Breaking: Complete Guide to All the Warhammer 40,000 Space Marine 2 Weapons
Warhammer 40,000: Space Marine 2 is only a few days away and as we’re waiting to jump in and execute some Tyranids we wanted to help you with a complete guide and wiki to the 6 PVE Co-Op classes, their abilities and perks! Here’s what you need to know:
There are 6 Classes available in Space Marine 2:
- Tactical – Versatile all-rounder with adaptive combat skills.
- Assault – High-mobility melee specialist with aerial prowess.
- Vanguard – Resilient close-combat fighter able to close in on enemies fast.
- Bulwark – Defensive anchor with powerful area control abilities.
- Sniper – Precise marksman with stealth and support capabilities.
- Heavy – Durable firepower expert with squad-buffing abilities.
No Duplicate Class For PVE Co-Op Matches
No two players can select the same class, ensuring balanced and varied team compositions. This rule promotes strategic planning and pushes you to consider how your choice complements the overall squad dynamic.
Each Class Supports Extensive Customization through Perks
The game features an intricate perk system with four categories (each class has 24 unique perks):
- 9 Core Perks
- 3 Team Perks
- 9 Gear Perks
- 3 Signature Perks
During gameplay, you can set as active 3 core perks, 1 team perk, 3 gear perks, 1 signature perk. Once unlocked, you change them however you want e.g. going back to a previously unlocked perk. Feel free to experiment with different loadouts and builds!
These allow you to enhance various aspects of your Space Marine, from reload speed to health regeneration and more!
Melee or Ranged? There’s plenty of both!
Whether you prefer melee rushes or calculated ranged assaults, Space Marine 2 accommodates a wide spectrum of playstyles. The class diversity and perk system encourage theory crafting, leading to powerful gameplay strategies and team synergies.
Space Marine 2 Classes Tier List
We had early access to Space Marine 2, so over the weekend we put dozens of hours into the game. Our mission was clear: determine which class reigns supreme in both PvE and PvP scenarios.
After some battles against AI enemies and fellow players alike, we’ve compiled our findings to help you choose the most effective warrior for your playstyle.
Tier | Class | Reason |
---|---|---|
S+ | Tactical | The Tactical class earns its S-tier status due to its versatile loadout options, which allow for effective engagement at various ranges. Tactical Marines can adapt to numerous PVE scenarios, making them invaluable on any team. |
S- | Vanguard | The Vanguard class is placed in the S-tier for its exceptional mobility and close-quarters combat prowess. Equipped with the Grapnel Launcher to hook and dive-kick enemies it excels at quickly closing gaps and disrupting enemy lines. |
A+ | Bulwark | Ranking in the A-tier, the Bulwark class specializes in defense and area control. The shield is nice and all, but the flag ability and the perks that tie to it, make you a true support player (and that with a melee focused loadout!). |
A- | Heavy | Their loadouts typically include heavy weapons that can dominate the battlefield but require strategic positioning and support from teammates due to their slower movement and reload times. |
B | Sniper | Snipers are placed in the B-tier mainly because their specialized role limits their versatility. While they excel in taking out targets from a distance, their effectiveness depends heavily on the map and the ability to position themselves in optimal sniping spots using the cloak ability. |
C | Assault | The Assault class finds itself in the C-tier due to its niche focus on aggressive, close-range combat. While extremely effective in specific scenarios, like overwhelming enemy defenses or flanking, they often lack the sustainability and versatility needed in PVE. |
Now, let’s break down each class, their perks, and loadout options to see what Space Marine 2 has to offer!
Before we jump in did you know that you can Get Warhammer 40,000: Space Marine 2 for Free with AMD’s Latest Hardware Bundle?
Tactical Class
The versatile backbone of any squad, Tactical Marines excel at mid-range combat with a wide array of bolt weapons. Their Auspex Scan ability reveals enemies and increases damage, making them crucial for team strategy. With a balance of firepower and utility, they can adapt to various combat situations and support their teammates effectively.
Tactical Class Ability: Auspex Scan
Auspex Scan: Scans and reveals enemies in an area, making them more vulnerable and take more damage.
