Warhammer 40K Space Marine 2 currently has 6 Classes that you will be able to try out. These are: Tactical, Assault, Vanguard, Bulwark, Sniper, and Heavy.
Each of the Classes also comes with an intricate perks system spanning four categories that include, Core Perks, Team Perks, Gear Perks as well as Signature Perks. Thereby offering a fair bit of versatility to them, allowing you to customize their build around both PvE and PvP content.
Here is a list that goes over all the classes, their abilities, as well as perks in Space Marine 2.
Tactical Class explained in Space Marine 2

Tactical Classes boast a mid-range combat style that makes the most of a variety of bolt weapons. They are an incredibly versatile class and have access to the largest selection of weapons in the game.
They strike a good balance between utility and firepower which helps them adapt to any changing situation on the battlefield.
Tactical Class Ability: Auspex Scan
With the Auspex Scan the Tactical class will be able to scan and area and reveal all the enemies there. It will also make them vulnerable thereby increasing the amount of damage that they do.
What weapons can the Tactical Space Marine Class use?
As mentioned, the class has access to the largest selection of weapons in the title. They will be able to use around 7 types of primary weapons, with bolt pistol as the secondary weapon, and chainsword as the melee option.
Here is a list of all the weapons that they can use:
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 |
List of all Perks for the Tactical class
Core Perks:
Perk | Description | Unlock Level |
---|---|---|
Balanced Distribution | Your Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage | Level 2 |
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 | Level 3 |
Final Shot | After a Finisher, the equipped Ranged Weapon reloads automatically. | Level 4 |
Plasma Boost | When the Plasma Incinerator is 50% Overheated, its Damage increases by 30% | Level 10 |
Steady Aim | Recoil is reduced by 10% | Level 12 |
Relentless Pursuit | After a Gun Strike, Ranged Damage increases by 25% for 5 seconds | Level 17 |
Kraken Penetrator Rounds | olt Weapons penetrate 1 more enemies | 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 | Level 19 |
Emperor’s Vengeance | Killing a Majoris-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazines. | Level 20 |
Team Perks:
Perk | Description | Unlock Level |
---|---|---|
Communion of Fire | Recoil is reduced by 20% for all Squad Members | Level 5 |
Aligned Aim | Ranged Damage increases by 5% for all Squad Members | Level 13 |
Transhuman Physiology | All Squad Members restore 30% more Contested Health. | Level 21 |
Gear Perks:
Perk | Description | Unlock Level |
---|---|---|
Vital Data | Scanning an Extremis- or Terminus-level enemy restores Auspex Scan’s Charge by 50%. | Level 6 |
Battle Focus | A perfectly timed Parry gives the parried enemy a mark from Auspex Scan. | Level 7 |
Close Targeting | When Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies. | Level 8 |
Priority Targeting | The mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies. | Level 14 |
Improved Efficiency | Scanning 20 enemies with one Auspex Scan restores Equipment Charge by 1. | 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). | Level 16 |
Target Lock | Enemies marked by Auspex Scan take 25% more Equipment Damage. | Level 22 |
Precise Calibration | Enemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%. | 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. | Level 24 |
Signature Perks:
Perk | Description | Unlock Level |
---|---|---|
Signal Jammer | Enemies marked by Auspex Scan cannot call for reinforcements | Level 9 |
Radiating Impact | A Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds. | Level 17 |
Marked for Death | A Headshot will instantly kill a Majoris- or Extremis-level enemy marked by Auspex Scan. Cooldown is 120 seconds. | Level 25 |
Assault Class explained in Space Marine 2

The Assault Class is the frontline for your team. They have some of the most powerful melee weapons at their disposal, allowing them to opt in for a more hit-and-run tactic. Most of their perks rely on making them the most mobile unit on the battlefield while maximizing the damage that they do with their melee weapons.
Assault Class Ability: Jump Pack
The Assault Class’ ability is called Jump Pack and they use it to enhance their dash, leap and jump skills to make the most of their melee-heavy playsytle.
What weapons can the Assault Space Marine Class use?
