InSpace Marine 2,you play as six Space Marines in various Operations, the game’s co-op mode. Each has a unique playstyle and combat role. The devs haveconfirmed that they will eventually release new classes, and I’m excited to try them out.
Unlike otherclass-based shooters,Space Marine 2doesn’t have a single class that is “OP” or “unplayable.” Their strengths and weaknesses are only limited by the player’s experience, loadout, and skill, and can shine or struggle in various scenarios. Each class offers a unique play style, andyou’ll have to try each one out to see which suits you best.

We’ll be ranking each class on how fun they are to play and how hard it is to master them. After 100 hours in-game, I’ve taken to grind out the levels for each character and figure out their role in any given activity, particularly PVE.
I’ll only touch on PVP a little, as your class choice doesn’t factor too much into the success of your matches (also a skill issue on my part–I’m not great at PVP).

We’ll be looking at how these classes perform in the highest Ruthless difficulty, with the highest tier Relic weapons.
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Lieutenant Titus Has Never Looked Better
Bigger, But Not Better
Class Ability
Iron Halo- Front-facing shield that blocks frontal damage and provides buffs
Ranged support and defense

Struggles With
Melee range, low mobility when in Heavy Stance
Best Weapons
Heavy Bolter (Gathalamor Crusade - Beta),Multi-Melta (Gathalamor Crusade)
As the Heavy, your job is to drown your enemies in bullets, all the while supporting your teammates by blocking ranged shots and granting buffs with your Iron Halo.
The most reliable Heavy builds focus on defense and churning out as much sustained fire as possible, turning you into a walking weapons platform.

The Heavy’s playstyle heavily relies on your teammates drawing enemy aggro while you’re in the back providing cover fire and laying waste to your enemies from a relatively safe distance. Imagine the Heavy fromTeam Fortress 2, but on steroids.
The Heavy is great at dealing sustained damage. Butwhile the Iron Halo provides a front-facing shield, the downside is that he doesn’t use any melee weapons, putting him at a disadvantage against swarms of enemies.
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To top it off, when you’re in Heavy stance, you move significantly slower and can’t roll out of danger.
Recommended Build
Description
Restoration
Killing 10 enemies in rapid succession restores 1 Armor Segment. 15-second cooldown
Thermal Boost
When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%
Overwhelming Power
When Iron Halo is active, all Squad Members within 10 meters deal 10% more damage
Additional Supplies
Ammo Capacity for all Squad Members' Weapons increases by 25%
Emperor’s Protection
When Iron Halo expends all its energy, 1 Armor Segment is restored for all Squad Members
Power Regulator
Iron Halo loses energy 15% more slowly
Brute Force
When Iron Halo is in cooldown, Ranged Damage increases by 15%
Conversion Field
When Iron Halo is active, all Squad Members within 100 meters regenerate Ability Charge 50% faster
In my experience, this build enhances the Heavy’s ammo capacity and ability to lay down fire with perks like “Thermal Boost” and “Additional Supplies,” which can help you stay in battle for much longer. This allows you to switch between the Heavy Bolter and Plasma Pistol while the other cools.
As for maintaining Iron Halo uptime, perks like “Power Regulator” and “Conversion Field” are also helpful and can better buff your teammates, while the damage increase from “Brute Force” compensates for its cooldown.
My problem with the Heavy is that while peppering my enemies with bullets can be fun, my trigger finger gets tired eventually, and I often crave to be in the thick of the carnage.
In PVP, the Heavy plays pretty well in team-based engagements, but once a Vanguard or an Assault gets in your face, you’re going to have a bad time.
Boom. Headshot.
Camo Cloak- Turn invisible; attacks break camo but have increased damage
Ranged DPS, escaping enemy aggro
Dealing with hordes, not great at close range, squishy
Las Fusil (Ophelian Liberation - Beta)
Deadly from afar, the Sniper has access to one of the highest damage-dealing primaries in the game, particularly the Las Fusil. While the Heavy relies on his teammates so he can pick whittle down hordes, the Sniper does the same thing but deals massive critical damage to larger elites.