Weapons Available for the Tactical Space Marine Class
As one of the most versatile classes in the game the Tactical Space Marine in Warhammer 40,000 Space Marine 2 game is the class that has access to largest selection of weapons. Players can choose between 7 types of primary weapons, bolt pistols as secondary and chainswords as the melee weapon. Here’s the complete list:
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Auto Bolt Rifle Bolt Rifle Heavy Bolt Rifle Stalker Bolt Rifle Bolt Carbine Plasma Incinerator Melta Rifle | Bolt pistol | Chainsword |
Tactical Class Perks List
The Tactical Class evolves from a weapon-swapping specialist into a versatile combat expert. Early perks focus on balancing primary and secondary weapon use, improving dodges, and leveraging the Auspex Scan for enemy marking.
As you level up, you’ll master parries, gain powerful finishers, and unlock devastating Auspex Scan combos. Advanced perks turn you into a squad-boosting powerhouse, excelling at taking down tough enemies and controlling the battlefield with precision strikes and area attacks.
Core Perks:
- Balanced Distribution: Your Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage.
Unlock at Lvl2 - Heightened Vigour: After a perfectly timed Dodge, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds.
Unlock at level 3 - Final Shot: After a Finisher, the equipped Ranged Weapon reloads automatically.
Unlock at level 4 - Plasma Boost: When the Plasma Incinerator is 50% Overheated, its Damage increases by 30%.
Unlock at Lvl10 - Steady Aim: Recoil is reduced by 10%
Unlock at level12 - Relentless Pursuit: After a Gun Strike, Ranged Damage increases by 25% for 5 seconds.
Unlock at level 17 - Kraken Penetrator Rounds: Bolt Weapons penetrate 1 more enemies.
Unlock at level 18 - Versatility: After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon.
Unlock at level 19 - Emperor’s Vengeance: Killing a Majoris-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazines.
Unlock at level 20
Team Perks:
- Communion of Fire: Recoil is reduced by 20% for all Squad Members.
Unlock at level 5 - Aligned Aim: Ranged Damage increases by 5% for all Squad Members.
Unlock at level 13 - Transhuman Physiology: All Squad Members restore 30% more Contested Health.
Unlock at level 21
Gear Perks:
- Vital Data: Scanning an Extremis- or Terminus-level enemy restores Auspex Scan’s Charge by 50%.
Unlock at level 6 - Battle Focus: A perfectly timed Parry gives the parried enemy a mark from Auspex Scan.
Unlock at level 7 - Close Targeting: When Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies.
Unlock at level 8 - Priority Targeting: The mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies.
Unlock at level 14 - Improved Efficiency: Scanning 20 enemies with one Auspex Scan restores Equipment Charge by 1.
Unlock at level 15 - Expert Timing: Enemies marked by Auspex Scan take an additional 100% Damage, but the mark’s Duration is reduced by 4 seconds (base: 8).
Unlock at level 16 - Target Lock: Enemies marked by Auspex Scan take 25% more Equipment Damage.
Unlock at level 22 - Precise Calibration: Enemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%.
Unlock at level 23 - Concentrated Fire: Enemies marked by Auspex Scan take an additional 100% Damage, but they lose the mark when they leave the scanned area.
Unlock at level 24
Signature Perks:
- Signal Jammer: Enemies marked by Auspex Scan cannot call for reinforcements.
Unlock at level 9 - Radiating Impact: A Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds.
Unlock at level 17 - Marked for Death: A Headshot will instantly kill a Majoris- or Extremis-level enemy marked by Auspex Scan. Cooldown is 120 seconds.
Unlock at level 25
Assault Class
Masters of close combat, Assault Marines use jump packs to quickly close in on enemies. Armed with devastating melee weapons like chainswords and thunder hammers, they excel at hit-and-run tactics. Their perks focus on mobility and melee damage, allowing them to dive into the fray, deal massive damage, and retreat swiftly.
Assault Class Ability: Jump Pack
Jump Pack: Allows enhanced dashes, leaps, and powerful jumps for melee attacks.
Weapons Available for the Assault Space Marine Class
Masters of close combat, Assaults stand out as the only class wielding the mighty thunder hammer. This devastating weapon, combined with their unique heavy bolt pistol option, gives them unparalleled stopping power in melee engagements.
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
N/A | Bolt Pistol Heavy Bolt Pistol | Chainsword Thunder Hammer Power Fist |
Assault Class Perks List
The Assault Class transforms from a high-mobility melee specialist into a versatile aerial combatant. Early perks enhance sprint and dash attacks, boost secondary weapon damage, and improve charged attacks.
