Aliens: Fireteam Elite 2 Marauder
The heavy force-multiplier. Explosives, shoulder cannons, and sustained room-clearing.
The Marauder is the heavy weapons class in Aliens: Fireteam Elite 2, evolved from the original Demolisher. Built around shoulder-mounted heavy armaments and two distinct cannon kits, the Marauder is the marine you bring when corridors stop being rooms and start being hives. This guide covers every aspect of the Marauder’s kit, ability rotations, and optimal build paths for campaign and Horde.
Class role
Marauder is a heavy damage and crowd control class. The shoulder-mounted Blast Cannon and Titan Rockets give it the highest burst area damage in the game. Combined with perks that stack weapon performance through kills, Marauder is the primary anchor for squads holding defensive positions in Horde and the fastest clearer of dense campaign corridors.
Signature weapons
The Marauder carries heavy weapons as core equipment rather than pickups. Signature options include:
M12A1 Rocket Launcher — The workhorse heavy. High single-target damage, moderate splash radius. Effective against Praetorian packs and grouped enemies at mid-range.
OCAP-91 Volcan heavy flamethrower — Sustained close-range area damage. Burns through Drone and Runner packs in tight spaces. Less effective at range but devastating in corridors and hive sections.
Smartguns (M56 and L56A3 variants) — Returning tools from the first game. The smartgun locks onto the nearest target and tracks it automatically, freeing you to manage movement and positioning while sustained fire eliminates enemies.
Shoulder kits
The Marauder’s defining feature is the selectable shoulder cannon system. Between missions you choose one kit for the next deployment.
Blast Cannon (smaller) — Rapid-fire area denial. Faster fire rate and wider spread than Titan Rockets. Best for dense Drone and Runner waves. Modifier options include Blastwave (explosive burst on impact) and Thermal Cannon (continuous flame column).
Titan Rockets (larger) — Slower, higher-damage explosive shots. Each shot is a deliberate choice. Best for Praetorian encounters, clustered heavy enemies, and emergency situations where you need to clear a room in one volley. Modifier options include Phosphorous Rocket (incendiary DOT) and Rocket Mines (proximity-triggered area denial).
Perks
Rampage — Stacks on kills. At 25 stacks, triggers an 8-second burst of increased fire rate, reload speed, and movement speed at the cost of stability. This is the Marauder’s core sustain mechanic for Horde. Managing Rampage stacks between waves determines your burst potential when a difficult push arrives.
Reactive Charges — Melee hits trigger a concussive knockback blast on a 30-second cooldown. This is a defensive tool for emergency situations when a Xenomorph closes to melee range. It creates enough separation to swap to a heavy weapon or stim.
Build recommendations
Campaign build Primary: OCAP-91 Volcan for sustained hive corridor clearing. Shoulder kit: Blast Cannon for rapid Drone and Runner waves. Perks: Reactive Charges for defensive coverage.
Horde anchor build Primary: M12A1 Rocket Launcher for Praetorian and heavy enemy spikes. Shoulder kit: Titan Rockets for maximum single-shot area damage. Perks: Rampage to accelerate kills during wave escalation.
Squad synergy
Marauder pairs well with Medic (who sustains the Marauder during intense push phases) and Duelist (who handles precision targets while the Marauder controls the ground). Machinist turrets complement the Marauder by covering angles that would otherwise require repositioning.
Do not pair two Marauders in the same squad — the class excels at ground control but provides no support capability. A second damage-dealer is better served by Duelist for priority target elimination.
Frequently asked questions
Is Marauder good for beginners? Yes. Heavy weapons deal high damage without requiring precise aim, and the defensive perk options give new players safety tools. Rampage does require some management, but beginners can run Reactive Charges for a more defensive early experience.
Should I use Blast Cannon or Titan Rockets? Blast Cannon is more forgiving in campaign and early Horde waves. Titan Rockets become significantly stronger in deep Horde where Praetorian and heavy enemy density is highest. Experienced players often run Titan Rockets in Horde from the start.
Does Rampage affect heavy weapon fire rate? Yes. During the 8-second Rampage burst, heavy weapon reload speed and fire rate both increase, making rocket volleys and sustained smartgun output significantly higher.
Is the Marauder the tank class? Marauder has the highest personal survivability through explosive crowd control, but it is not a traditional tank. It does not have damage absorption or aggro mechanics. Its survivability comes from eliminating threats before they reach the squad rather than absorbing hits.
Frequently Asked Questions
Quick answers to the most common questions about Aliens: Fireteam Elite 2.
What weapons work best with Marauder?
The class revolves around heavy weapons. The M12A1 Rocket Launcher, OCAP-91 Volcan, and M56 Smartgun are the core loadout options. Supplement with a reliable mid-range rifle for enemies that outrange your heavy weapon.
Can Marauder use Machinist turrets?
Marauder can equip turrets as a tool slot but the class does not have Machinist's turret-specific perks. Turrets placed by a Marauder will perform adequately but lack the damage and synergy bonuses from Machinist's ability tree.
Is Marauder viable in the campaign?
Extremely. The OCAP-91 Volcan excels in hive corridor sections. Titan Rockets one-shot most heavy enemies in the campaign. Marauder is one of the strongest campaign classes due to consistent room-clearing ability.