Not all Space Marines are created equal. They’re each gifted in their own ways andSpace Marine 2grants players the opportunity to vary up their playstyle through 6 different classes. Each class has its own set of strengths and weaknesses. Additionally, they each come equipped with a unique ability. Since Space Marine 2 doesn’t allow squads in the Operations missions to have more than one of the same class, there are plenty of opportunities for collaboration and strategy with your comrades.

Classes and Class Abilities

The 6 classes in Space Marine 2 are as follows:

Each Class Ability offers an active function in the heat of battle for your specific Space Marine. These abilities will often become lifelines when the situation becomes a tad overwhelming. Each ability will have a certain recharge period after each use. That period varies based on the ability. Below are each of the 6 classes along with their abilities.

Ability Icon

Auspex Scan:Scans and reveals enemies in an area, making them more vulnerable and take more damage.

Jump Pack:Allows enhanced dashes, leaps, and powerful jumps for melee attacks.

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Grapnel Launcher:Allows you to propel to an enemy and then perform a Diving Kick.

Chapter Banner:Puts down a flag that pulses in an AOE, restoring shield charge for nearby allies.

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Camo Cloak:Renders the marine invisible and concealed from enemies until the next attack.

Iron Halo:Creates a bubble shield in front of the player that blocks all ranged damage.

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Class Perks

Each time you run an Operations mission or complete an Eternal War match, you’ll earn Perk Points that you can expend on your desired class. Each Perk requires you to reach certain level with the specific class and costs a certain number of Perk Points in order to unlock and make active. There are 4 sections of perks you are able to unlock as you make progress with a specific class.

Each section below details the perks available by class. Familiarize yourself with these boosts to find the class that best suits you.

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Level Unlock

Description

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.

Communion of Fire

Recoil is reduced by 20% for all Squad Members.

Vital Data

Scanning an Extremis- or Terminus-level 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.

Signal Jammer

Enemies marked by Auspex Scan cannot call for reinforcements.

Plasma Boost

When the Plasma Incinerator is 50% Overheated its Damage increases by 30%.

Relentless Pursuit

After a Gun Strike, Ranged Damage increases by 25% for 5 seconds.

Steady Aim

Recoil is reduced by 10%.

Aligned Aim

Ranged Damage increases by 5% for all Squad Members.

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 addtional 100% Damage, but the mark’s Duration is reduced by 4 seconds (base: 8).

Radiating Impact

A Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds.

Kraken Penetrator Rounds

Bolt Weapons penetrate 1 more enemy.

Versatility (Tactical Class)

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-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazine.

Transhuman Physiology

All Squad Members restore 30% more Contested Health.

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.

Marked For Death

A Headshot will instantly kill a Majoris- or Extremis-level enemy marked by Auspex Scan. Cooldown is 120 seconds.

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.

Squad Cohesion

All Squad Members' Abilities recharge 10% faster.

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.

Ample Ammunition

Any use of Jump Pack reloads the equipped Ranged Weapon.

Overcharge (Assault Class)

Damage of Charged Attacks increases by 15%

Retribution (Assault Class)

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-level enemies.

Strategic Strikes

All Squad Members deal 20% more Melee Damage against Terminus-level enemies.

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.

A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%.

Jump Pack Leap deals Damage to all enemies in the takeoff area.

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Armour Reinforcement (Assault Class)

Non-Finisher Gun Strikes also restore Armour

Consecutive Execution (Assault Class)

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.

Proven Efficiency

All Squad Members deal 50% more Gun Strike Damage.

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.

Commitment

A perfectly time Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge.

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.

Perfect Parry window increases by 50%

Retribution (Vanguard Class)

After you are grabbed or knocked back, you deal 20% more Melee Damage for 10 seconds.

Melee Champion

All Squad Members deal 15% more Melee Damage.

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.

Tactical Prowess

Performing a Finisher with the Grapnel Launcher restores its Charge.