As you progress, you’ll master the Jump Pack, turning it into a powerful offensive tool with area-of-effect damage and quick recharges.
Advanced perks focus on devastating Ground Pound attacks, seamless weapon reloads during aerial maneuvers, and the ability to chain mobility skills.
The class excels at hit-and-run tactics, crowd control, and taking down larger enemies, while also providing unique support to the squad through improved ability recharge rates and specialized damage bonuses.
Core Perks:
- Winged Fury: Damage from Melee Attacks executed while sprinting or dashing increases by 25%.
Unlock at level 2 - Auxiliary Arsenal: Secondary Weapon’s Damage increases by 15%.
Unlock at level 3 - Perseverance: While performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back.
Unlock at level 4 - Overcharge: Damage of Charged Attacks increases by 15%.
Unlock at level 10 - Retribution: After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds.
Unlock at level 11 - Knowledge of the Enemy: Melee Damage increases by 15% against Majoris- or Extremis-level enemies.
Unlock at level 12 - Armour Reinforcement: Non-Finisher Gun Strikes also restore Armour.
Unlock at level 18 - Consecutive Execution: Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.
Unlock at level 19 - Act of Attrition: Enemies hit by Melee Attacks take 10% more Damage for 3 seconds.
Unlock at level 20
Team Perks:
- Squad Cohesion: All Squad Members’ Abilities recharge 10% faster.
Unlock at level 5 - Strategic Strikes: All Squad Members deal 20% more Melee Damage against Terminus-level enemies.
Unlock at level 13 - Proven Efficiency: All Squad Members deal 50% more Gun Strike Damage.
Unlock at level 21
Gear Perks:
- Smiting Angel: Ground Pound’s Damage increases by 10%.
Unlock at level 6 - Wings of Flame: Jump Pack Dash damages enemies along its trajectory.
Unlock at level 7 - Pride in Duty: After a Finisher, Ground Pound deals 25% more Damage for 10 seconds.
Unlock at level 8 - Hammer of Wrath: After a Ground Pound, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds.
Unlock at level 14 - Manoeuvrability: Jump Pack recharges 20% faster.
Unlock at level 15 - Diligence: A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%.
Unlock at level 16 - Precision Strike: Ground Pound deals 100% more Damage, but its radius is reduced by 50%.
Unlock at level 22 - Zealous Blow: A Ground Pound kill restores Jump Pack’s Charge by 10%.
Unlock at level 23 - Aerial Grace: After a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds.
Unlock at level 24
Signature Perks:
- Ample Ammunition: Any use of Jump Pack reloads the equipped Ranged Weapon.
Unlock at level 9 - Ascension: Jump Pack Leap deals Damage to all enemies in the takeoff area.
Unlock at level 17 - Commitment: A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge.
Unlock at level 25
Vanguard Class
Specializing in precision strikes, Vanguards use their unique Grapnel Launcher to hook and dive-kick enemies. They balance ranged and melee combat with bolt carbines and combat knives. Their perks enhance survivability and provide team support, making them excellent for surgical strikes and hit-and-run tactics.
Vanguard Class Ability: Grapnel Launcher
Hooks into an enemy and causes the marine to leap forward with a diving kick.
Weapons Available for the Vanguard Space Marine Class
Precision meets firepower with the Vanguard’s exclusive access to the instigator and oculus bolt carbines. These specialized weapons, not available to any other class, offer a perfect balance between the accuracy of a rifle and the maneuverability of a carbine.
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Instigator Bolt Carbine Occulus Bolt Carbine Melta Rifle | Bolt Pistol | Combat Knife Chainsword |
Vanguard Class Perks List
The Vanguard Class evolves from a melee-focused fighter into a resilient close-combat specialist with unique mobility options. Early perks enhance parrying, dodging, and melee damage, particularly against stronger enemies.
As you level up, you’ll master the Grapnel Launcher and Diving Kick, turning them into powerful offensive tools that also provide defensive benefits.
Advanced perks improve survivability in intense combat situations, rewarding aggressive playstyles with health regeneration and damage reduction.
The class excels at front-line combat, combining high mobility with strong melee capabilities and the ability to quickly adapt to changing battle conditions.
It also provides valuable team support through increased squad melee damage and unique finisher bonuses.