As the Assault class boasts a melee-heavy playstyle, they will be able to use the following weapons:
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
N/A | Bolt Pistol Heavy Bolt Pistol | Chainsword Thunder Hammer Power Fist |
List of all Perks for the Assault Class
Core Perks:
Perk | Description | Unlock Level |
---|---|---|
Winged Fury | Damage from Melee Attacks executed while sprinting or dashing increases by 25%. | Level 2 |
Auxiliary Arsenal | Secondary Weapon’s Damage increases by 15%. | Level 3 |
Perseverance | While performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back. | Level 4 |
Overcharge | Damage of Charged Attacks increases by 15%. | Level 10 |
Retribution | After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds. | Level 11 |
Knowledge of the Enemy | Melee Damage increases by 15% against Majoris- or Extremis-level enemies. | Level 12 |
Armour Reinforcement | Non-Finisher Gun Strikes also restore Armour. | Level 18 |
Consecutive Execution | Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. | Level 19 |
Act of Attrition | Enemies hit by Melee Attacks take 10% more Damage for 3 seconds. | Level 20 |
Team Perks:
Perk | Description | Unlock Level |
---|---|---|
Squad Cohesion | All Squad Members’ Abilities recharge 10% faster. | Level 5 |
Strategic Strikes | All Squad Members deal 20% more Melee Damage against Terminus-level enemies. | Level 13 |
Proven Efficiency | All Squad Members deal 50% more Gun Strike Damage. | Level 21 |
Gear Perks:
Perk | Description | Unlock Level |
---|---|---|
Smiting Angel | Ground Pound’s Damage increases by 10%. | Level 6 |
Wings of Flame | Jump Pack Dash damages enemies along its trajectory. | Level 7 |
Pride in Duty | After a Finisher, Ground Pound deals 25% more Damage for 10 seconds. | 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. | Level 14 |
Maneuverability | Jump Pack recharges 20% faster. | Level 15 |
Diligence | A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%. | Level 16 |
Precision Strike | Ground Pound deals 100% more Damage, but its radius is reduced by 50%. | Level 22 |
Zealous Blow | A Ground Pound kill restores Jump Pack’s Charge by 10%. | Level 23 |
Aerial Grace | After a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds. | Level 24 |
Signature Perks:
Perk | Description | Unlock Level |
---|---|---|
Ample Ammunition | Any use of Jump Pack reloads the equipped Ranged Weapon. | Level 9 |
Ascension | Jump Pack Leap deals Damage to all enemies in the takeoff area. | Level 17 |
Commitment | A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge. | Level 25 |
Vanguard Class explained in Space Marine 2

The Vanguard Class specializes in performing precise blows to the enemy. They use bolt carbines and combat knives to balance both ranged and melee combat. They also have an array of support perks which lets them be a great pick for any team composition. They also play the role of the frontline, acting as damage sponges for the rest of their team.
Vanguard Class Ability: Grapnel Launcher
With the Grapnel Launcher, you will be able to use the Vanguard to hook into an enemy and then leap at them with a diving kick. This deals massive damage and is one of the best gap-close tools in the game.
What weapons can the Vanguard Space Marine Class use?
The Vanguard is capable of using weapons that champion precision over everything else. The Instigator and Occulus Bolt are exclusive to them and they are capable of balancing a variety of playstyes.
