Every Class Perk and their effects in Warhammer 40K: Space Marine 2.
Warhammer 40K: Space Marine sees you battle horde after Tyranids and the forces of Chaos. It puts you into the shoes of the iconic Space Marines, as you make use of variety of weaponry and gear.
Space Marine 2 currently has 6 classes of Space Marines that you can play as.
They are: Tactical, Assault, Vanguard, Bulwark, Sniper, and Heavy. Each class brings with a unique playstyle and deep perk tree. These perks include Core Perks, Team Perks, Gear Perks, and SignaturePerks.
Each of these perks adds to the versatility of a class and allows you to upgrade and modify each class to be more suited to your needs.
In this article, we’ve listed each class perk, its effects, and the level needed to unlock them.
Tactical Class Perks
Credit: Saber Interactive
The Tactical Class prefers to fight in the mid-range. It is also the most versatile class in the game as it has access to more primary weapons than any other class. The Tactical Class’s perks reflect its ability to adapt to various enemies and combat situations.
Ability:
Auspex Scan: Scanning reveals and marks enemies in the selected area for 8 seconds, making them more vulnerable.
Tactical Class Core Perks
Perk
Description
Level
Balanced Distribution
Your Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage
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
3
Final Shot
After a Finisher, the equipped Ranged Weapon reloads automatically
4
Plasma Boost
When the Plasma Incinerator is 50% Overheated, its Damage increases by 30%
10
Relentless Pursuit
After a Gun Strike, Ranged Damage increases by 25% for 5 seconds
11
Steady Aim
Recoil is reduced by 10%
12
Kraken Penetrator Rounds
Bolt Weapons penetrate 1 more enemies
18
Versatility
After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon.
19
Emperor’s Vengeance
Killing a Majoris-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazines
20
Tactical Class Core Perks
Tactical Class Team Perks
Perk
Description
Level
Communion of Fire
Recoil is reduced by 20% for all Squad Members
5
Aligned Aim
Ranged Damage increases by 5% for all Squad Members
13
Transhuman Physiology
All Squad Members restore 30% more Contested Health
21
Tactical Class Team Perks
Tactical Class Gear Perks
Perk
Description
Level
Vital Data
Scanning an Extremis- or Terminus-level enemy restores Auspex Scan’s Charge by 50%
6
Battle Focus
A perfectly timed Parry gives the parried enemy a mark from Auspex Scan
7
Close Targeting
When Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies
8
Priority Targeting
The mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies
14
Improved Efficiency
Scanning 20 enemies with one Auspex Scan restores Equipment Charge by 1
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)
16
Target Lock
Enemies marked by Auspex Scan take 25% more Equipment Damage
22
Precise Calibration
Enemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%
23
Concentrated Fire
Enemies marked by Auspex Scan take an additional 100% Damage, but they lose the mark when they leave the scanned area
24
Tactical CLASS GEAR PErks
Tactical Class Signature Perks
Perk
Description
Level
Signal Jammer
Enemies marked by Auspex Scan cannot call for reinforcements
9
Radiating Impact
A Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds.
17
Marked for Death
A Headshot will instantly kill a Majoris- or Extremis-level enemy marked by Auspex Scan. Cooldown is 120 seconds.
25
Tactical Class Signature Perks
Assault Class Perks
Credit: Saber Interactive
The Assault Class is a melee class that relies on its secondary weapons for ranged damage. Moreover, the Assault Class has high mobility thanks to its jump pack, and can use run and gun tactics to deal massive damage to groups of enemies.
Assault Class perks improve your ability to dash, dodge, retreat, and deal melee damage.
Jump Pack:
Jump Pack enables enhanced dashes and powerful jumps, resulting in new combat moves.
Assault ClassCore Perks
Perk
Description
Level
Winged Fury
Damage from Melee Attacks executed while sprinting or dashing increases by 25%
2
Auxiliary Arsenal
Secondary Weapon’s Damage increases by 15%
3
Perseverance
While performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back
4
Overcharge
Damage of Charged Attacks increases by 15%
10
Retribution
After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds
11
Knowledge of the Enemy
Melee Damage increases by 15% against Majoris- or Extremis-level enemies
12
Armour Reinforcement
Non-Finisher Gun Strikes also restore Armour
18
Consecutive Execution
Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.
