All classes, abilities, and perks in Warhammer 40K Space Marine 2

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 Class 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 WeaponsSecondary WeaponsMelee Weapons
Auto Bolt Rifle
Bolt Rifle
Heavy Bolt Rifle
Stalker Bolt Rifle
Bolt Carbine
Plasma Incinerator
Melta Rifle
Bolt pistolChainsword

List of all Perks for the Tactical class

Core Perks:

PerkDescriptionUnlock Level
Balanced DistributionYour Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less DamageLevel 2
Heightened VigourAfter a perfectly timed Dodge, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 secondsLevel 3
Final ShotAfter a Finisher, the equipped Ranged Weapon reloads automatically.Level 4
Plasma BoostWhen the Plasma Incinerator is 50% Overheated, its Damage increases by 30%Level 10
Steady AimRecoil is reduced by 10%Level 12
Relentless PursuitAfter a Gun Strike, Ranged Damage increases by 25% for 5 secondsLevel 17
Kraken Penetrator Roundsolt Weapons penetrate 1 more enemiesLevel 18
VersatilityAfter switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary WeaponLevel 19
Emperor’s VengeanceKilling a Majoris-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazines.Level 20

Team Perks:

PerkDescriptionUnlock Level
Communion of FireRecoil is reduced by 20% for all Squad MembersLevel 5
Aligned AimRanged Damage increases by 5% for all Squad MembersLevel 13
Transhuman PhysiologyAll Squad Members restore 30% more Contested Health.Level 21

Gear Perks:

PerkDescriptionUnlock Level
Vital DataScanning an Extremis- or Terminus-level enemy restores Auspex Scan’s Charge by 50%.Level 6
Battle FocusA perfectly timed Parry gives the parried enemy a mark from Auspex Scan.Level 7
Close TargetingWhen Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies.Level 8
Priority TargetingThe mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies.Level 14
Improved EfficiencyScanning 20 enemies with one Auspex Scan restores Equipment Charge by 1.Level 15
Expert TimingEnemies marked by Auspex Scan take an additional 100% Damage, but the mark’s Duration is reduced by 4 seconds (base: 8).Level 16
Target LockEnemies marked by Auspex Scan take 25% more Equipment Damage.Level 22
Precise CalibrationEnemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%.Level 23
Concentrated FireEnemies marked by Auspex Scan take an additional 100% Damage, but they lose the mark when they leave the scanned area.Level 24

Signature Perks:

PerkDescriptionUnlock Level
Signal JammerEnemies marked by Auspex Scan cannot call for reinforcementsLevel 9
Radiating ImpactA Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds.Level 17
Marked for DeathA 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

Assault Class 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 WeaponsSecondary WeaponsMelee Weapons
N/ABolt Pistol
Heavy Bolt Pistol
Chainsword
Thunder Hammer
Power Fist

List of all Perks for the Assault Class

Core Perks:

PerkDescriptionUnlock Level
Winged FuryDamage from Melee Attacks executed while sprinting or dashing increases by 25%.Level 2
Auxiliary ArsenalSecondary Weapon’s Damage increases by 15%.Level 3
PerseveranceWhile performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back.Level 4
OverchargeDamage of Charged Attacks increases by 15%.Level 10
RetributionAfter you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds.Level 11
Knowledge of the EnemyMelee Damage increases by 15% against Majoris- or Extremis-level enemies.Level 12
Armour ReinforcementNon-Finisher Gun Strikes also restore Armour.Level 18
Consecutive ExecutionKilling 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.Level 19
Act of AttritionEnemies hit by Melee Attacks take 10% more Damage for 3 seconds.Level 20

Team Perks:

PerkDescriptionUnlock Level
Squad CohesionAll Squad Members’ Abilities recharge 10% faster.Level 5
Strategic StrikesAll Squad Members deal 20% more Melee Damage against Terminus-level enemies.Level 13
Proven EfficiencyAll Squad Members deal 50% more Gun Strike Damage.Level 21

Gear Perks:

PerkDescriptionUnlock Level
Smiting AngelGround Pound’s Damage increases by 10%.Level 6
Wings of FlameJump Pack Dash damages enemies along its trajectory.Level 7
Pride in DutyAfter a Finisher, Ground Pound deals 25% more Damage for 10 seconds.Level 8
Hammer of WrathAfter a Ground Pound, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds.Level 14
ManeuverabilityJump Pack recharges 20% faster.Level 15
DiligenceA fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%.Level 16
Precision StrikeGround Pound deals 100% more Damage, but its radius is reduced by 50%.Level 22
Zealous BlowA Ground Pound kill restores Jump Pack’s Charge by 10%.Level 23
Aerial GraceAfter a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds.Level 24

Signature Perks:

PerkDescriptionUnlock Level
Ample AmmunitionAny use of Jump Pack reloads the equipped Ranged Weapon.Level 9
AscensionJump Pack Leap deals Damage to all enemies in the takeoff area.Level 17
CommitmentA perfectly timed Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge.Level 25