Core Perks:
- Moving Target: Each Melee Attack you land reduces the Ranged Damage you take by 1% (up to 15%). If you do not land a Melee Attack for 3 seconds, the effect ends.
Unlock at level 2 - Duellist: Perfect Parry window increases by 50%.
Unlock at level 3 - Retribution: After you are grabbed or knocked back, you deal 20% more Melee Damage for 10 seconds.
Unlock at level 4 - Melee Mastery: Melee Damage increases by 10% against Majoris-level and higher enemies.
Unlock at level 10 - Close-Combat Focus: You take 20% less Melee Damage but 10% more Ranged Damage.
Unlock at level 11 - Consecutive Execution: Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.
Unlock at level 12 - Upper Hand: After a perfectly timed Parry or Dodge, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds.
Unlock at level 18 - Conviction: The moment your Armour is fully Depleted, you take 15% less Health Damage for 10 seconds.
Unlock at level 19 - Honed Reactions: When your Health is less than 50%, your Perfect Dodge window is doubled.
Unlock at level 20
Team Perks:
- Melee Champion: All Squad Members deal 15% more Melee Damage.
Unlock at level 5 - Unmatched Zeal: Melee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member.
Unlock at level 13 - Inner Fire: All Squad Members can restore Ability Charge by 15% by performing Finishers.
Unlock at level 21
Gear Perks:
- Restless Fortitude: After a Diving Kick, you take 10% less Ranged Damage for 10 seconds.
Unlock at level 6 - Zone of Impact: Performing a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies.
Unlock at level 7 - Thrill of the Fight: After a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds.
Unlock at level 8 - Shock Wave: Diving Kick additionally deals Damage in a 5-metre radius.
Unlock at level 14 - Tenacity: After killing 15 enemies in rapid succession, Diving Kick’s Damage increases by 25% for 10 seconds.
Unlock at level 15 - Grim Determination: When Grapnel Launcher is in cooldown, Weapon Damage increases by 10%.
Unlock at level 16 - Collateral Damage: Diving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher’s target.
Unlock at level 22 - Tip of the Spear: Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds.
Unlock at level 23 - Combat Readiness: Grapnel Launcher recharges 20% faster.
Unlock at level 24
Signature Perks:
- Tactical Prowess: Performing a Finisher with the Grapnel Launcher restores its Charge.
Unlock at level 9 - Emperor’s Blessing: Taking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown is 180 seconds.
Unlock at level 17 - Adrenaline Rush: Melee kills of Majoris or higher enemies restore Health by 1%.
Unlock at level 25
Bulwark Class
The ultimate defensive specialist, Bulwarks wield a storm shield and power weapons. They can deflect attacks and deploy a banner that recharges allies’ shields. With perks focused on durability and team protection, Bulwarks excel at holding the line and keeping the squad alive in the face of overwhelming odds.
Bulwark Class Ability: Chapter Banner
Chapter Banner: Puts down a flag that pulses in an AOE, restoring shield charge for nearby allies.
Weapons Available for the Bulwark Space Marine Class
Standing apart as the only class to wield the iconic power sword, Bulwarks bring a unique blend of defense and offense. This exclusivity in melee weaponry, combined with their ability to use plasma pistols, makes them formidable in close-quarters combat.
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
N/A | Bolt Pistol Plasma Pistol | Chainsword Power Fist Power Sword |
Bulwark Class Perks List
The Bulwark Class transforms from a defensive specialist into an immovable frontline anchor with powerful area control abilities.
Early perks focus on enhancing survivability through improved armor mechanics and damage reduction. As you progress, you’ll master the Shield Bash and perfect your parrying skills, turning defensive moves into potent offensive tools.
The banner ability becomes a game-changer, providing crucial support to your squad through healing, revives, and damage buffs. Advanced perks make you nearly unstoppable when armored, allowing you to shrug off heavy hits and control the battlefield.
The class excels at tanking damage, protecting teammates, and creating opportunities for the squad to push forward, while also offering surprising offensive capabilities through well-timed defensive maneuvers.
Core Perks:
- Conviction: When your Armour is fully depleted, you take 25% less Health Damage for 5 seconds.
Unlock at level 2 - Armour of Contempt: When you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead.
Unlock at level 3 - Defensive Advantage: A perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds.
Unlock at level 4 - Intimidating Aura: A perfectly timed Parry deals area-of-effect Damage within a 5-metre radius.
