All Class Perks in Warhammer 40K: Space Marine 2

Muhibul Alam Chowdhury
By Muhibul Alam Chowdhury
24 Min Read
Credit: Saber Interactive

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 Signature Perks.

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

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

PerkDescriptionLevel
Balanced DistributionYour Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage2
Heightened VigourAfter a perfectly timed Dodge, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds3
Final ShotAfter a Finisher, the equipped Ranged Weapon reloads automatically4
Plasma BoostWhen the Plasma Incinerator is 50% Overheated, its Damage increases by 30%10
Relentless PursuitAfter a Gun Strike, Ranged Damage increases by 25% for 5 seconds11
Steady AimRecoil is reduced by 10%12
Kraken Penetrator RoundsBolt Weapons penetrate 1 more enemies18
VersatilityAfter switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon.19
Emperor’s VengeanceKilling a Majoris-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazines20
Tactical Class Core Perks

Tactical Class Team Perks

PerkDescriptionLevel
Communion of FireRecoil is reduced by 20% for all Squad Members5
Aligned AimRanged Damage increases by 5% for all Squad Members13
Transhuman PhysiologyAll Squad Members restore 30% more Contested Health21
Tactical Class Team Perks

Tactical Class Gear Perks

PerkDescriptionLevel
Vital DataScanning an Extremis- or Terminus-level enemy restores Auspex Scan’s Charge by 50%6
Battle FocusA perfectly timed Parry gives the parried enemy a mark from Auspex Scan7
Close TargetingWhen Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies8
Priority TargetingThe mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies14
Improved EfficiencyScanning 20 enemies with one Auspex Scan restores Equipment Charge by 115
Expert TimingEnemies marked by Auspex Scan take an additional 100% Damage, but the mark’s Duration is reduced by 4 seconds (base: 8)16
Target LockEnemies marked by Auspex Scan take 25% more Equipment Damage22
Precise CalibrationEnemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%23
Concentrated FireEnemies marked by Auspex Scan take an additional 100% Damage, but they lose the mark when they leave the scanned area24
Tactical CLASS GEAR PErks

Tactical Class Signature Perks

PerkDescriptionLevel
Signal JammerEnemies marked by Auspex Scan cannot call for reinforcements9
Radiating ImpactA Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds.17
Marked for DeathA 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

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 Class Core Perks

PerkDescriptionLevel
Winged FuryDamage from Melee Attacks executed while sprinting or dashing increases by 25%2
Auxiliary ArsenalSecondary Weapon’s Damage increases by 15%3
PerseveranceWhile performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back4
OverchargeDamage of Charged Attacks increases by 15%10
RetributionAfter you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds11
Knowledge of the EnemyMelee Damage increases by 15% against Majoris- or Extremis-level enemies12
Armour ReinforcementNon-Finisher Gun Strikes also restore Armour18
Consecutive ExecutionKilling 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.19
Act of AttritionEnemies hit by Melee Attacks take 10% more Damage for 3 seconds20
AsSAult Class Core Perks

Assault Class Team Perks

PerkDescriptionLevel
Squad CohesionAll Squad Members’ Abilities recharge 10% faster5
Strategic StrikesAll Squad Members deal 20% more Melee Damage against Terminus-level enemies13
Proven EfficiencyAll Squad Members deal 50% more Gun Strike Damage21
Assault Class Team Perks

Assault Class Gear Perks

PerkDescriptionLevel
Smiting AngelGround Pound’s Damage increases by 10%6
Wings of FlameJump Pack Dash damages enemies along its trajectory7
Pride in DutyAfter a Finisher, Ground Pound deals 25% more Damage for 10 seconds8
Hammer of WrathAfter a Ground Pound, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds14
ManeuverabilityJump Pack recharges 20% faster15
DiligenceA fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%16
Precision StrikeGround Pound deals 100% more Damage, but its radius is reduced by 50%22
Zealous BlowA Ground Pound kill restores Jump Pack’s Charge by 10%23
Aerial GraceAfter a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds24
Assault Class Gear Perks

Assault Class Signature Perks

PerkDescriptionLevel
Ample AmmunitionAny use of Jump Pack reloads the equipped Ranged Weapon9
AscensionJump Pack Leap deals Damage to all enemies in the takeoff area17
CommitmentA perfectly timed Dodge using a Jump Pack Dash restores Jump Pack’s Ability Charge25
Assault Class Signature Perks

