In Aliens: Fireteam Elite, players take on the role of Colonial Marines tasked with fighting both different types of Xenomorphs and Weyland-Yutani androids. To get the job done and make it out alive, the title’s class list lets you pick from five different roles at launch, each with its own tools and playstyle.
Regardless if you’re going at it alone, enlisting the AI’s help, or already have one or two friends on board, your team will be comprised of three soldiers, potentially offering some wiggle room in terms of choosing your Aliens: Fireteam Elite classes.
Each class can wield two types of weapons and comes with two active and one passive ability. Perks, which you place Tetris-stle on a grid, further help improve your chosen class through flat bonuses or altering the way in which your abilities behave. Here is how the Aliens: Fireteam Elite class list looks at launch:
- Gunner
- Demolisher
- Technician
- Doc
- Recon
- Phalanx
A sixth class, the Phalanx, will arrive in early September, when the game’s first season kicks off.
Aliens: Fireteam Elite Gunner Class
The Gunner brings lots of firepower and is most effective at medium-to-long range. It can equip rifles and close-quarters weapons but also has access to the Overclock ability, which greatly increases your team’s fire rate and reload speed, as well as the good old frag grenades. Stay on Target, its passive ability, grants bonus damage stacks as you deal damage to enemies.
Modifier perks then let you replace your frag grenades with an Incendiary Burst, that causes multiple explosions in front of you, or Remote Detonator, which lets you throw a grenade and detonate it at the press of a button.
Aliens: Fireteam Elite Technician Class
The Technician brings handguns and close-quarters weapons to battle the Xenomorphs, excelling up close. Its abilities allow the class to place down an auto-turret, particularly useful when you need to control areas of a level and compensating for its lack of long-range solutions. You can pick up turrets when it’s time to move on and, if destroyed, they can be redeployed after a cooldown period.
Charge Coils, the Technician’s second ability, come in 3 stacks, reducing the movement speed and combat efficiency of enemies caught in their area of effect. You can attach them to walls or ceilings, too. Cross-platform synergy, the class’ passive ability, makes allies standing near your turret take less damage, while regenerating your HP when you do the same.
The Heavy Turret modifier perk morphs the base turret into a cannon-like version that doesn’t fire as fast but dishes out more damage, being particularly useful against stronger opponents. The Incinerator Turret then replaces it with a more durable flamethrower version, which you’ll want to have around if you’re dealing with lots of small foes.
Aliens: Fireteam Elite Demolisher Class
The Demolisher wields rifles and heavy weapons, having the most firepower on offer. Its Micro Rockets ability shoots tree rockets that create a shockwave which damages and stumbles opponents. Blastwave creates a concussion blast around you, damaging and knocking back opponents. Clear the Room, its passive ability, grants 1 stack when activating an ability, then additional stacks for each enemy hit, increasing gun damage.
As far as modifier perks go, Concussive Rockets fires 4 smaller rockets that deal less damage but have a wider area of effect and knock down opponents. Napalm Rockets fires 12 rockets that also deal less damage but leave behind fire pools.
Aliens: Fireteam Elite Doc Class
The Doc is the closest thing to a medic that you’ll find on Aliens: Fireteam Elite class list. Equipped with a rifle and a handgun, its deployable Trauma Station ability heals allies in its area of effect. It can be picked up and redeployed but also needs to be recharged by picking up medkits (it won’t replace them). Combat Stims increases the squad’s accuracy, stability, stamina regen, and movement speed. Field Medic, its passive, increases the rate at which abilities recharge when near allies.
The Painkiller Station modifier perk changes your first ability so that it increases damage resistance and gun handling at the cost of having less energy. Suppression Station increases its radius, reducing the movement speed and damage of enemies who get near it.
Aliens: Fireteam Elite Recon Class
The Recon loadout is only unlocked once you’ve completed Aliens: Fireteam Elite’s campaign. Wielding rifles and close-quarters weapons, its Pups ability lets loose a floating drone that reveals enemies and reduces their damage while it’s active. The class can also place down a Support Drone that replenishes the ammo of nearby players, buffs their accuracy, stability, and replenishes a small amount of health when scoring kills.
Getting 2 headshots over the span of 10 seconds grants a stack of the Focus passive, increasing accuracy and weapon stability up to 3 times. Venture into modifier perk territory and Blood Hound makes your drone target one specific target, revealing it and making it more vulnerable. Guard Dog enables the drone to slow enemies in an area but also damage and stumble them.
Aliens: Fireteam Elite Phalanx Class
The Phalanx adds more defensive potential to Aliens: Fireteam Elite’s class list, at the cost of limited range. Equipped with a handgun and a close-quarters weapon, its Shield Up ability sees it deploying it a shield that blocks most damage taken from the front while reducing movement speed. Shock Pulse then stuns and dazes nearby enemies, making them take damage over time.
As you block damage using your shield, you gain up to 5 stacks of Bulwark – the Phalanx’s passive ability –, each one increasing the damage you deal to enemies.
Aliens: Fireteam Elite will allow players to take any combination of classes when setting out on a mission. You can go in as a squad of three turret-placing Technicians, just like you can spread your roles to benefit from different class abilities.
That’s what you need to know about Aliens: Fireteam Elite’s class list. For more on the game, give our review a read.
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