Here is a list of all the weapons that they can use:
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Instigator Bolt Carbine Occulus Bolt Carbine Melta Rifle | Bolt Pistol | Combat Knife Chainsword |
List of all Perks for the Vanguard Class
Core Perks:
Perk | Description | Unlock Level |
---|---|---|
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. | Level 2 |
Duellist | Perfect Parry window increases by 50%. | Level 3 |
Retribution | After you are grabbed or knocked back, you deal 20% more Melee Damage for 10 seconds. | Level 4 |
Melee Mastery | Melee Damage increases by 10% against Majoris-level and higher enemies. | Level 10 |
Close-Combat Focus | You take 20% less Melee Damage but 10% more Ranged Damage. | Level 11 |
Consecutive Execution | Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. | 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. | Level 18 |
Conviction | The moment your Armour is fully Depleted, you take 15% less Health Damage for 10 seconds. | Level 19 |
Honed Reactions | When your Health is less than 50%, your Perfect Dodge window is doubled. | Level 20 |
Team Perks:
Perk | Description | Unlock Level |
---|---|---|
Melee Champion | All Squad Members deal 15% more Melee Damage. | Level 5 |
Unmatched Zeal | Melee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member. | Level 13 |
Inner Fire | All Squad Members can restore Ability Charge by 15% by performing Finishers. | Level 21 |
Gear Perks:
Perk | Description | Unlock Level |
---|---|---|
Restless Fortitude | After a Diving Kick, you take 10% less Ranged Damage for 10 seconds. | Level 6 |
Zone of Impact | Performing a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies. | Level 7 |
Thrill of the Fight | After a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds. | Level 8 |
Shock Wave | Diving Kick additionally deals Damage in a 5-metre radius. | Level 14 |
Tenacity | After killing 15 enemies in rapid succession, Diving Kick’s Damage increases by 25% for 10 seconds. | Level 15 |
Grim Determination | When Grapnel Launcher is in cooldown, Weapon Damage increases by 10%. | Level 16 |
Collateral Damage | Diving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher’s target. | Level 22 |
Tip of the Spear | Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds. | Level 23 |
Combat Readiness | Grapnel Launcher recharges 20% faster. | Level 24 |
Signature Perks:
Perk | Description | Unlock Level |
---|---|---|
Tactical Prowess | Performing a Finisher with the Grapnel Launcher restores its Charge. | Level 9 |
Emperor’s Blessing | Taking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown is 180 seconds. | Level 17 |
Adrenaline Rush | Melee kills of Majoris or higher enemies restore Health by 1%. | Level 25 |
Bulwark Class explained in Space Marine 2

The Bulwark is your team’s tank and will be the primary frontline who will be soaking up all the incoming damage. They come with a Storm Shield and Power Weapons that allow them to deflect attacks. Their perks mainly revolve around making them more durable, and they are amazing at holding the line and helping their teammates get their shields back.
Bulwark Class Ability: Chapter Banner
The Bulwark’s class ability is called Chapter Banner. It lets them put down a flag that creates an AoE field. Allies inside them have their shields recharged.
What weapons can the Bulwark Space Marine Class use?
The Bulwark’s playstyle revolves around defense with a few offensive capabilities. So when piloting the class in Warhammer 40K Space Marine 2 you will gain access to the following weapons:
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
N/A | Bolt Pistol Plasma Pistol | Chainsword Power Fist Power Sword |
List of all Perks for the Bulwark Class
Core Perks:
Perk | Description | Unlock Level |
---|---|---|
Conviction | When your Armour is fully depleted, you take 25% less Health Damage for 5 seconds. | Level 2 |
Armour of Contempt | When you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead. | Level 3 |
Defensive Advantage | A perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds. | Level 4 |
Intimidating Aura | A perfectly timed Parry deals area-of-effect Damage within a 5-metre radius. | Level 10 |
Shock and Awe | Enemies in a Shock area take 25% more Damage. | Level 11 |
Steel Within | When your Health is less than 50%, you take 25% less Health Damage. | Level 12 |
Forward Momentum | After a Shield Bash, Melee Damage increases by 25% for 5 seconds. | Level 18 |
Scrambled Targeting | If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks. | Level 19 |
Armour Reinforcement | Non-Finisher Gun Strikes also restore Armour. | Level 20 |
Team Perks:
Perk | Description | Unlock Level |
---|---|---|
Unyielding Ceramite | The delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members. | Level 5 |
Advanced Conditioning | Contested Health fades 50% more slowly for all Squad Members. | Level 13 |
Effective Formation | All Squad Members take 20% less Health Damage from Terminus-level enemies. | Level 21 |
Gear Perks:
Perk | Description | Unlock Level |
---|---|---|
Concussive Force | Shield Bash deals more Damage. | Level 6 |
Purity of Purpose | The banner deals a small amount of Damage over time to enemies within its area of effect. | Level 7 |