But the Sniper is extremely squishy. With only two armor charges and theCombat Knifeas his only melee option, the Sniper is immensely weak against hordes.
A good Sniper doesn’t remain in one spot for too long. He provides overwatch for his teammates from afar and avoids enemy aggro when possible.
Long-range engagements are really satisfying when playing as the Sniper. In my experience, I prefer to target larger enemies first, allowing my teammates to deal with the chaff.
Occasionally, I would provide extra damage to those elites, leaving them vulnerable for my teammates to execute them.
Medicae Adept
You revive Squad Members 30% faster
High Capacity
The maximum amount of Ammo you can carry increases by 10%
Lethal Efficiency
Killing more than 1 enemy with one shot from a Las Fusil restores its charge by 1
Marksmanship
Headshot Damage increases by 10% for all Squad Members
A Headshot kill restores Camo Cloak’s charge by 5%
Targeted Shot
The first Ranged Attack that breaks Cammo 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. 180 second cooldown
Since the Sniper lacks survivability, this build leans on the Camo Cloak’s ability to evade enemy aggro. “Medicae Adept” makes reviving teammates much easier, and “Emergency Override” keeps you in the fight should you get overwhelmed. “Renewal” can also make sure Camo Cloak is available as often as possible, so long as you keep getting headshot kills.
This build can make sure you blend in with the shadows. The Sniper excels in open spaces and ledges, which give you a clear view of the area. Be precise and methodical in your approach, and your enemies will never see you coming.
The Sniper thrives on surprise attacks and stealth.I haven’t experimented much with PVP, but in my experience, I often get sniped from across the map by an invisible sniper, and they are really slippery in close range, as their Camo Cloak makes them completely invisible.
The Jack of all Trades
Auspex Scan- reveals enemies and makes them more vulnerable
Wide selection of weapons, well-rounded, burst damage
Master of none, lack of perks that improve survivability
Stalker Bolt Rifle (Ophelian Liberation - Beta),Bolt Rifle (Gathalamor Crusade with Grenade Launcher)
Like any good shooter,Space Marine 2has an archetypal soldier class, as he is flexible for any combat scenario.With a wide array of ranged weapons to choose from, he is a well-rounded class to start with, as he performs well in whatever playstyle you want to go for.
This class is a solid choice for any mission type, as it is incredibly flexible. Whether you’re facing Tyranids or Chaos cultists, the Tactical’s weaponry and Auspex Scan can give you an edge in dealing heavy burst damage toward your foes.
But the Tactical class isn’t a master in one specific thing. He doesn’t have the Assault or the Vanguard’s mobility, nor does he have an immense ammo count like the Heavy.
The best part about the Tactical is that his Auspex Scan offers a lot of potential to deal heavy burst damage on your enemies.Not only that, but he can also disable aLichtor’s pesky invisibility.
Balanced Distribution
Your Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage
Relentless Pursuit
After a Gun Strike, Ranged Damage increases by 25% for 5 seconds
Emperor’s Vengeance
Killing a Majoris-level or higher enemy restores your Primary Weapon’s Ammo by 1 magazine. Cannot exceed maximum Ammo capacity. 30-second cooldown
Transhuman Physiology
All Squad Members restore 30% more Contested Health
Vital Data
Scanning an Extremis or Terminus-level enemy restores Auspex Scan’s Charge by 50%
Precise Calibration
Enemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan’s radius is reduced by 25%
Expert Timing
Enemies marked by Auspex Scan take an additional 100% Damage, but the mark’s Duration is reduced by 4 seconds (base: 8)
Marked For Death
A Headshot will instantly kill a Majoris or Extremis-level enemy marked by Auspex Scan. 120-second cooldown
Ammo economy is much easier to manage with “Emperor’s Vengeance,” and it also refills your Bolt Rifle’s grenade launcher, giving you a consistent supply of explosives. You can also enhance your Auspex Scan with “Precise Calibration” and “Expert Timing,” though you have to time your scans more wisely.
