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Space Marine 2’s PvE Operations mode has six classes with unique abilities and perks. Whether you fancy jumping into the front line as a meaty tank, fighting as a versatile jack-of-all-trades warrior, or playing it safe from the back line picking off high-value target as a long-distance shooter, there’s a class for all types of players. This variety also means plenty of options for team comps and dynamics, especially as only one of each class can be used for every three-man squad. Below, you’ll find a full breakdown of each class, their abilities, and perks.
Space Marine 2 classes
Here are the six classes in Space Marine 2:
Class | Description |
---|---|
Assault | A mobile, jet pack-equipped trooper that relies on melee weapons |
Bulwark | A defensive-leaning tank that leans on a shield and melee weapons to control areas |
Heavy | A heavy weapon expert |
Sniper | A stealthy, long-range scoped weapon marksman |
Tactical | An adaptable, mid-range all-rounder class that can use a range of bolt weapons |
Vanguard | A close-range expert that excels on the front line |
Each class has nine Core Perks, three Team Perks, nine Gear Perks, and three Signature Perks to choose from along with a set of arsenal of weapons they can equip. Every class can have three Core Perks, one Team Perk, three Gear Perks, and one Signature Perk equipped at any time. These are changed in the Armoury Hall onboard the Battle Barge between missions.
Assault class ability, weapons, and perks
Ability | Ability Perk |
---|---|
Jump Pack – Jet Pack enables enhanced dashes and powerful jumps, resulting in new combat moves, such as diving strikes and air dashes. | Perfect Dodge timing increases by 50% |
The Assault class has access to the following weapons:
Slot | Weapons |
---|---|
Primary Weapons | |
Secondary Weapons | Bolt Pistol Heavy Bolt Pistol |
Melee Weapons | Chainsword Power Fist Thunder Hammer |
Here are all the Assault class perks:
Category | Perks |
---|---|
Core Perks | – Winged Fury – Damage from Melee Attacks executed while sprinting or dashing increases by 25%. – Auxiliary Arsenal – Secondary Weapon’s Damage increases by 15%. – Perseverance – While performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back. – Overcharge – Damage of Charged Attacks increases by 15%. – Retribution – After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds. – Knowledge of the Enemy – Melee Damage increases by 15% against Majoris or Extremis-class enemies. – Armor Reinforcement – Non-Finisher Gun Strikes also restore armorr. – Consecutive Execution – Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. – Act of Attrition – Enemies hit by Melee Attacks take 10% more Damage for 3 seconds. |
Team Perks | – Squad Cohesion – All squad members’ Abilities recharge 10% faster. – Strategic Strikes – All squad members deal 20% more Melee Damage against Terminus-class enemies. – Proven Efficiency – All squad members deal 50% more Gun Strike Damage. |
Gear Perks | – Smiting Angel – Ground Pound’s Damage increases by 10%. – Wings of Flame – Jump Pack Dash damages enemies along its trajectory. – Pride in Duty – After a Finisher, Ground Pound deals 25% more Damage for 10 seconds. – 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. – Manoeuvrability – Jump Pack recharges 20% faster. – Diligence – A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%. – Precision Strike – Ground Pound deals 100% more Damage, but its radius is reduced by 50%. – Zealous Blow – A Ground Pound kill restores Jump Pack’s Charge by 10%. – Aerial Grace – After a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds. |
Signature Perks | – Ample Ammunition – Any use of Jump Pack reloads the equipped Ranged Weapon. – Ascension – Jump Pack Leap deals Damage to all enemies in the takeoff area. – Commitment – A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge. |
Bulwark class ability, weapons, and perks
Ability | Ability Perk |
---|---|
Chapter Banner – A placed banner restores armor to all squad members in the area of effect. | Health increases by 20%. |
The Bulwark class has access to the following weapons:
Slot | Weapons |
---|---|
Primary Weapons | |
Secondary Weapons | Bolt Pistol Plasma Pistol |
Melee Weapons | Power Sword Chainsword Power Fist |
Here are all the Bulwark class perks:
Category | Perks |
---|---|