19
Act of Attrition
Enemies hit by Melee Attacks take 10% more Damage for 3 seconds
20
AsSAult Class Core Perks
Assault Class Team Perks
Perk
Description
Level
Squad Cohesion
All Squad Members’ Abilities recharge 10% faster
5
Strategic Strikes
All Squad Members deal 20% more Melee Damage against Terminus-level enemies
13
Proven Efficiency
All Squad Members deal 50% more Gun Strike Damage
21
Assault Class Team Perks
Assault Class Gear Perks
Perk
Description
Level
Smiting Angel
Ground Pound’s Damage increases by 10%
6
Wings of Flame
Jump Pack Dash damages enemies along its trajectory
7
Pride in Duty
After a Finisher, Ground Pound deals 25% more Damage for 10 seconds
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
14
Maneuverability
Jump Pack recharges 20% faster
15
Diligence
A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%
16
Precision Strike
Ground Pound deals 100% more Damage, but its radius is reduced by 50%
22
Zealous Blow
A Ground Pound kill restores Jump Pack’s Charge by 10%
23
Aerial Grace
After a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds
24
Assault Class Gear Perks
Assault ClassSignature Perks
Perk
Description
Level
Ample Ammunition
Any use of Jump Pack reloads the equipped Ranged Weapon
9
Ascension
Jump Pack Leap deals Damage to all enemies in the takeoff area
17
Commitment
A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge
25
Assault Class Signature Perks
Vanguard Class Perks
Credit: Saber Interactive
The Vanguard Class is another melee class and uses the grapnel launcher to jump in and out of combat. Where the Assault Class deals damage to large groups, the Vanguard Class is more precise, using the Combat Knife and diving kicks to deal damage.
Ability:
Grapnel Launcher: The Grapnel Launcher propels you to an enemy, allowing you to perform a Diving Kick.
Vanguard Class Core Perks
Perk
Description
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.
2
Duellist
Perfect Parry window increases by 50%
3
Retribution
After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds
4
Melee Mastery
Melee Damage increases by 10% against Majoris-level and higher enemies
10
Close-Combat Focus
You take 20% less Melee Damage but 10% more Ranged Damage
11
Consecutive Execution
Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.
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
18
Conviction
The moment your Armour is fully Depleted, you take 15% less Health Damage for 10 seconds
19
Honed Reactions
When your Health is less than 50%, your Perfect Dodge window is doubled
20
Vanguard Class Core Perks
Vanguard Class Team Perks
Perk
Description
Level
Melee Champion
All Squad Members deal 15% more Melee Damage
5
Unmatched Zeal
Melee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member
13
Inner Fire
All Squad Members can restore Ability Charge by 15% by performing Finishers
21
Vanguard Class Team Perks
Vanguard Class Gear Perks
Perk
Description
Level
Restless Fortitude
After a Diving Kick, you take 10% less Ranged Damage for 10 seconds
6
Zone of Impact
Performing a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies
7
Thrill of the Fight
After a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds
8
Shock Wave
Diving Kick additionally deals Damage in a 5-metre radius
14
Tenacity
After killing 15 enemies in rapid succession, Diving Kick’s Damage increases by 25% for 10 seconds
15
Grim Determination
When Grapnel Launcher is in cooldown, Weapon Damage increases by 10%
16
Collateral Damage
Diving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher’s target
22
Tip of the Spear
Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds
23
Combat Readiness
Grapnel Launcher recharges 20% faster
24
Vanguard Class Gear Perks
Vanguard Class Signature Perks
Perk
Description
Level
Tactical Prowess
Performing a Finisher with the Grapnel Launcher restores its Charge
9
Emperor’s Blessing
Taking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown in 180 seconds.
17
Adrenaline Rush
Melee kills of Majoris or higher enemies restore Health by 1%
25
Vanguard Class Signature Perks
Bulwark Class Perks
Credit: Saber Interactive
The Bulwark is a melee-only tank. Their job is to absorb incoming damage and break enemy lines. They also have great support utility, being able to restore their squad members’ armor.
Ability
Chapter Banner: A placed banner restores Armour to all Squad Members in the area of effect
Bulwark Class Core Perks
Perk
Description
Level
Conviction
When your Armour is fully depleted, you take 25% less Health Damage for 5 seconds
2
Armour of Contempt
When you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead
3
Defensive Advantage
A perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds.
4
Intimidating Aura
A perfectly timed Parry deals area-of-effect Damage within a 5-metre radius
10
Shock and Awe
Enemies in a Shock area take 25% more Damage
11
Steel Within
When your Health is less than 50%, you take 25% less Health Damage
12
Forward Momentum
After a Shield Bash, Melee Damage increases by 25% for 5 seconds
18
Scrambled Targeting
If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks
19
Armour Reinforcement
Non-Finisher Gun Strikes also restore Armour
20
Bulwark Class Core Perks
Bulwark Class Team Perks
Perk
Description
Level
Unyielding Ceramite
The delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members
5
Advanced Conditioning
Contested Health fades 50% more slowly for all Squad Members
13
Effective Formation
All Squad Members take 20% less Health Damage from Terminus-level enemies
21
Bulwark Class Team Perks
Bulwark Class Gear Perks
Perk
Description
Level
Concussive Force
Shield Bash deals more Damage
6
Purity of Purpose
The banner deals a small amount of Damage over time to enemies within its area of effect
7
Rejuvenating Effect
When the banner is activated, it revives Incapacitated Squad Members within its area of effect
8
Rapid Regeneration
The banner restores Armour 300% faster, but its duration is reduced to 5 seconds
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
15
Glory’s Shield
All Squad Members within the banner’s area of effect take 10% less Damage
16
Focused Strength
Shield Bash knocks enemies back and makes them lose control for a longer period of time
22
Invigorating Icon
When the banner is activated, all Squad Members regain maximum Contested Health
23
Inspiration
All Squad Members within the banner’s area of effect deal 10% more Damage
24
Bulwark Class Gear Perks
Bulwark Class Signature Perks
Perk
Description
Level
Emergency Countermeasure
When your Armour is depleted, a reserve Shock Grenade automatically detonates at your position. Cooldown is 120 seconds.