I found the Tactical rather lacking in excitement. Landing headshots and grenades can be satisfying at times, but the lack of melee variety does make playing the Tactical rather cumbersome.
In PVP, the Tactical plays just the same. A well-placed Auspex Scan be really helpful for you and your teammates to keep an eye on your enemies, especially in corners or unseen areas.
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Death from Above
Jump Pack- enhanced dashes and powerful jumps
Close range damage, add clearing
Ranged damage, especially when the enemy is out of reach
Thunder Hammer (Ophelian Liberation - Beta),Heavy Bolt Pistol (Gathalamor Crusade)
The Assault is one of my favorite classes to play. In fact, this is the first class I’ve maxed out since I startedSpace Marines 2.His playstyle places heavy emphasis on melee aggression, taking to the skies and smiting enemies with a powerful ground slam.
With the Thunder Hammer, the Assault is an absolute beast at smashing hordes, able to save any surrounded teammate at a moment’s notice.
He also hasextremely high mobility, as the Jump Pack has a dash and aerial boost, giving you plenty of options to disengage and reengage on your terms.
Surrounded by a horde? Just jump up and smash them to bits. Hounded by an elite enemy? Just disengage or dodge with your Jump Pack. A good Assault player will never be caught getting ganged up and can often be seen in the air preparing for a massive AOE melee attack.
The only issue with the Assault is that the Jump Pack can be wonky at times and still needs a little work.
Occasionally, you might accidentally dash instead of jumping, or the range of your ground slam attack is shorter than what you think it might be.The dash also lacks utility, as the Assault already has a short dodge built into his movement.
Armour Reinforcement (Assault Class)
Non-Finisher Gun Strikes also restore Armor
Auxiliary Arsenal
Secondary Weapon’s Damage increases by 15%
Knowledge Of The Enemy
Melee Damage increases by 15% against Majoris or Extremis-level enemies
Squad Cohesion
All Squad Members' Abilities recharge 10% faster
Smiting Angel
Ground Pound’s Damage increases by 10%
Zealous Blow
A Ground Pound kill restores Jump Pack’s Charge by 10%
Pride In Duty
After a Finisher, Ground Pound deals 25% more Damage for 10 seconds
Jump Pack Leap deals damage to all enemies in the takeoff area
With “Armor Reinforcement,” you’re able to keep fighting elites while maintaining armor charges. “Smiting Angel” and “Zealous Blow” also enhance your Jump Pack Leap; Ground Pound into a large enough horde, and you could regainALLof your Jump Pack charges. This build is excellent for keeping you mobile and alive.
While Assault can be really powerful in PVE, he can be rather weak in PVP. Targeting an enemy while in the air leaves you vulnerable, and even though melee damage bypasses shields, you’re most likely just going to trade kills with your opponent.
Zip Around In Style
Grapnel Launcher- Latch onto an enemy from a distance and deliver a flying kick
Close-ranged DPS, mobility, stunning
Melee damage, ranged damage
Melta Rifle (Ophelian Liberation)
In a well-coordinated team, the Vanguard is the tip of the spear, starting engagements with his Grapnel Launcher to deliver a powerful dive kick. Like the Sniper, your job is to hunt Major enemies, except you’re the bullet.
With a max-level Melta upgraded with high ammo capacity and a good Fencing melee weapon, the Vanguard is an absolute menace to Majors and swarms alike.
You’re meant to bob and weave through crowds while popping off shots, dealing burst damage to elites while taking out surrounding Minors.
Not only that, the Grapnel Launcher can instantly stun most enemies, which makes it extremely useful in shutting up pesky Majors who are calling for reinforcements.
Remember: the Vanguard is squishy; with only two bars of armor and limited survivability, this class is best suited for those who are looking for a high-risk, high-reward playstyle.