Vanguard Class 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

PerkDescriptionLevel
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.2
DuellistPerfect Parry window increases by 50%3
RetributionAfter you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds4
Melee MasteryMelee Damage increases by 10% against Majoris-level and higher enemies10
Close-Combat FocusYou take 20% less Melee Damage but 10% more Ranged Damage11
Consecutive ExecutionKilling 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.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 seconds18
ConvictionThe moment your Armour is fully Depleted, you take 15% less Health Damage for 10 seconds19
Honed ReactionsWhen your Health is less than 50%, your Perfect Dodge window is doubled20
Vanguard Class Core Perks

Vanguard Class Team Perks

PerkDescriptionLevel
Melee ChampionAll Squad Members deal 15% more Melee Damage5
Unmatched ZealMelee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member13
Inner FireAll Squad Members can restore Ability Charge by 15% by performing Finishers21
Vanguard Class Team Perks

Vanguard Class Gear Perks

PerkDescriptionLevel
Restless FortitudeAfter a Diving Kick, you take 10% less Ranged Damage for 10 seconds6
Zone of ImpactPerforming a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies7
Thrill of the FightAfter a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds8
Shock WaveDiving Kick additionally deals Damage in a 5-metre radius14
TenacityAfter killing 15 enemies in rapid succession, Diving Kick’s Damage increases by 25% for 10 seconds15
Grim DeterminationWhen Grapnel Launcher is in cooldown, Weapon Damage increases by 10%16
Collateral DamageDiving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher’s target22
Tip of the SpearEnemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds23
Combat ReadinessGrapnel Launcher recharges 20% faster24
Vanguard Class Gear Perks

Vanguard Class Signature Perks

PerkDescriptionLevel
Tactical ProwessPerforming a Finisher with the Grapnel Launcher restores its Charge9
Emperor’s BlessingTaking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown in 180 seconds.17
Adrenaline RushMelee kills of Majoris or higher enemies restore Health by 1%25
Vanguard Class Signature Perks

Bulwark Class 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

PerkDescriptionLevel
ConvictionWhen your Armour is fully depleted, you take 25% less Health Damage for 5 seconds2
Armour of ContemptWhen you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead3
Defensive AdvantageA perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds.4
Intimidating AuraA perfectly timed Parry deals area-of-effect Damage within a 5-metre radius10
Shock and AweEnemies in a Shock area take 25% more Damage11
Steel WithinWhen your Health is less than 50%, you take 25% less Health Damage12
Forward MomentumAfter a Shield Bash, Melee Damage increases by 25% for 5 seconds18
Scrambled TargetingIf you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks19
Armour ReinforcementNon-Finisher Gun Strikes also restore Armour20
Bulwark Class Core Perks

Bulwark Class Team Perks

PerkDescriptionLevel
Unyielding CeramiteThe delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members5
Advanced ConditioningContested Health fades 50% more slowly for all Squad Members13
Effective FormationAll Squad Members take 20% less Health Damage from Terminus-level enemies21
Bulwark Class Team Perks

Bulwark Class Gear Perks

PerkDescriptionLevel
Concussive ForceShield Bash deals more Damage6
Purity of PurposeThe banner deals a small amount of Damage over time to enemies within its area of effect7
Rejuvenating EffectWhen the banner is activated, it revives Incapacitated Squad Members within its area of effect8
Rapid RegenerationThe banner restores Armour 300% faster, but its duration is reduced to 5 seconds14
Merciless ResolveAfter a Shield Bash, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds15
Glory’s ShieldAll Squad Members within the banner’s area of effect take 10% less Damage16
Focused StrengthShield Bash knocks enemies back and makes them lose control for a longer period of time22
Invigorating IconWhen the banner is activated, all Squad Members regain maximum Contested Health23
InspirationAll Squad Members within the banner’s area of effect deal 10% more Damage24
Bulwark Class Gear Perks

Bulwark Class Signature Perks

PerkDescriptionLevel
Emergency CountermeasureWhen your Armour is depleted, a reserve Shock Grenade automatically detonates at your position. Cooldown is 120 seconds.9
Defensive MasteryA perfectly timed Parry instantly Incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds.17
Armored AdvanceIf you have Armour remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back25
Bulwark Class Signature Perks