Core Perks | – Conviction – When your armor is fully depleted, you take 25% less Health Damage for 5 seconds. – Armor of Contempt – When you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead. – Defensive Advantage – A perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds. – Intimidating Aura – A perfectly timed Parry deals area-of-effect Damage within a 5-metre radius. – Shock and Awe – Enemies in a Shock area take 25% more Damage. – Steel Within – When your Health is less than 50%, you take 25% less Health Damage. – Forward Momentum – After a Shield Bash, Melee Damage increases by 25% for 5 seconds. – Scrambled Targeting – If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks. – Armor Reinforcement – Non-Finisher Gun Strikes also restore Armor. |
Team Perks | – Unyielding Ceramite – The delay before armor begins to passively regenerate is reduced by 5 seconds for all squad members. – Advanced Conditioning – Contested Health fades 50% more slowly for all squad members. – Effective Formation – All squad members take 20% less Health Damage from Terminus-class enemies. |
Gear Perks | – Concussive Force – Shield Bash deals more Damage. – Purity of Purpose – The banner deals a small amount of Damage over time to enemies within its area of effect. – Rejuvenating Effect – When the banner is activated, it revives incapacitated squad members within its area of effect. – Rapid Regeneration – The banner restores armor 300% faster, but its Duration is reduced to 5 seconds. – Merciless Resolve – After a Shield Bash, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds. – Glory’s Shield – All squad members within the banner’s area of effect take 10% less Damage. – Focused Strength – Shield Bash knocks enemies back and makes them lose control for a longer period of time. – Invigorating Icon – When the banner is activated, all squad members regain maximum Contested Health. – Inspiration – All squad members within the banner’s area of effect deal 10% more Damage. |
Signature Perks | – Emergency Countermeasure – When your armor is depleted, a reserve Shock Grenade automatically detonates at your position. Cooldown is 120 seconds. – Defensive Mastery – A perfectly timed Parry instantly incapacitates a Majoris or Extremis-class enemy. Cooldown is 120 seconds. – Armored Advance – If you have armor remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back. |
Heavy class ability, weapons, and perks
Ability | Ability Perk |
---|---|
Iron Halo – A powerful barrier that blocks all Ranged Damage while it lasts. | When Iron Halo is active, all squad members within 50 meters take 10% less Damage from Ranged Attacks. |
The Heavy class has access to the following weapons:
Slot | Weapons |
---|---|
Primary Weapons | Heavy Bolter Multi-Melta Heavy Plasma Incinerator |
Secondary Weapons | Bolt Pistol Plasma Pistol |
Melee Weapons |
Here are all the Heavy class perks:
Category | Perks |
---|---|
Core Perks | – Restoration – Killing 15 enemies in rapid succession restores 1 armor Segment. – Thermal Boost – When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%. – Overcharge – Damage of Charged Attacks increases by 20%. – Multi-Kill – Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1. – Overwhelming Power – When Iron Halo is active, all squad members within 10 metres deal 10% more Ranged Damage. – Fortitude – Health increases by 20%. – Auxiliary Ammunition – When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%. – Strategic Stand – While in Heavy Stance, dealing Damage restores 75% more Contested Health, but you will not be able to move. – Versatility – After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon. |
Team Perks | – Encompassing Aegis – All squad members take 20% less Damage from Ranged Attacks. – Additional Supplies – Ammo Capacity for all squad members’ Weapons increases by 25%. – Bonds of Brotherhood – Reviving a squad member restores them to full Health. |
Gear Perks | – Adamant Will – After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds. – Obdurate Bastion – Iron Halo’s Durability increases by 20%. – Saving Grace – Reviving a squad member fully restores Iron Halo’s Charge. – Consecutive Execution – Killing 15 enemies in rapid succession restores Equipment Charge. Cooldown is 180 seconds. – Field Adjustment – Iron Halo recharges 20% faster, but its Durability is reduced by 30%. – Brute Force – When Iron Halo is in cooldown, Ranged Damage increases by 15%. – Emperor’s Protection – When Iron Halo expends all its energy, 1 armor Segment is restored for all squad members. – Power Regulato – Iron Halo loses energy 15% more slowly. – Wrath of the Imperium – When Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage. |
