Classes

Aliens: Fireteam Elite 2 Machinist

Turrets, drones, and plasma area denial. The tech controller class.

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The Machinist replaces the Technician from the first game with a more offensive technology kit. Rather than relying on deployable pistols and gadget management, Fireteam Elite 2’s Machinist integrates energy weapons, modifiable sentry turrets, and a flying Bodyguard drone into the core combat loop. The result is a class that can hold ground independently and dramatically amplify a squad’s effectiveness through well-positioned hardware.

Class role

Machinist is a area denial and support class. Its deployables — turrets and drones — act as additional squad members that draw aggro, deal sustained damage, and provide utility effects. In coordinated squads, Machinist’s Cross-Platform Synergy makes the entire fireteam more durable. In Horde, a well-placed Machinist can extend a squad’s survival window significantly.

Signature weapons

SMB-94 Zephyr Plasma Emitter — Sustained plasma energy weapon. High damage per second at mid-range with a visible projectile that rewards tracking. The Zephyr is effective against Drone packs and lighter enemies. Its ammo efficiency is lower than rifle-class weapons but the sustained damage output is among the highest in the class.

EDS-93 Plasma Discharger Mk.2 — Burst plasma option. Slower fire rate with higher damage per shot. Better for targets that require a few precise hits rather than sustained spray. The EDS-93 is effective against Stalker flanking groups.

Deployables

Sentry Turret — A placeable automated turret that targets and fires at enemies within its sensor range. The Machinist can carry and deploy one turret at a time.

Variants:

  • Rumble Turret: High fire rate, lower damage per shot. Best for dense Drone and Runner waves.
  • Gas Turret: Applies a damage-over-time effect to enemies in range. Better for sustained area denial against mixed enemy compositions.

Bodyguard Drone — A flying machine-gun sentry drone. Unlike the turret, the Bodyguard tracks and follows the Machinist’s position, providing mobile covering fire. This is the Machinist’s most valuable tool for Horde and open-environment missions.

Variants:

  • Shredder Bodyguard: High sustained damage, prioritises the nearest target. Excellent for holding a chokepoint while the Machinist manages a primary weapon.
  • Artillery Bodyguard: Slower firing, area-effect shots. Better for flushing enemies out of cover or suppressing a wide approach angle.

Perks

Cross-Platform Synergy — Allies near your active turret receive 10% damage resistance. Standing near your own turret additionally regenerates 5 health per second. This perk is the primary reason Machinist is valued in coordinated squads — it amplifies the entire team’s durability without any action required from teammates.

Scalable Machine Learning — Kills by your turrets and deployables grant 10% reload speed and stability, stacking up to five times. This makes the Machinist progressively more effective the longer a Horde wave or extended mission continues.

Build recommendations

Horde build Primary: SMB-94 Zephyr Plasma Emitter for sustained drone clearing. Deployable: Bodyguard Drone — Shredder variant. Perks: Cross-Platform Synergy + Scalable Machine Learning. This maximises your contribution to squad survival through synergy and drone uptime.

Campaign build Primary: EDS-93 Plasma Discharger for precision hits on priority targets. Deployable: Sentry Turret — Gas variant, placed at chokepoints to deny approach. Perks: Scalable Machine Learning + Cross-Platform Synergy.

Positioning strategy

Machinist requires more map knowledge than any other class. Turrets and drones are most effective when placed at chokepoints with clear lines of sight to enemy approach paths. In open environments, the Bodyguard drone’s mobility makes it preferable to the stationary turret.

Never place a turret behind cover that obstructs its firing arc. A turret with limited sight lines is significantly less effective. Survey the approach angles before committing to a position.

Squad synergy

Machinist synergises with every class, but the relationship with Marauder is particularly strong. The Marauder’s corridor-clearing explosives work with Machinist’s area denial to create layered defence: turrets hold the approach, Marauder handles the surges that break through.

Medic synergises with Cross-Platform Synergy — a Medic standing near a Machinist turret receives both the 10% damage resistance from Synergy and the Medic’s own healing, making them exceptionally hard to kill.

Frequently asked questions

Is Machinist good for beginners? Machinist has a higher skill ceiling than Marauder or Duelist. Deployable positioning requires map knowledge, and managing both a primary weapon and active hardware simultaneously is demanding. Beginners who enjoy tech classes will find it rewarding; beginners who prefer straightforward damage dealers should start with Marauder.

Do turrets scale with difficulty? Yes. Turret damage and durability scale to match enemy health on higher difficulties. A turret that performs adequately on Veteran may struggle on Insane without additional support.

Can I have both a turret and a Bodyguard active simultaneously? No. The Machinist can carry and deploy one deployable at a time. You choose between the turret and the Bodyguard before each mission or at the buy phase in Horde.

Does Scalable Machine Learning stack with multiple turrets? Yes, but you can only have one turret active at a time, so the stacking potential is limited to kills from that single turret plus the Bodyguard drone.

Is the Machinist the best class for Horde? Machinist is top-tier for Horde in coordinated squads due to Cross-Platform Synergy. In random pub squads, the synergy benefit is less reliable, making Marauder or Duelist more consistently impactful.

FAQ

Frequently Asked Questions

Quick answers to the most common questions about Aliens: Fireteam Elite 2.

What happens to my turret if I die?

The turret remains active and continues firing until its health is depleted or the mission ends. It does not respawn if destroyed.

Can other players use my turret?

No. Turrets are Machinist-only. Other players cannot pick up, move, or interact with your deployables.

Are Machinist's deployables affected by enemy area attacks?

Yes. Turrets and drones can be destroyed by explosive attacks, Praetorian charge, and some synthetic weapons. Position them to minimise exposure to area damage.