or rocket launcher. Compound Magazine increases capacity. Green Dot Sight increases stopping power and weak-point performance. Compressed Optics is the better sight if the build is built around crit chance.
- Magazine - Compound Magazine
- Optics - Green Dot Sight, or Compressed Optics for crit chance
- Muzzle - C32D6 Nagpur Shroud
- Trait - Type 111 Directed Particle Emitter
- Augment - Grey-Market Rounds
SMB-94 Zephyr Plasma Emitter
The SMB-94 Zephyr Plasma Emitter works particularly well when a marine is defending a fixed position. Its sustained plasma fire is effective against groups of enemies while a Sentry Turret or Bodyguard drone fires on a second approach. Because the Zephyr uses a heat system rather than conventional ammunition, heatsink attachments are more useful than the Compound Magazine. Keep the plasma on Xenomorph missions. Use an electric augment against synthetics, which resist thermal damage.
- Heatsink - Augmented Heatsink
- Optics - Compressed Optics
- Trait - Type 111 Directed Particle Emitter
- Augment - Grey-Market Rounds on Xenomorph missions
M12A1 Rocket Launcher
The M12A1 Rocket Launcher deals high explosive damage to several enemies at once, which is useful in a narrow corridor. That is why Marauder usually pairs it with Phosphorous Rocket kits on Xenomorph missions. Dual Rail Booster increases weak-point damage and stopping power on that launcher. Bracing Armature adds damage resistance and reduces recoil after the wearer is hit. Do not use this as the only gun in a tight room with teammates. The same blast hits anyone standing in it.
- Barrel - Dual Rail Booster
- Armature - Bracing Armature
- Trait - Trait: M12A1 Rocket Launcher
- Augment - Incendiary Ammunition on Xenomorph missions
Type 111 Directed Particle Emitter
The Type 111 Directed Particle Emitter is the directed-energy gun used after Cryo Pulse or Arc Bolt slows a target. Its trait also stacks damage on hit during continuous fire, which is why it is often moved onto the Daittyo or the Smartgun. Leave that trait on the emitter when Hunter is doing the weak-point work. Move it onto the Daittyo or the Smartgun when those guns are doing most of the firing. Green Dot Sight increases stopping power and weak-point performance. Boosted Flash Hider increases crit chance after a kill.
- Optics - Green Dot Sight
- Muzzle - Boosted Flash Hider
- Trait - Trait: Type 111 Directed Particle Emitter
- Augment - Grey-Market Rounds
M10 Auto Pistol
The M10 Auto Pistol is the sidearm recommendation. It is a short-range machine pistol with a high fire rate, which is useful when a rifle is empty and an enemy is already in the same room. That is why it is the usual third slot on Duelist and the Specialist mixes, instead of the M4 Service Pistol or the Frontier Revolver. The M4 is the ordinary backup. The Frontier is the heavier single-shot choice if one punch matters more than a burst. The M10 takes small parts, so the medium Compound Magazine does not fit. Drum Magazine increases capacity on that small-mag row. Micro Red Dot Sight lowers spread and raises handling, which helps keep a burst on target. Compensator stacks recoil reduction while the pistol is firing. Keep the M10 trait for the fire-rate bonus. Grey-Market Rounds increase damage during that burst.
- Magazine - Drum Magazine
- Optics - Micro Red Dot Sight
- Muzzle - Compensator
- Trait - Trait: M10 Auto Pistol
- Augment - Grey-Market Rounds
Best Class Builds
A four-player fireteam is stronger when the classes are mixed. One Duelist on rifles, one Marauder on heavy weapons, one Machinist on a turret or drone, and one Medic on revives covers more of a room than four copies of the same kit. Hunter is the swap when a single tough enemy matters more than another automatic. Each class loadout below uses the recommended guns, then fills the perk board around that kit. Specialist comes later, once those home kits are ranked, and can carry the L56A3 without being limited to the Marauder weapon list.
Duelist
The Duelist is the rifle recommendation. It carries two primary weapons, and its damage increases while hits keep landing. Stay on Target, Mobility, and Focus Fire raise damage and movement during sustained fire. Burst Configuration on Fragment and the Shrapnel Grenade on Cluster are the two kit paths. Remaining board space goes to recharging those abilities. Put the Daittyo in the first slot and the Classic Pulse Rifle in the second. The HNT-1 E1 Alamein is a precision swap when one tougher enemy matters more than a group.