Signature Perks | – Offensive Capability – When active, Iron Halo deals damage over time to all enemies within 5 meters. – Coolant Reserve – If both of your squad members are incapacitated or grabbed, your Primary Weapon will not overheat. – Conversion Field – When Iron Halo is active, all squad members within 100 meters regenerate Ability Charge 50% faster. |
Sniper class ability, weapons, and perks
Ability | Ability Perk |
---|---|
Camo Cloak – Camouflages the sniper, hiding them from enemies until the next attack. | Headshot damage increased by 10%. |
The Sniper class has access to the following weapons:
Slot | Weapons |
---|---|
Primary Weapons | Las Fusil Stalker Bolt Rifle Bolt Carbine Bolt Sniper Rifle |
Secondary Weapons | Bolt Pistol |
Melee Weapons | Combat Knife |
Here are all the Sniper class perks:
Category | Perks |
---|---|
Core Perks | – Block Break – Shots against blocked or shielded enemies deal 25% of normal Ranged Damage. – High Capacity – The maximum amount of Ammo you can carry increases by 10%. – Iron Grip – Recoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30% – Melee Mastery – Melee Damage increases by 10% against Majoris-level and higher enemies. – Dexterous Hands – Bolt Carbines reload 15% faster. – Vantage Point – Remaining stationary for 2 seconds increases your Primary Weapon’s Damage by 20%. – Medicae Adept – You revive Squad Members 30% faster. – Adaptability – Reloading while having Low Ammo increases Melee Damage by 15% for 5 seconds. – Lethal Efficiency – Killing more than 1 enemies with one shot from a Las Fusil restores its charge by 1. |
Team Perks | – Marksmanship – Headshot Damage increases by 20% for all squad members. – Precision Targeting – Weapon Spread is reduced by 20% for all squad members. – Squad Renewal – A Headshot kill restores Ability Charge by 10% for any squad member. |
Gear Perks | – Purification – Manually activating Camo Cloak removes negative Status Effects. – 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. – Persistence – When Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds. – Efficient Readiness – Manually activating Camo Cloak automatically reloads Ranged Weapons. – Targeted Shot – The first Ranged Attack that breaks Camo Cloak deals 75% more Damage. – Lingering Concealment – After performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds. – Renewal – A Headshot kill restores Camo Cloak’s Charge by 5%. – Tactical Ambush – The first Melee Attack that breaks Camo Cloak deals 100% more Damage. – Ambush – When Camo Cloak deactivates, it startles nearby enemies. They will temporarily lose control or get knocked back. Cooldown is 30 seconds. |
Signature Perks | – Evasion – After a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds. – 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. – Pattern of Excellence – Performing 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds. |
Tactical class ability, weapons, and perks
Ability | Ability Perk |
---|---|
Auspex Scan – Scanning reveals and marks enemies in the selected area for 8 seconds, making them more vulnerable. | Any unequipped Ranged Weapon reloads automatically after 10 seconds. |
The Tactical class has access to the following weapons:
Slot | Weapons |
---|---|
Primary Weapons | Auto Bolt Rifle Plasma Incinerator Heavy Bolt Rifle Stalker Bolt Rifle Bolt Rifle Melta Rifle Bolt Carbine |
Secondary Weapons | Bolt Pistol |
Melee Weapons | Chainsword |
Here are all the Tactical class perks:
Category | Perks |
---|---|
Core Perks | – Balanced Distribution – Your Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage. – 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. – Final Shot – After a Finisher, the equipped Ranged Weapon reloads automatically. – Plasma Boost – When the Plasma Incinerator is 50% Overheated, its Damage increases by 30%. – Steady Aim – Recoil is reduced by 10% – Relentless Pursuit – After a Gun Strike, Ranged Damage increases by 25% for 5 seconds. – Kraken Penetrator Rounds – Bolt Weapons penetrate 1 more enemies. – Versatility – After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon. – Emperor’s Vengeance – Killing a Majoris-class or higher enemy restores your Primary Weapon’s Ammo by 1 magazines. |
