Combat Synthetics — the corporate army
Weyland-Yutani's combat synthetics are a full third faction in Fireteam Elite 2 — and they fight like soldiers, not animals. Unit types from GamingBolt's hands-on; roster confirmation from AvP Central.
Why synthetics change the fight
Xenomorphs rush you; synthetics use cover (GamingBolt). Firefights against Weyland-Yutani's androids play like a tactical shooter: they hold angles, suppress, and force your squad to flank rather than just backpedal and spray. The sequel's new crouch mechanic (GamingBolt) exists largely for these engagements.
Documented unit types
| Unit | Role | Counter |
|---|---|---|
| Synthetic grunts | Standard rifle androids that use cover (GamingBolt) | Flank, use crouch, win the angle war |
| Riot-shield units | Frontal protection (GamingBolt) | Attack from multiple directions — see Warden tactics |
| Snipers | Long-range punishment (GamingBolt) | Break line of sight, close distance |
| Incinerators | Flame area denial (GamingBolt) | Keep spacing; don't get herded |
| Heavies | Minigun suppression (GamingBolt) | Focus fire during spin-down windows |
Bulwark — the armored crawler
AvP Central's bestiary adds the Bulwark as a new synthetic-type enemy: an armored synthetic crawling body. Detailed mechanics aren't officially documented yet — when a briefing drops, this page gets it first.
Mixed-faction fights
The hardest encounters blend factions: synthetics pinning you in cover while Exploders crawl the ceiling. Prioritize whatever denies your squad space first. Loadout-wise, armor-piercing options from special ammo and the weapons database matter more here than against the hive.
Sources: GamingBolt — 10 New Details, GamingBolt — 15 Things, AvP Central bestiary. Back to the full bestiary.