- Abilities - Burst Configuration on Fragment, Shrapnel Grenade on Cluster
- Weapons - BD-48 Daittyo Heavy Rifle, M41A Classic Pulse Rifle, M10 Auto Pistol
- Perks - Stay on Target, Mobility, Focus Fire
Marauder
The Marauder is the heavy-weapons recommendation. A rifle plus a rocket launcher or flamethrower deals more area damage to groups than two automatic rifles. Rampage increases damage as kills stack. Reactive Charges creates a knockback blast when an enemy reaches melee. Blast Cannon on Thermal Cannon and Titan Rockets on Phosphorous Rocket add thermal damage, which Xenomorphs take extra from. After Rampage is on the board, remaining tiles go to those two kits. The OCAP-91 Volcan is the short-range flamethrower. The blast and the flame both hit teammates if they are standing in the same space.
- Abilities - Blast Cannon on Thermal Cannon, Titan Rockets on Phosphorous Rocket
- Weapons - M41A Classic Pulse Rifle, M12A1 Rocket Launcher, OCAP-91 Volcan
- Perks - Rampage, Reactive Charges
Machinist
The Machinist is the recommendation for defending a fixed position. Plasma guns, a Sentry Turret, and a flying Bodyguard drone keep firing after the rifles have to reload. Cross-Platform Synergy gives allies near the turret 10% damage resistance, and standing next to it regenerates the turret. Scalable Machine Learning grants stacked reload speed and stability when machines score kills. Rumble Turret and Shredder Bodyguard are the two kit paths. Remaining board space goes to turret and drone uptime. The EDS-93 Zadak Plasma Discharger Mk.2 is the closer-range plasma gun. The Classic Pulse Rifle is the conventional automatic when plasma is a poor match for the enemies on the mission.
- Abilities - Sentry Turret on Rumble Turret, Bodyguard on Shredder Bodyguard
- Weapons - SMB-94 Zephyr Plasma Emitter, EDS-93 Zadak Plasma Discharger Mk.2, M41A Classic Pulse Rifle
- Perks - Cross-Platform Synergy, Scalable Machine Learning
Hunter
The Hunter is the recommendation against a Warden or another single enemy that ignores high-volume rifle fire. Cryo Pulse and Arc Bolt slow that target so a railgun or particle emitter can hit the weak point. No Mercy and No Rest both increase weak-point damage. Particle Pulse on Cryo Pulse and Stasis Bolt on Arc Bolt are the two kit paths. The BD-03 Djinn Personal Railgun charges a shot before firing, which is useful against a single tough enemy. The Alamein is the backup marksman rifle while the railgun recharges. If Cryo Pulse and Arc Bolt miss, the marine is left using the rifles on a Drone group without those slow effects.
- Abilities - Particle Pulse on Cryo Pulse, Stasis Bolt on Arc Bolt
- Weapons - BD-03 Djinn Personal Railgun, Type 111 Directed Particle Emitter, HNT-1 E1 Alamein Revolver Rifle
- Perks - No Mercy, No Rest
Medic
The Medic is the recommendation when the fireteam needs revives and temporary health. Combat Stims on Adrenaline Surge and the Advanced Trauma Station on Buffing Station get downed marines up before the next group arrives. Bedside Manner, Surgeon's Hands, and Doctor's Orders speed those pickups and add a damage bonus after a revive. Remaining board space goes to revive speed and to stim and station uptime. The X1 Fireball and the Type 21 Tactical Shotgun Mk.2 are short-range guns meant for the same rooms as the station. The Type 102 Directed Force Sniper fires electrically charged rounds that slow a target, which gives the rest of the fireteam time to move.
- Abilities - Combat Stims on Adrenaline Surge, Advanced Trauma Station on Buffing Station
- Weapons - X1 Fireball, Type 21 Tactical Shotgun Mk.2, Type 102 Directed Force Sniper
- Perks - Bedside Manner, Surgeon's Hands, Doctor's Orders
Specialist
Specialist is the late-game class. It becomes available during the campaign once other kits start ranking, not after the last mission and not after one class hits Rank 10. Rank 10 on a home class fills that class's catalog for this mix. Until those ranks exist, Specialist has nothing to equip. The three loadouts below are Specialist mixes, not extra home-class builds. Rank Machinist, Hunter, and Medic first, then slot those pieces here. Cold Iron's showcase used Shredder Bodyguard, Particle Beam, the L56A3, Focus Fire, and Doctor's Orders as the first of those mixes.
Bodyguard And Beam
This Specialist mix uses the L56A3 as the usual gun, because the targeting system keeps working while kits recharge. Shredder Bodyguard from Machinist and Particle Beam from Hunter add damage while the Smartgun is firing. The beam is useful against a Fireteam 2 Xenomorph type that takes too long to kill with ordinary rifles. Focus Fire, Stay on Target, and Mobility stay on the board.