Unlock at level 10 - Shock and Awe: Enemies in a Shock area take 25% more Damage.
Unlock at level 11 - Steel Within: When your Health is less than 50%, you take 25% less Health Damage.
Unlock at level 12 - Forward Momentum: After a Shield Bash, Melee Damage increases by 25% for 5 seconds.
Unlock at level 18 - Scrambled Targeting: If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks.
Unlock at level 19 - Armour Reinforcement: Non-Finisher Gun Strikes also restore Armour.
Unlock at level 20
Team Perks:
- Unyielding Ceramite: The delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members.
Unlock at level 5 - Advanced Conditioning: Contested Health fades 50% more slowly for all Squad Members.
Unlock at level 13 - Effective Formation: All Squad Members take 20% less Health Damage from Terminus-level enemies.
Unlock at level 21
Gear Perks:
- Concussive Force: Shield Bash deals more Damage.
Unlock at level 6 - Purity of Purpose: The banner deals a small amount of Damage over time to enemies within its area of effect.
Unlock at level 7 - Rejuvenating Effect: When the banner is activated, it revives incapacitated Squad Members within its area of effect.
Unlock at level 8 - Rapid Regeneration: The banner restores Armour 300% faster, but its Duration is reduced to 5 seconds.
Unlock at level 14 - Merciless Resolve: After a Shield Bash, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds.
Unlock at level 15 - Glory’s Shield: All Squad Members within the banner’s area of effect take 10% less Damage.
Unlock at level 16 - Focused Strength: Shield Bash knocks enemies back and makes them lose control for a longer period of time.
Unlock at level 22 - Invigorating Icon: When the banner is activated, all Squad Members regain maximum Contested Health.
Unlock at level 23 - Inspiration: All Squad Members within the banner’s area of effect deal 10% more Damage.
Unlock at level 24
Signature Perks:
- Emergency Countermeasure: When your Armour is depleted, a reserve Shock Grenade automatically detonates at your position. Cooldown is 120 seconds.
Unlock at level 9 - Defensive Mastery: A perfectly timed Parry instantly incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds.
Unlock at level 17 - Armoured Advance: If you have Armour remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back.
Unlock at level 25
Sniper Class
Masters of long-range warfare, Snipers use powerful rifles like the Laz fusil to eliminate threats from afar. Their Camo Cloak ability allows for stealth and tactical positioning. With perks enhancing accuracy, damage, and team support, Snipers can control the battlefield and provide crucial support to their squad.
Sniper Class Ability: Camo Cloak
Camo Cloak: Renders the marine invisible and concealed from enemies until the next attack.
Weapons Available for the Sniper Space Marine Class
Exclusive wielders of the long-range bolt sniper rifle and the advanced Laz fusil, Snipers have unmatched precision at extreme distances. These weapons, unavailable to other classes, allow them to eliminate high-value targets with unparalleled efficiency.
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Stalker Bolt Rifle Bolt Sniper Rifle Bolt Carbine Las Fusil | Bolt Pistol | Combat Knife |
Sniper Class Perks
The Sniper Class evolves from a long-range specialist into a versatile marksman with stealth capabilities. Early perks enhance ammo capacity, recoil control, and effectiveness against shielded enemies.
As you level up, you’ll master the Camo Cloak, turning it into a powerful tool for survival, team support, and ambush tactics.
Advanced perks reward precision with increased damage, ability recharges, and equipment restoration. The class excels at picking off high-value targets, providing crucial team buffs, and adapting to various combat ranges.
Unique perks like automatic cloaking after dodges and invulnerability in near-death situations add layers of tactical depth.
The Sniper Class balances its long-range prowess with surprising close-combat potential and team support abilities, making it a valuable asset in diverse mission scenarios.
Core Perks:
- Block Break: Shots against blocked or shielded enemies deal 25% of normal Ranged Damage.
Unlock at level 2 - High Capacity: The maximum amount of Ammo you can carry increases by 10%.
Unlock at level 3 - Iron Grip: Recoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30%
Unlock at level 4 - Melee Mastery: Melee Damage increases by 10% against Majoris-level and higher enemies.
Unlock at level 10 - Dexterous Hands: Bolt Carbines reload 15% faster.
Unlock at level 12 - Vantage Point: Remaining stationary for 2 seconds increases your Primary Weapon’s Damage by 20%.