Team Perks | – Communion of Fire – Recoil is reduced by 20% for all squad members. – Aligned Aim – Ranged Damage increases by 5% for all squad members. – Transhuman Physiology – All squad members restore 30% more Contested Health. |
Gear Perks | – Vital Data – Scanning an Extremis- or Terminus-class enemy restores Auspex Scan’s Charge by 50%. – Battle Focus – A perfectly timed Parry gives the parried enemy a mark from Auspex Scan. – Close Targeting – When Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies. – Priority Targeting – The mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies. – Improved Efficiency – Scanning 20 enemies with one Auspex Scan restores Equipment Charge by 1. – Expert Timing – Enemies marked by Auspex Scan take an additional 100% Damage, but the mark’s Duration is reduced by 4 seconds (base: 8). – Target Lock – Enemies marked by Auspex Scan take 25% more Equipment Damage. – Precise Calibration – Enemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%. – Concentrated Fire – Enemies marked by Auspex Scan take an additional 100% Damage, but they lose the mark when they leave the scanned area. |
Signature Perks | – Signal Jammer – Enemies marked by Auspex Scan cannot call for reinforcements. – Radiating Impact – A Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds. – Marked for Death – A Headshot will instantly kill a Majoris or Extremis-class enemy marked by Auspex Scan. Cooldown is 120 seconds. |
Vanguard class ability, weapons, and perks
Ability | Ability Perk |
---|---|
Grapnel Launcher – Propels you toward the enemy, allowing you to perform a Diving Kick. | Contested health regenerates 50% faster. |
The Vanguard class has access to the following weapons:
Slot | Weapons |
---|---|
Primary Weapons | Instigator Bolt Carbine Melta Rifle Occulus Bolt Carbine |
Secondary Weapons | Bolt Pistol |
Melee Weapons | Chainsword Combat Knife |
Here are all the Vanguard class perks:
Category | Perks |
---|---|
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. – Duellist – Perfect Parry window increases by 50%. – Retribution – After you are grabbed or knocked back, you deal 20% more Melee Damage for 10 seconds. – Melee Mastery – Melee Damage increases by 10% against Majoris-class and higher enemies. – Close-Combat Focus – You take 20% less Melee Damage but 10% more Ranged Damage. – Consecutive Execution – Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. – 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. – Conviction – The moment your armor is fully Depleted, you take 15% less Health Damage for 10 seconds. – Honed Reactions – When your Health is less than 50%, your Perfect Dodge window is doubled. |
Team Perks | – Melee Champion: -All squad members deal 15% more Melee Damage. – Unmatched Zeal – Melee Finishers of Extremis-class enemies additionally restore a small amount of Health for any squad member. – Inner Fire – All squad members can restore Ability Charge by 15% by performing Finishers. |
Gear Perks | – Restless Fortitude – After a Diving Kick, you take 10% less Ranged Damage for 10 seconds. – Zone of Impact – Performing a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies. – Thrill of the Fight – After a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds. – Shock Wave – Diving Kick additionally deals Damage in a 5-metre radius. – Tenacity – After killing 15 enemies in rapid succession, Diving Kick’s Damage increases by 25% for 10 seconds. – Grim Determination – When Grapnel Launcher is in cooldown, Weapon Damage increases by 10%. – Collateral Damage – Diving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher’s target. – Tip of the Spear – Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds. – Combat Readiness – Grapnel Launcher recharges 20% faster. |
Signature Perks | – Tactical Prowess – Performing a Finisher with the Grapnel Launcher restores its Charge. – Emperor’s Blessing – Taking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown is 180 seconds. – Adrenaline Rush – Melee kills of Majoris or higher enemies restore Health by 1%. |
Warhammer 40,000: Space Marine 2
- Platform(s): PC, PlayStation 5, Xbox Series S, Xbox Series X
- Genre(s): Action