- Abilities - Bodyguard on Shredder Bodyguard, Particle Pulse on Particle Beam
- Weapons - L56A3 Smartgun, M41A Classic Pulse Rifle, M10 Auto Pistol
- Perks - Focus Fire, Stay on Target, Mobility
Rumble And Cryo
This Specialist mix uses Rumble Turret and Cryo Pulse on Horde. The turret is planted at an entrance, and the pulse slows the group that tries to cross it. Board space goes to duration and control on those two kits. Cross-Platform Synergy and No Mercy keep the position useful for the rest of the squad. The Zephyr provides sustained plasma fire at that entrance. The Classic and the M10 fill the other two gun slots. Campaign rooms where Xenomorphs come through one entrance use the same layout. Both pieces unlock once Machinist and Hunter are toward Rank 10.
- Abilities - Sentry Turret on Rumble Turret, Particle Pulse on Cryo Pulse
- Weapons - SMB-94 Zephyr Plasma Emitter, M41A Classic Pulse Rifle, M10 Auto Pistol
- Perks - Cross-Platform Synergy, No Mercy
Station And Stims
This Specialist mix takes Combat Stims and the Advanced Trauma Station from Medic. A Machinist Rumble Turret is added so the same marine can defend an entrance and revive teammates. Doctor's Orders, Bedside Manner, and Surgeon's Hands stay on the board. Station and stim uptime come before extra rifle tiles. The Type 21 is the short-range gun at the entrance. The L56A3 is the longer-range gun. The M10 is the sidearm. Squads without a Medic lose people to Exploders or Sirens, which is why the station and stims are paired with the turret. Medic toward Rank 10 unlocks the medical kits, and Machinist unlocks the turret.
- Abilities - Combat Stims on Adrenaline Surge, Sentry Turret on Rumble Turret
- Weapons - Type 21 Tactical Shotgun Mk.2, L56A3 Smartgun, M10 Auto Pistol
- Perks - Doctor's Orders, Bedside Manner, Surgeon's Hands
Best Armor & Baton
Head, torso, legs, outfit color, and the Stun Baton slot change how the marine looks. They do not change health, Combat Rating, or walk speed, and the different baton models use the same melee. Challenge Cards are what change those stats. Light Armor raises movement speed by 10%, Heavy Armor lowers it by 10%, and None-Baton turns melee off.
Best Challenge Cards
These three cards are the ones to slot when the fireteam already clears the mission. Form an Attachment is the attachment farm. It grants one random attachment after a successful extraction, which can be an expensive Armory part, and it pays a random Challenge Card instead once every attachment is already owned. The mission reward multiplier on that card is 0.75x. Rear-Mounted Reloader pays 1.75x and blocks manual reloads, then refills a gun after it stays holstered for five seconds. Switching weapons resets that timer. The card is currently bugged: after a few weapon swaps or reloads, manual reload starts working again. Battlefield Salvage is the third pick. It grants one extra random reward on mission complete, does not change combat, and also pays 0.75x.
- Form an Attachment - One random attachment on mission complete
- Rear-Mounted Reloader - 1.75x rewards. Manual reload is blocked until the holster timer, and the card currently starts allowing reloads after a few swaps
- Battlefield Salvage - One extra random reward on mission complete
Best Items
The Armory item list is short. A turret is the major-item recommendation. Buy the turret whose damage type matches the enemies on the mission screen: thermal or incendiary against Xenomorphs, electric against synthetics, and cryo against pathogen creatures. Xenomorphs resist electric damage. Synthetics resist thermal damage. Incendiary Rounds, Electroshock Rounds, or Cryogenic Rounds are the minor-item recommendation, using the same pairing. A second pack of the same element adds to that reserve instead of replacing it, and a matching pack also refills a gun that already fires that element.
- Major - Turret matched to the mission's enemy type
- Minor - Incendiary, Electroshock, or Cryogenic Rounds matched the same way
Conclusion
Aliens: Fireteam Elite 2 ranks each remade class toward Rank 10, then fills a 42-slot perk board, three gun slots, and the attachment row around that kit. Rank those guns first, then run the home builds. Outfit and baton looks do not change combat. Challenge Cards such as Form an Attachment and Rear-Mounted Reloader change the payout. A turret is the major item, and elemental ammo is the minor item, both matched to the enemies on the mission. Specialist is the late-game class once the kits exist, and it mixes them for campaign missions and Horde.
External Sources
- Aliens: Fireteam Elite 2 Official Page
- AvP Galaxy: First Look at the Specialist Class
- Official Specialist Showcase Video
Tag Categories: Aliens Fireteam 2 Lore | Colonial Marine Lore | Alien Lore