Unlock at level 17 - Medicae Adept: You revive Squad Members 30% faster.
Unlock at level 18 - Adaptability: Reloading while having Low Ammo increases Melee Damage by 15% for 5 seconds.
Unlock at level 19 - Lethal Efficiency: Killing more than 1 enemies with one shot from a Las Fusil restores its charge by 1.
Unlock at level 20
Team Perks:
- Marksmanship: Headshot Damage increases by 20% for all Squad Members.
Unlock at level 5 - Precision Targeting: Weapon Spread is reduced by 20% for all Squad Members.
Unlock at level 13 - Squad Renewal: A Headshot kill restores Ability Charge by 10% for any Squad Member.
Unlock at level 21
Gear Perks:
- Purification: Manually activating Camo Cloak removes negative Status Effects.
Unlock at level 6 - Guardian Protocol: When you are reviving a Squad Member, Camo Cloak hides you and the Squad Member for 5 seconds without spending Charge. Cooldown is 30 seconds.
Unlock at level 7 - Persistence: When Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds.
Unlock at level 8 - Efficient Readiness: Manually activating Camo Cloak automatically reloads Ranged Weapons.
Unlock at level 14 - Targeted Shot: The first Ranged Attack that breaks Camo Cloak deals 75% more Damage.
Unlock at level 15 - Lingering Concealment: After performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds.
Unlock at level 16 - Renewal: A Headshot kill restores Camo Cloak’s Charge by 5%.
Unlock at level 22 - Tactical Ambush: The first Melee Attack that breaks Camo Cloak deals 100% more Damage.
Unlock at level 23 - Ambush: When Camo Cloak deactivates, it startles nearby enemies. They will temporarily lose control or get knocked back. Cooldown is 30 seconds.
Unlock at level 24
Signature Perks:
- Evasion: After a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds.
Unlock at level 9 - Emergency Override: When you receive Lethal Damage, Camo Cloak automatically activates without spending Charge and you become Invulnerable for 5 seconds. Cooldown is 180 seconds.
Unlock at level 17 - Pattern of Excellence: Performing 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds.
Unlock at level 25
Heavy Class
Clad in Gravis armor and wielding heavy weapons, these walking tanks provide superior firepower. Their Iron Halo ability creates a defensive bubble, protecting the squad from ranged attacks. With perks focused on sustained fire, area denial, and team buffs, Heavies are essential for holding ground and suppressing large groups of enemies.
Heavy Class Ability: Iron Halo
Iron Halo: Creates a bubble shield in front of the player that blocks all ranged damage.
Weapons Available for the Heavy Space Marine Class
Uniquely equipped with devastating heavy weapons, the Heavy class stands alone in its ability to field the heavy bolter, heavy plasma incinerator, and multi-melta. This exclusive access to heavy weaponry allows them to provide unmatched suppressive fire and anti-armor capabilities.
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Heavy Bolter Heavy Plasma Incinerator Multi-Melta | Plasma Pistol Bolt Pistol | N/A |
Heavy Class Perks List
The Heavy Class evolves from a high-damage specialist into a walking fortress that supports the entire squad. Early perks focus on maximizing weapon effectiveness, particularly with overheating mechanics and charged attacks.
As you progress, you’ll master the Iron Halo ability, turning it into a powerful defensive and offensive tool. Advanced perks significantly boost your durability and ammo management, allowing for sustained fire in prolonged engagements.
The class excels at area control, providing crucial buffs to nearby squad members, and adapting to various combat situations. Unique perks like automatic cooldown prevention when allies are down and the ability to convert Iron Halo energy into area damage add tactical depth.
The Heavy Class balances its immense firepower with strong team support abilities, making it a cornerstone of any squad in intense combat scenarios.
Core Perks:
- Restoration: Killing 15 enemies in rapid succession restores 1 Armour Segment.
Unlock at level 2 - Thermal Boost: When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%.
Unlock at level 3 - Overcharge: Damage of Charged Attacks increases by 20%.
Unlock at level 4 - Multi-Kill: Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1.
Unlock at level 10 - Overwhelming Power: When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage.
Unlock at level 12 - Fortitude: Health increases by 20%.
Unlock at level 17 - Auxiliary Ammunition: When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%.
Unlock at level 18 - Strategic Stand: While in Heavy Stance, dealing Damage restores 75% more Contested Health, but you will not be able to move.
