Aliens: Fireteam Elite 2 Marauder Class
Quick answer: Marauder is a core offensive class built to confront the toughest Xenomorphs. Its official showcase confirms configurable Blast Cannon abilities, Titan Rockets, Rocket Mines, Rampage and Reactive Charges, plus the M12A1 Rocket Launcher and OCAP-91 Volcan signature weapons.
| Field | Verified information |
|---|---|
| Role | Direct heavy offense; exact rating TBD |
| Ability family | Blast Cannon |
| Confirmed modifiers | Blastwave, Thermal Cannon, Titan Rockets, Rocket Mines |
| Confirmed perks | Rampage, Reactive Charges |
| Signature weapons | M12A1 Rocket Launcher, OCAP-91 Volcan |
Marauder role and playstyle
The official description places Marauder at the front of difficult Xenomorph encounters. Its revealed kit combines direct blasts, rockets, mines and a close-range defensive reaction. That supports a heavy-pressure identity without inventing tank statistics or a formal DPS rank.
Marauder still depends on positioning. Explosive tools can clear space or prepare an approach, while Reactive Charges answers nearby melee pressure. Exact durability, friendly-fire behavior and performance on each difficulty require game tests and are not assumed from marketing.
Blast Cannon configurations
Blast Cannon is the named ability family. Blastwave and Thermal Cannon are confirmed modifiers; Thermal Cannon changes the tool into a portable flamethrower-style option. Titan Rockets are described as useful for clearing a horde, while Rocket Mines let the player place traps.
The official post does not provide a complete modifier tree, cooldown table or damage values. This page records what each named option is intended to do, but leaves numerical comparisons to a versioned Best Builds guide.
Confirmed Marauder perks
Rampage stacks when the player kills enemies. At 25 stacks, the official showcase says fire rate, reload speed and movement speed are greatly increased for eight seconds. The exact magnitude of each increase is not supplied in that post.
Reactive Charges triggers a concussive blast when the Marauder is hit by a melee attack, knocking back most nearby enemies. It is a spacing tool, not proof that the class can ignore melee damage. Check patch notes before relying on either effect in a permanent build.
Signature weapons and build direction
The two signature weapons shown are the M12A1 Rocket Launcher and OCAP-91 Volcan. Their presence is confirmed, but this page does not invent damage, magazine, fire-rate or unlock values. The Weapons Database separates confirmed names from fields needing direct game data.
Decide before an encounter whether the kit is for immediate clearing or prepared control. Titan Rockets and direct blasts answer visible groups; Rocket Mines reward anticipating routes. A mine-focused setup may value a weapon that handles immediate threats, while a direct explosive setup may need a reliable answer between ability uses.
Squad use, strengths and limits
Coordinate with Hunter control or Medic sustain when the squad needs room. In Horde Mode, record map, wave range, difficulty, modifiers and teammates before calling a setup effective.
Verified strengths include multiple explosive configurations, trap access and a perk that rewards repeated kills. Unverified fields include survivability, cooldowns and ammo economy. Any claim that Marauder is universally best remains unverified; see the Best Class comparison.
Frequently asked questions
What does Marauder specialize in?
Heavy direct pressure against difficult Xenomorphs, using configurable explosive and flame-oriented tools.
Can Marauder place traps?
Yes. Rocket Mines are a confirmed Blast Cannon modifier.
What are Marauder's signature weapons?
The official showcase names the M12A1 Rocket Launcher and OCAP-91 Volcan.
Is Marauder the best Horde class?
Unconfirmed. Titan Rockets can help clear a horde, but that is not a comparative mode test.