Classes and roles in AFE2
Confirmed at launch so far: Gunner, Recon and the end-game Specialist. The class system carries over from the 2021 original but with deeper building, and the Specialist unlocked late is where builds get interesting. What we know, without the fluff.
What's confirmed
- Gunner. The point-of-the-spear damage class — pulse rifles, sustained fire, the class built around putting down the most aliens per minute. Back from the original.
- Recon. The support-and-intel role. In the first game Recon saw enemies through walls for the team and handled long-range precision work. Perk builds for Recon were a favourite of the original's end-game crowd.
- Specialist. The end-game class, confirmed via Cold Iron's official overview video. It's positioned as the grind target — a capstone class you work toward rather than start with.
How the system works
Same skeleton as the original: every marine picks a class, each class has its own perk grid, and your build choices drift as you level. The sequel's pitch is "deeper class building" and "expanded weapon customization" — more nodes, more loadout freedom, and gun mods that change how a weapon feels rather than just adding numbers.
The full launch roster hasn't been formally posted in one list. The original had six classes (Gunner, Demolisher, Technician, Doc, Recon, Phalanx), and the Specialist was added post-launch in AFE1 — its return as an AFE2 class suggests the sequel is folding in the original's post-launch content into the base game. Until Cold Iron publishes the full roster, treat anything beyond the three confirmed classes as unconfirmed.
Picking your first class
- New to the game: Gunner. Straightforward damage role, forgiving, always useful in a 4-man squad.
- Playing with a strong team: Recon. Team intel wins missions, and it's the class that rewards game knowledge.
- Long-term player: don't stress the Specialist now — it's the end-game unlock. Pick something fun first.