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%
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
Shock Wave
Diving Kick additionally deals Damage in a 5-meter radius
Tip Of The Spear
Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds
Grim Determination
When Grapnel Launcher is in cooldown, Weapon Damage increases by 10%
Emperor’s Blessing
Taking Lethal Damage restores all Armor instead of Incapacitating you. 180 second cooldown
This build works best with the Melta rifle. With the perks “Tip of the Spear” and “Grim Determination,” you can grapple an enemy and unload a few Melta shots into them. “Emperor’s Blessing” also keeps you alive, but still, try not to be too reckless.
Vanguard is incredibly fun to play. I often use him in Tyranid missions, and it’s satisfying to burn dozens of Xenos scum before I finish off a nearby elite. I highly recommend the Vanguard foranybody who loves to run and gun. Of course, this isn’t the only viablebuildfor Ruthless.
I’ve faced plenty of enemy Vanguards in PVP, and they’re really annoying to fight. Their Grapnel Launcher stuns me, leaving me open to their Chainsword attacks before I can even process what just happened.
It also lets them grapple onto walls too, so I never know where they’re going to show up. I still have nightmares about them.
The Immovable Object
Chapter Banner- regenerates armor and boosts contested health
Add clearing and melee, drawing enemy aggro, shield blocks all ranged damage
Ranged damage, lack of primary weapon
Power Sword (Gathalamor Crusade)
The Bulwark isSpace Marines 2’s(almost) unkillable tank.While he lacks ranged and burst damage, this crusader revels in being in the thick of combat.His shield blocks all ranged damage, and the Power Sword allows him to switch between cleaving through enemies and dueling elites.
Not only is the Bulwark an exceptional tank, but he can also be great at providing close-range support with his Chapter Banner, giving extra Contested Health and armor regeneration, even in its most basic form.
The Bulwarkhas a high learning curve and is difficult to master.Patience and timing are key to playing as the Bulwark.Unlike the Assault or even the Vanguard, aggression can land you in situations that are hard to escape.
Parry, parry, parry.Not only will you easily replenish armor that way, but with the right build, parries can even damage surrounding enemies or even instantly incapacitate elites. Parrying melee attacks will save your life, so take your time, watch your enemies lunge, and punish them when they get too close.
Intimidating Aura
A perfectly timed Parry deals area-of-effect Damage within a 5-meter radius
Shock And Awe
Enemies in a Shock area take 25% more Damage
Defensive Advantage
A perfectly timed Parry creates a Shock area for 5 seconds. 30 second cooldown
Advanced Conditioning
Contested Health fades 50% more slowly for all Squad Members
Focused Strength
Shield Bash knocks enemies back and makes them lose control for a longer period of time
Invigorating Icon
When the banner is activated, all Squad Members regain maximum Contested Health
Glory’s Shield
All Squad Members within the banner’s area of effect take 10% less damage
Armoured Advance
If you have Armor remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back
Parries are the name of the game. With “Intimidating Aura” and “Defensive Advantage,” you can punish hordes of Minoris enemies for surrounding you while you focus on an elite.
“Invigorating Iron” also ensures that you and your teammates are topped up with health,but ensure that there is always an enemy to finish off before you activate the Chapter Banner, as manually dealing damage is much slower.
I play Bulwark when I want to be a stalwart defender of my teammates, and to bully any elite that tries to get within melee range. I would often stand in the middle of a swarm and wait for one of them to attack me before parrying. Hours ofplaying soul-likeshave not been wasted.
In PVP, a good Bulwark is incredibly hard to kill, since the shield absorbs all ranged damage. I often have a hard time getting through their defenses, and when I do, they’re already halfway to killing me.
Warhammer 40,000: Space Marine II
WHERE TO PLAY
A third-person shooter/stomper set in the Warhammer 40,000 universe, putting you in the boots of the Space Marine Cpt. Titus as he takes on the Tyranid threat.