Vanguard Class explained in Space Marine 2

Vanguard Class 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 WeaponsSecondary WeaponsMelee Weapons
Instigator Bolt Carbine
Occulus Bolt Carbine
Melta Rifle
Bolt PistolCombat Knife
Chainsword

List of all Perks for the Vanguard Class

Core Perks:

PerkDescriptionUnlock Level
Moving TargetEach 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
DuellistPerfect Parry window increases by 50%.Level 3
RetributionAfter you are grabbed or knocked back, you deal 20% more Melee Damage for 10 seconds.Level 4
Melee MasteryMelee Damage increases by 10% against Majoris-level and higher enemies.Level 10
Close-Combat FocusYou take 20% less Melee Damage but 10% more Ranged Damage.Level 11
Consecutive ExecutionKilling 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.Level 12
Upper HandAfter 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
ConvictionThe moment your Armour is fully Depleted, you take 15% less Health Damage for 10 seconds.Level 19
Honed ReactionsWhen your Health is less than 50%, your Perfect Dodge window is doubled.Level 20

Team Perks:

PerkDescriptionUnlock Level
Melee ChampionAll Squad Members deal 15% more Melee Damage.Level 5
Unmatched ZealMelee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member.Level 13
Inner FireAll Squad Members can restore Ability Charge by 15% by performing Finishers.Level 21

Gear Perks:

PerkDescriptionUnlock Level
Restless FortitudeAfter a Diving Kick, you take 10% less Ranged Damage for 10 seconds.Level 6
Zone of ImpactPerforming a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies.Level 7
Thrill of the FightAfter a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds.Level 8
Shock WaveDiving Kick additionally deals Damage in a 5-metre radius.Level 14
TenacityAfter killing 15 enemies in rapid succession, Diving Kick’s Damage increases by 25% for 10 seconds.Level 15
Grim DeterminationWhen Grapnel Launcher is in cooldown, Weapon Damage increases by 10%.Level 16
Collateral DamageDiving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher’s target.Level 22
Tip of the SpearEnemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds.Level 23
Combat ReadinessGrapnel Launcher recharges 20% faster.Level 24

Signature Perks:

PerkDescriptionUnlock Level
Tactical ProwessPerforming a Finisher with the Grapnel Launcher restores its Charge.Level 9
Emperor’s BlessingTaking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown is 180 seconds.Level 17
Adrenaline RushMelee kills of Majoris or higher enemies restore Health by 1%.Level 25

Bulwark Class explained in Space Marine 2

Bulwark Class 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 WeaponsSecondary WeaponsMelee Weapons
N/ABolt Pistol
Plasma Pistol
Chainsword
Power Fist
Power Sword

List of all Perks for the Bulwark Class

Core Perks:

PerkDescriptionUnlock Level
ConvictionWhen your Armour is fully depleted, you take 25% less Health Damage for 5 seconds.Level 2
Armour of ContemptWhen you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead.Level 3
Defensive AdvantageA perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds.Level 4
Intimidating AuraA perfectly timed Parry deals area-of-effect Damage within a 5-metre radius.Level 10
Shock and AweEnemies in a Shock area take 25% more Damage.Level 11
Steel WithinWhen your Health is less than 50%, you take 25% less Health Damage.Level 12
Forward MomentumAfter a Shield Bash, Melee Damage increases by 25% for 5 seconds.Level 18
Scrambled TargetingIf you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks.Level 19
Armour ReinforcementNon-Finisher Gun Strikes also restore Armour.Level 20

Team Perks:

PerkDescriptionUnlock Level
Unyielding CeramiteThe delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members.Level 5
Advanced ConditioningContested Health fades 50% more slowly for all Squad Members.Level 13
Effective FormationAll Squad Members take 20% less Health Damage from Terminus-level enemies.Level 21

Gear Perks:

PerkDescriptionUnlock Level
Concussive ForceShield Bash deals more Damage.Level 6
Purity of PurposeThe banner deals a small amount of Damage over time to enemies within its area of effect.Level 7
Rejuvenating EffectWhen the banner is activated, it revives incapacitated Squad Members within its area of effect.Level 8
Rapid RegenerationThe banner restores Armour 300% faster, but its Duration is reduced to 5 seconds.Level 14
Merciless ResolveAfter 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 ShieldAll Squad Members within the banner’s area of effect take 10% less Damage.Level 16
Focused StrengthShield Bash knocks enemies back and makes them lose control for a longer period of time.Level 22
Invigorating IconWhen the banner is activated, all Squad Members regain maximum Contested Health.Level 23
InspirationAll Squad Members within the banner’s area of effect deal 10% more Damage.Level 24

Signature Perks:

PerkDescriptionUnlock Level
Emergency CountermeasureWhen your Armour is depleted, a reserve Shock Grenade automatically detonates at your position. Level 9
Defensive MasteryA perfectly timed Parry instantly incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds.Level 17
Armoured AdvanceIf 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