Rejuvenating Effect | When the banner is activated, it revives incapacitated Squad Members within its area of effect. | Level 8 |
Rapid Regeneration | The banner restores Armour 300% faster, but its Duration is reduced to 5 seconds. | 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. | Level 15 |
Glory’s Shield | All Squad Members within the banner’s area of effect take 10% less Damage. | Level 16 |
Focused Strength | Shield Bash knocks enemies back and makes them lose control for a longer period of time. | Level 22 |
Invigorating Icon | When the banner is activated, all Squad Members regain maximum Contested Health. | Level 23 |
Inspiration | All Squad Members within the banner’s area of effect deal 10% more Damage. | Level 24 |
Signature Perks:
Perk | Description | Unlock Level |
---|---|---|
Emergency Countermeasure | When your Armour is depleted, a reserve Shock Grenade automatically detonates at your position. | Level 9 |
Defensive Mastery | A perfectly timed Parry instantly incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds. | Level 17 |
Armoured Advance | If you have Armour remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back. | Level 25 |
Sniper Class explained in Space Marine 2

The Sniper Class is amazing at picking enemies off from afar. They have access to some of the most powerful rifles in the game like the Las Fusil and their abilities even let you dawn a Camo Cloack which will let you go stealth and reposition yourself to take a more tactical approach. Snipers have the ability to control the flow of battle, making them a great pick to support any team composition.
Sniper Class Ability: Camo Cloak
By using the Camo Cloack you will be able to make your Sniper go invisible, thereby concealing yourself from the enemy. You will stay cloaked for a particular period or till you attack again.
What weapons can the Sniper Space Marine Class use?
Snipers will be able to use the long-range bolt action sniper rifle and the Las Fusil which is exclusive to their class. This makes them excel in precision attacks and sniping down key targets from a screen away.
Here are the weapons you will gain access to as a sniper in Warhammer 40K Space Marines 2:
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Stalker Bolt Rifle Bolt Sniper Rifle Bolt Carbine Las Fusil | Bolt Pistol | Combat Knife |
List of all Perks for the Sniper Class
Core Perks:
Perk | Description | Unlock Level |
---|---|---|
Block Break | Shots against blocked or shielded enemies deal 25% of normal Ranged Damage. | Level 2 |
High Capacity | The maximum amount of Ammo you can carry increases by 10% | Level 3 |
Iron Grip | Recoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30% | Level 4 |
Melee Mastery | Melee Damage increases by 10% against Majoris-level and higher enemies. | Level 10 |
Dexterous Hands | Bolt Carbines reload 15% faster. | Level 12 |
Vantage Point | Remaining stationary for 2 seconds increases your Primary Weapon Damage by 20%. | Level 17 |
Medicae Adept | You revive Squad Members 30% faster. | Level 18 |
Adaptability | Reloading while having Low Ammo increases Melee Damage by 15% for 5 seconds. | Level 19 |
Lethal Efficiency | Killing more than 1 enemy with one shot from a Las Fusil restores its charge by 1. | Level 20 |
Team Perks:
Perk | Description | Unlock Level |
---|---|---|
Marksmanship | Headshot Damage increases by 20% for all Squad Members. | Level 5 |
Precision Targeting | Weapon Spread is reduced by 20% for all Squad Members. | Level 13 |
Squad Renewal | A Headshot kill restores Ability Charge by 10% for any Squad Member. | Level 21 |
Gear Perks:
Perk | Description | Unlock Level |
---|---|---|
Purification | Manually activating Camo Cloak removes negative Status Effects. | 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. | Level 7 |
Persistence | When Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds. | Level 8 |
Efficient Readiness | Manually activating Camo Cloak automatically reloads Ranged Weapons. | Level 14 |
Targeted Shot | The first Ranged Attack that breaks Camo Cloak deals 75% more Damage. | Level 15 |
Lingering Concealment | After performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds. | Level 16 |
Renewal | A Headshot kill restores Camo Cloak’s Charge by 5%. | Level 22 |
Tactical Ambush | The first Melee Attack that breaks Camo Cloak deals 100% more Damage. | Level 23 |
Ambush: | When Camo Cloak deactivates, it startles nearby enemies. They will temporarily lose control or get knocked back. Cooldown is 30 seconds. | Level 24 |
Signature Perks:
Perk | Description | Unlock Level |
---|---|---|
Evasion | After a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds. | 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. | Level 17 |
Pattern of Excellence | Performing 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds. | Level 25 |
Heavy Class explained in Space Marine 2

Heavy is another tank class but they have explosive firepower. They focus on dealing sustained DPS and are amazing at clearing up low level mobs. They even have area denial and team buffs which let’s them double as great support picks for your team as well.