Sniper Class 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

PerkDescriptionLevel
Block BreakShots against blocked or shielded enemies deal 25% of normal Ranged Damage2
High CapacityThe maximum amount of Ammo you can carry increases by 10%3
Iron GripRecoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30%4
Melee MasteryMelee Damage increases by 10% against Majoris-level and higher enemies10
Vantage PointRemaining stationary for 2 seconds increases your Primary Weapon’s Damage by 20%11
Dexterous HandsBolt Carbines reload 15% faster12
Medicae AdeptYou revive Squad Members 30% faster18
AdaptabilityReloading while having Low Ammo increases Melee Damage by 15% for 5 seconds19
Lethal EfficiencyKilling more than 1 enemies with one shot from a Las Fusil restores its charge by 120
Sniper Class Core Perks

Sniper Class Team Perks

PerkDescriptionLevel
MarksmanshipHeadshot Damage increases by 20% for all Squad Members5
Precision TargetingWeapon Spread is reduced by 20% for all Squad Members13
Squad RenewalA Headshot kill restores Ability Charge by 10% for any Squad Member21
Sniper Class Team Perks

Sniper Class Gear Perks

PerkDescriptionLevel
PurificationManually activating Camo Cloak removes negative Status Effects6
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.7
PersistenceWhen Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds8
Efficient ReadinessManually activating Camo Cloak automatically reloads Ranged Weapons14
Targeted ShotThe first Ranged Attack that breaks Camo Cloak deals 75% more Damage15
Lingering ConcealmentAfter performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds16
RenewalA Headshot kill restores Camo Cloak’s Charge by 5%22
Tactical AmbushThe first Melee Attack that breaks Camo Cloak deals 100% more Damage23
AmbushWhen 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

PerkDescriptionLevel
EvasionAfter a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds.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.17
Pattern of ExcellencePerforming 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds.25
Sniper Class Signature Perks

Heavy Class 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

PerkDescriptionLevel
RestorationKilling 15 enemies in rapid succession restores 1 Armour Segments2
Thermal BoostWhen a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%3
OverchargeDamage of Charged Attacks increases by 20%4
Multi-KillKilling 5 or more enemies with one shot from a Multi-Melta restores Ammo by 110
FortitudeHealth increases by 20%11
Overwhelming PowerWhen Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage12
Auxiliary AmmunitionWhen your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%18
Strategic StandWhile in Heavy Stance, dealing Damage restores 15% more Contested Health, but you will not be able to move19
VersatilityAfter 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

PerkDescriptionLevel
Encompassing AegisAll Squad Members take 20% less Damage from Ranged Attacks5
Additional SuppliesAmmo Capacity for all Squad Members’ Weapons increases by 25%13
Bonds of BrotherhoodReviving a Squad Member restores them to full Health21
Heavy Class Team Perks

Heavy Class Gear Perks

PerkDescriptionLevel
Adamant WillAfter Iron Halo deactivates, you take 20% less Health Damage for 5 seconds6
Obdurate BastionIron Halo’s Durability increases by 20%7
Saving GraceReviving a Squad Member fully restores Iron Halo’s Charge8
Consecutive ExecutionKilling 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.14
Field AdjustmentIron Halo recharges 20% faster, but its Durability is reduced by 30%15
Brute ForceWhen Iron Halo is in cooldown, Ranged Damage increases by 15%16
Emperor’s ProtectionWhen Iron Halo expends all its energy, 1 Armour Segments are restored for all Squad Members22
Power RegulatorIron Halo loses energy 15% more slowly23
Wrath of the ImperiumWhen Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage24
Heavy Class Gear Perks

Heavy Class Signature Perks

PerkDescriptionLevel
Offensive CapabilityWhen active, Iron Halo deals Damage over time to all enemies within 5 metres9
Coolant ReservePrimary Weapon doesn’t overheat if your teammates are dead17
Conversion FieldWhen Iron Halo is active, all Squad Members within 100 metres regenerate Ability Charge 50% faster25
Heavy Class Signature Perks

By Muhibul Alam Chowdhury Guide Writer
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Muhibul Alam Chowdhury is a Guide writer at GameRiv.