Sniper Class 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 WeaponsSecondary WeaponsMelee Weapons
Stalker Bolt Rifle
Bolt Sniper Rifle
Bolt Carbine
Las Fusil
Bolt PistolCombat Knife

List of all Perks for the Sniper Class

Core Perks:

PerkDescriptionUnlock Level
Block BreakShots against blocked or shielded enemies deal 25% of normal Ranged Damage.Level 2
High CapacityThe maximum amount of Ammo you can carry increases by 10%Level 3
Iron GripRecoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30%Level 4
Melee MasteryMelee Damage increases by 10% against Majoris-level and higher enemies.Level 10
Dexterous HandsBolt Carbines reload 15% faster.Level 12
Vantage PointRemaining stationary for 2 seconds increases your Primary Weapon Damage by 20%.Level 17
Medicae AdeptYou revive Squad Members 30% faster.Level 18
AdaptabilityReloading while having Low Ammo increases Melee Damage by 15% for 5 seconds.Level 19
Lethal EfficiencyKilling more than 1 enemy with one shot from a Las Fusil restores its charge by 1.Level 20

Team Perks:

PerkDescriptionUnlock Level
MarksmanshipHeadshot Damage increases by 20% for all Squad Members.Level 5
Precision TargetingWeapon Spread is reduced by 20% for all Squad Members.Level 13
Squad RenewalA Headshot kill restores Ability Charge by 10% for any Squad Member.Level 21

Gear Perks:

PerkDescriptionUnlock Level
PurificationManually activating Camo Cloak removes negative Status Effects.Level 6
Guardian ProtocolWhen 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
PersistenceWhen Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds.Level 8
Efficient ReadinessManually activating Camo Cloak automatically reloads Ranged Weapons.Level 14
Targeted ShotThe first Ranged Attack that breaks Camo Cloak deals 75% more Damage.Level 15
Lingering ConcealmentAfter performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds.Level 16
RenewalA Headshot kill restores Camo Cloak’s Charge by 5%.Level 22
Tactical AmbushThe 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:

PerkDescriptionUnlock Level
EvasionAfter a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds.Level 9
Emergency OverrideWhen 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 ExcellencePerforming 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds.Level 25

Heavy Class explained in Space Marine 2

Heavy Class 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 WeaponsSecondary WeaponsMelee Weapons
Heavy Bolter
Heavy Plasma Incinerator
Multi-Melta
Plasma Pistol
Bolt Pistol
N/A

List of all Perks for the Heavy Class

Core Perks:

PerkDescriptionUnlock Level
RestorationKilling 15 enemies in rapid succession restores 1 Armour Segment.Level 2
Thermal BoostWhen a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%.Level 3
OverchargeDamage of Charged Attacks increases by 20%.Level 4
Multi-KillKilling 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1.Level 10
Overwhelming PowerWhen Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage.Level 12
FortitudeHealth increases by 20%.Level 17
Auxiliary AmmunitionWhen your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%.Level 18
Strategic StandWhile in Heavy Stance, dealing Damage restores 75% more Contested Health, but you will not be able to move.Level 19
VersatilityAfter 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:

PerkDescriptionUnlock Level
Encompassing AegisAll Squad Members take 20% less Damage from Ranged Attacks.Level 5
Additional SuppliesAmmo Capacity for all Squad Members’ Weapons increases by 25%.Level 13
Bonds of BrotherhoodReviving a Squad Member restores them to full Health.Level 21

Gear Perks:

PerkDescriptionUnlock Level
Adamant WillAfter Iron Halo deactivates, you take 20% less Health Damage for 5 seconds.Level 6
Obdurate BastionIron Halo’s Durability increases by 20%.Level 7
Saving GraceReviving a Squad Member fully restores Iron Halo’s Charge.Level 8
Consecutive ExecutionKilling 15 enemies in rapid succession restores Equipment Charge. Cooldown is 180 seconds.Level 14
Field AdjustmentIron Halo recharges 20% faster, but its Durability is reduced by 30%.Level 15
Brute ForceWhen Iron Halo is in cooldown, Ranged Damage increases by 15%.Level 16
Emperor’s ProtectionWhen Iron Halo expends all its energy, 1 Armour Segment is restored for all Squad Members.Level 22
Power RegulatorIron Halo loses energy 15% more slowly.Level 23
Wrath of the ImperiumWhen Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage.Level 24

Signature Perks:

PerkDescriptionUnlock Level
Offensive CapabilityWhen active, Iron Halo deals damage over time to all enemies within 5 meters.Level 9
Coolant ReserveIf both of your Squad Members are incapacitated or grabbed, your Primary Weapon will not overheat.Level 17
Conversion FieldWhen Iron Halo is active, all Squad Members within 100 meters regenerate Ability Charge 50% faster.Level 25
Abhishek Mallick
Abhishek Mallick
Abhishek Mallick is a Senior Columnist at Backdash. He has a Master's degree in English Literature. In his spare time, he is a fighting game enthusiast, who is also addicted to Shin Megami Tensei, Monster Hunter, and League of Legends. He also enjoys reading and sifting through educational documentaries.

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