Heavy Class Ability: Iron Halo
When using the Iron Halo ability the Heavy CLass will be able to create a bubble shield in front of them which will block all incoming ranged damage. This will help your team avoid ranged attacks helping them survive longer.
What weapons can the Heavy Space Marine Class use?
The Heavy Class has access to some of the heaviest-hitting weapons in Warhammer 40K Space Marine 2. These weapons have devastating firepower and you will gain access to the following arsenal:
Primary Weapons | Secondary Weapons | Melee Weapons |
---|---|---|
Heavy Bolter Heavy Plasma Incinerator Multi-Melta | Plasma Pistol Bolt Pistol | N/A |
List of all Perks for the Heavy Class
Core Perks:
Perk | Description | Unlock Level |
---|---|---|
Restoration | Killing 15 enemies in rapid succession restores 1 Armour Segment. | Level 2 |
Thermal Boost | When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%. | Level 3 |
Overcharge | Damage of Charged Attacks increases by 20%. | Level 4 |
Multi-Kill | Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1. | Level 10 |
Overwhelming Power | When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage. | Level 12 |
Fortitude | Health increases by 20%. | Level 17 |
Auxiliary Ammunition | When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%. | Level 18 |
Strategic Stand | While in Heavy Stance, dealing Damage restores 75% more Contested Health, but you will not be able to move. | 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. | Level 20 |
Team Perks:
Perk | Description | Unlock Level |
---|---|---|
Encompassing Aegis | All Squad Members take 20% less Damage from Ranged Attacks. | Level 5 |
Additional Supplies | Ammo Capacity for all Squad Members’ Weapons increases by 25%. | Level 13 |
Bonds of Brotherhood | Reviving a Squad Member restores them to full Health. | Level 21 |
Gear Perks:
Perk | Description | Unlock Level |
---|---|---|
Adamant Will | After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds. | Level 6 |
Obdurate Bastion | Iron Halo’s Durability increases by 20%. | Level 7 |
Saving Grace | Reviving a Squad Member fully restores Iron Halo’s Charge. | Level 8 |
Consecutive Execution | Killing 15 enemies in rapid succession restores Equipment Charge. Cooldown is 180 seconds. | Level 14 |
Field Adjustment | Iron Halo recharges 20% faster, but its Durability is reduced by 30%. | Level 15 |
Brute Force | When Iron Halo is in cooldown, Ranged Damage increases by 15%. | Level 16 |
Emperor’s Protection | When Iron Halo expends all its energy, 1 Armour Segment is restored for all Squad Members. | Level 22 |
Power Regulator | Iron Halo loses energy 15% more slowly. | Level 23 |
Wrath of the Imperium | When Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage. | Level 24 |
Signature Perks:
Perk | Description | Unlock Level |
---|---|---|
Offensive Capability | When active, Iron Halo deals damage over time to all enemies within 5 meters. | Level 9 |
Coolant Reserve | If both of your Squad Members are incapacitated or grabbed, your Primary Weapon will not overheat. | Level 17 |
Conversion Field | When Iron Halo is active, all Squad Members within 100 meters regenerate Ability Charge 50% faster. | Level 25 |