9
Defensive Mastery
A perfectly timed Parry instantly Incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds.
17
Armored Advance
If you have Armour remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back
25
Bulwark Class Signature Perks
Sniper Class Perks
Credit: Saber Interactive
Snipers are long-range combatants, being able to deal precise damage to enemies from the backlines.
They can also use their Camo Cloak and Melee attacks to ambush enemies using a backstab-like attack.
Ability:
Camo Cloak: Camouflage hides you from enemies until your next attack breaks it.
Sniper Class Core Perks
Perk
Description
Level
Block Break
Shots against blocked or shielded enemies deal 25% of normal Ranged Damage
2
High Capacity
The maximum amount of Ammo you can carry increases by 10%
3
Iron Grip
Recoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30%
4
Melee Mastery
Melee Damage increases by 10% against Majoris-level and higher enemies
10
Vantage Point
Remaining stationary for 2 seconds increases your Primary Weapon’s Damage by 20%
11
Dexterous Hands
Bolt Carbines reload 15% faster
12
Medicae Adept
You revive Squad Members 30% faster
18
Adaptability
Reloading while having Low Ammo increases Melee Damage by 15% for 5 seconds
19
Lethal Efficiency
Killing more than 1 enemies with one shot from a Las Fusil restores its charge by 1
20
Sniper Class Core Perks
Sniper Class Team Perks
Perk
Description
Level
Marksmanship
Headshot Damage increases by 20% for all Squad Members
5
Precision Targeting
Weapon Spread is reduced by 20% for all Squad Members
13
Squad Renewal
A Headshot kill restores Ability Charge by 10% for any Squad Member
21
Sniper Class Team Perks
Sniper Class Gear Perks
Perk
Description
Level
Purification
Manually activating Camo Cloak removes negative Status Effects
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.
7
Persistence
When Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds
The first Ranged Attack that breaks Camo Cloak deals 75% more Damage
15
Lingering Concealment
After performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds
16
Renewal
A Headshot kill restores Camo Cloak’s Charge by 5%
22
Tactical Ambush
The first Melee Attack that breaks Camo Cloak deals 100% more Damage
23
Ambush
When Camo Cloak deactivates, it startles nearby enemies. They will temporarily lose control or get knocked back. Cooldown is 30 seconds.
24
Sniper Class Gear Perks
Sniper Class Signature Perks
Perk
Description
Level
Evasion
After a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds.
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.
17
Pattern of Excellence
Performing 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds.
25
Sniper Class Signature Perks
Heavy Class Perks
Credit: Saber Interactive
The Heavy is a Tank class similar to Bulwarks. However, the Heavy can deal significant ranged damage using its primary weapon and can block incoming ranged attacks.
Ability:
Iron Halo: A powerful barrier blocks all Ranged Damage.
Heavy Class Core Perks
Perk
Description
Level
Restoration
Killing 15 enemies in rapid succession restores 1 Armour Segments
2
Thermal Boost
When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%
3
Overcharge
Damage of Charged Attacks increases by 20%
4
Multi-Kill
Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1
10
Fortitude
Health increases by 20%
11
Overwhelming Power
When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage
12
Auxiliary Ammunition
When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%
18
Strategic Stand
While in Heavy Stance, dealing Damage restores 15% more Contested Health, but you will not be able to move
19
Versatility
After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon.
20
Heavy Class Core Perks
Heavy Class Team Perks
Perk
Description
Level
Encompassing Aegis
All Squad Members take 20% less Damage from Ranged Attacks
5
Additional Supplies
Ammo Capacity for all Squad Members’ Weapons increases by 25%
13
Bonds of Brotherhood
Reviving a Squad Member restores them to full Health
21
Heavy Class Team Perks
Heavy Class Gear Perks
Perk
Description
Level
Adamant Will
After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds
6
Obdurate Bastion
Iron Halo’s Durability increases by 20%
7
Saving Grace
Reviving a Squad Member fully restores Iron Halo’s Charge
8
Consecutive Execution
Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.
14
Field Adjustment
Iron Halo recharges 20% faster, but its Durability is reduced by 30%
15
Brute Force
When Iron Halo is in cooldown, Ranged Damage increases by 15%
16
Emperor’s Protection
When Iron Halo expends all its energy, 1 Armour Segments are restored for all Squad Members
22
Power Regulator
Iron Halo loses energy 15% more slowly
23
Wrath of the Imperium
When Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage
24
Heavy Class Gear Perks
Heavy Class Signature Perks
Perk
Description
Level
Offensive Capability
When active, Iron Halo deals Damage over time to all enemies within 5 metres
9
Coolant Reserve
Primary Weapon doesn’t overheat if your teammates are dead
17
Conversion Field
When Iron Halo is active, all Squad Members within 100 metres regenerate Ability Charge 50% faster