Melee Mastery (Vanguard Class)

Melee Damage increases by 10% against Majoris-level and higher enemies.

Close-Combat Focus

You take 20% less Melee Damage but 10% more Ranged Damage.

Consecutive Execution (Vanguard Class)

Unmatched Zeal

Melee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member

Shock Wave

Diving Kick additionally deals Damage in a 5-metre radius.

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%.

Emperor’s Blessing

Taking Lethal Damage restores all Armour instead of Incapacitating you. 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 (Vanguard Class)

The moment your Armour 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.

Inner Fire

All Squad Members can restore Ability Charge by 15% by performing Finishers.

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.

Adrenaline Rush

Melee Kills of Majoris or higher enemies restore Health by 1%

Conviction (Bulwark Class)

When your Armour is fully depleted, you take 25% less Health Damage for 5 seconds.

Armour 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.

Unyielding Ceramite

The delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members.

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.

Emergency Countermeasure

When your Armour is depleted, a reserve Shock Grenade automatically detonates at your position Cooldown is 120 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.

Advanced Conditioning

Contested Health fades 50% more slowly for all Squad Members.

Rapid Regeneration

The banner restores Armour 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.

Defensive Mastery

A perfectly timed Parry instantly Incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds.

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.

Armour Reinforcement (Bulwark Class)

Non-Finisher Gun Strikes also restore Armour.

Effective Formation

All Squad Members take 20% less Health Damage from Terminus-level enemies.

Focused Strength

Shield Bash knocks enemies back and makes them lose control for alonger 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.

Armoured Advance

If you have Armour remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back.

Block Break

Shots against blocked or shielded enemies deal 25% of normal Ranged Damage.

High Capacity

The Maximum amount of Ammo you may carry increases by 10%

Iron Grip (Sniper Class)

Recoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30%.

Marksmanship

Headshot Damage increases by 20% for all Squad Members.

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.

After a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds.

Melee Mastery (Sniper Class)

Vantage Point

Remaining stationary for 2 seconds increases your Primary Weapon’s Damage by 20%.

Dexterous Hands

Bolt Carbines reload 15% faster.

Precision Targeting

Weapon Spread is reduced by 20% for all Squad Members.

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.

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.

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.

Squad Renewal

A Headshot kill restores Ability Charge by 10% for any Squad Member.

A Headshot kill restores Camo Cloak’s Charge by 5%.

Tactical Ambush

The first Melee Attack that breaks Camo Cloak deals 100% more Damage.

When Camo Cloak deactivates, it startles nearby enemies. They will temporarily lose control or get knocked back. Cooldown is 30 seconds.

Pattern Of Excellence

Performing 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds.

Restoration

Killing 15 enemies in rapid succession restores 1 Armour Segments.

Thermal Boost

When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%.

Overcharge (Heavy Class)

Damage of Charged Attacks increases by 20%.

Encompassing Aegis

All Squad Members take 20% less Damage from Ranged Attacks.

Adamant Will

After Iron Halo deactivates, y ou 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.

Offensive Capability

When active, Iron Halo deals Damage over time to all enemies within 5 metres.

Multi-Kill

Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1.

Health increases by 20%.

Overwhelming Power

When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage.

Additional Supplies

Ammo Capacity for all Squad Members' Weapons increases by 25%.

Consecutive Execution (Heavy Class)

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%.

Coolant Reserve

If both of your Squad Members are Incapacitated or grabbed, your Primary Weapon will not Overheat.

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 15% more Contested Health, but you will not be able to move.

Versatility (Heavy Class)

Bonds of Brotherhood

Reviving a Squad Member restores them to full Health.

Emperor’s Protection

When Iron Halo expends all its energy. 1 Armour Segments are restored for all Squad Members.

Power Regulator

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.

Conversion Field

When Iron Halo is active, all Squad Members within 100 metres regenerate Ability Charge 50% faster.

Warhammer 40,000: Space Marine 2 Database

Everything you need to defend the Imperium including tooltips, lists, and guides.