Unlock at level 19 - Versatility: After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon.
Unlock at level 20
Team Perks:
- Encompassing Aegis: All Squad Members take 20% less Damage from Ranged Attacks.
Unlock at level 5 - Additional Supplies: Ammo Capacity for all Squad Members’ Weapons increases by 25%.
Unlock at level 13 - Bonds of Brotherhood: Reviving a Squad Member restores them to full Health.
Unlock at level 21
Gear Perks:
- Adamant Will: After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds.
Unlock at level 6 - Obdurate Bastion: Iron Halo’s Durability increases by 20%.
Unlock at level 7 - Saving Grace: Reviving a Squad Member fully restores Iron Halo’s Charge.
Unlock at level 8 - Consecutive Execution: Killing 15 enemies in rapid succession restores Equipment Charge. Cooldown is 180 seconds.
Unlock at level 14 - Field Adjustment: Iron Halo recharges 20% faster, but its Durability is reduced by 30%.
Unlock at level 15 - Brute Force: When Iron Halo is in cooldown, Ranged Damage increases by 15%.
Unlock at level 16 - Emperor’s Protection: When Iron Halo expends all its energy, 1 Armour Segment is restored for all Squad Members.
Unlock at level 22 - Power Regulator: Iron Halo loses energy 15% more slowly.
Unlock at level 23 - Wrath of the Imperium: When Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage.
Unlock at level 24
Signature Perks:
- Offensive Capability: When active, Iron Halo deals damage over time to all enemies within 5 meters.
Unlock at level 9 - Coolant Reserve: If both of your Squad Members are incapacitated or grabbed, your Primary Weapon will not overheat.
Unlock at level 17 - Conversion Field: When Iron Halo is active, all Squad Members within 100 meters regenerate Ability Charge 50% faster.
Unlock at level 25
Future Classes in Space Marine 2
With the recent confirmation by Tim Willits in his Wccftech.com interview that new classes are on the horizon for Space Marine 2, the Imperium is abuzz with speculation.
While the game already boasts a diverse roster of six formidable classes, each with unique weapons and abilities, fans are eagerly anticipating what new options might join the ranks.
Based on the rich lore of Warhammer 40,000, we’ve compiled a list of potential future classes that could bring fresh tactical depth to the battlefield:
- Techmarine: Masters of machine spirits, Techmarines could bring a unique “summoner” style to Space Marine 2. This class could excel at area control and providing fire support, using their summoned units (turrets, gun emplacements) to bolster defensive positions or create diversions for their battle-brothers to exploit.
- Librarian: Wielders of psychic might, Librarians could bring devastating warp-based abilities to the fight. Their unique arsenal might include force weapons that channel their psychic energy, offering a mix of close combat prowess and ranged psychic attacks that could turn the tide of battle.
- Chaplain: Spiritual leaders of the Adeptus Astartes, Chaplains could boost squad morale and combat effectiveness. Armed with the iconic Crozius Arcanum and equipped with litanies that buff allies or debuff enemies, they could serve as powerful support units that inspire nearby battle-brothers to greater feats of heroism.
- Apothecary: Guardians of gene-seed and healers of the wounded, Apothecaries could introduce vital support mechanics to the game. Their unique weaponry might include specialized tools for revival and healing, along with defensive capabilities to protect fallen comrades. An Apothecary could be crucial for sustaining the squad through prolonged engagements.
- Terminator: Clad in ancient and revered Tactical Dreadnought Armor, Terminators could bring unparalleled resilience and firepower to the battlefield. These walking tanks might move slower than their power-armored brethren, but their ability to shrug off devastating attacks and deliver punishing blows could change the dynamics of any engagement.
Each of these potential classes would not only add new tactical options but also deepen the immersion into the rich lore of Warhammer 40,000.
As with the existing classes, we can expect any new additions to come with their own set of unique weapons, abilities, and perks that synergize with the current roster.
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5 Responses
the librarian, techmarine and apothecary are actually good future classes. I wonder if we will ever get vehicles in this game or if its got a massive pve mode, free roam.
This is a great resource, but do you think you could reformat the perks to be listed by the choices you can make in game? For example, you can only choose one from each column and it would be great to be able to see those columns to look at perk choices when not in game
That’s actually a very good suggestion. Don’t know how well it will look on a mobile device but we’ll try 🙂
Very nice, thank you.
you’re welcome, happy to help !