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Class Perks are special skills that improve combat ability in Warhammer 40K: Space Marine 2. See a list of all Class Perks for each class, how to unlock Class Perks, and how they work here.
List of Contents
Level | Class Perk | Effect |
---|---|---|
1 | Auspex Scan | Type: Starting Any unequipped Ranged Weapon reloads automatically after 10 seconds. |
2 | Balanced Distribution | Type: Core Your Primary Weapon deals 10% more Damage, but your Secondary Weapon deals 10% less Damage |
3 | Heightened Vigour | Type: Core After a perfectly timed Dodge, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds |
4 | Final Shot | Type: Core After a Finisher, the equipped Ranged Weapon reloads automatically |
5 | Communion of Fire | Type: Team Recoil is reduced by 20% for all Squad Members |
6 | Vital Data | Type: Gear Scanning an Extremis- or Terminus-level enemy restores Auspex Scan's Charge by 50% |
7 | Battle Focus | Type: Gear A perfectly timed Parry gives the parried enemy a mark from Auspex Scan |
8 | Close Targeting | Type: Gear When Auspex Scan is in cooldown, Melee Damage increases by 50% against Minoris enemies |
9 | Signal Jammer | Type: Signature Enemies marked by Auspex Scan cannot call for reinforcements |
10 | Plasma Boost | Type: Core When the Plasma Incinerator is 50% Overheated, its Damage increases by 30% |
11 | Relentless Pursuit | Type: Core After a Gun Strike, Ranged Damage increases by 25% for 5 seconds |
12 | Steady Aim | Type: Core Recoil is reduced by 10% |
13 | Aligned Aim | Type: Team Ranged Damage increases by 5% for all Squad Members |
14 | Priority Targeting | Type: Gear The mark from Auspex Scan lasts 8 seconds longer (base: 8), but Auspex Scan ignores Minoris enemies |
15 | Improved Efficiency | Type: Gear Scanning 20 enemies with one Auspex Scan restores Equipment Charge by 1 |
16 | Expert Timing | Type: Gear Enemies marked by Auspex Scan take an additional 100% Damage, but the mark's Duration is reduced by 4 seconds (base: 8) |
17 | Radiating Impact | Type: Signature A Melee Finisher additionally deals significant area-of-effect Damage. Cooldown is 90 seconds. |
18 | Kraken Penetrator Rounds | Type: Core Bolt Weapons penetrate 1 more enemies |
19 | Versatility | Type: Core After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon. |
20 | Emperor's Vengeance | Type: Core Killing a Majoris-level or higher enemy restores your Primary Weapon's Ammo by 1 magazines |
21 | Transhuman Physiology | Type: Team All Squad Members restore 30% more Contested Health |
22 | Target Lock | Type: Gear Enemies marked by Auspex Scan take 25% more Equipment Damage |
23 | Precise Calibration | Type: Gear Enemies marked by Auspex Scan take an additional 75% Damage, but Auspex Scan's radius is reduced by 25% |
24 | Concentrated Fire | Type: Gear Enemies marked by Auspex Scan take an additional 100% Damage, but they lose the mark when they leave the scanned area |
25 | Marked for Death | Type: Signature A Headshot will instantly kill a Majoris- or Extremis-level enemy marked by Auspex Scan. Cooldown is 120 seconds. |
Level | Class Perk | Effect |
---|---|---|
1 | Jump Pack | Type: Starting Perfect Dodge timing increases by 50%. |
2 | Winged Fury | Type: Core Damage from Melee Attacks executed while sprinting or dashing increases by 25% |
3 | Auxiliary Arsenal | Type: Core Secondary Weapon's Damage increases by 15% |
4 | Perseverance | Type: Core While performing Charged Attacks, you do not lose control upon taking Heavy Hits and you cannot be knocked back |
5 | Squad Cohesion | Type: Team All Squad Members' Abilities recharge 10% faster |
6 | Smiting Angel | Type: Gear Ground Pound's Damage increases by 10% |
7 | Wings of Flame | Type: Gear Jump Pack Dash damages enemies along its trajectory |
8 | Pride in Duty | Type: Gear After a Finisher, Ground Pound deals 25% more Damage for 10 seconds |
9 | Ample Ammunition | Type: Signature Any use of Jump Pack reloads the equipped Ranged Weapon |
10 | Overcharge | Type: Core Damage of Charged Attacks increases by 15% |
11 | Retribution | Type: Core After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds |
12 | Knowledge of the Enemy | Type: Core Melee Damage increases by 15% against Majoris- or Extremis-level enemies |
13 | Strategic Strikes | Type: Team All Squad Members deal 20% more Melee Damage against Terminus-level enemies |
14 | Hammer of Wrath | Type: Gear After a Ground Pound, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds |
15 | Manoeuvrability | Type: Gear Jump Pack recharges 20% faster |
16 | Diligence | Type: Gear A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25% |
17 | Ascension | Type: Signature Jump Pack Leap deals Damage to all enemies in the takeoff area |
18 | Armour Reinforcement | Type: Core Non-Finisher Gun Strikes also restore Armour |
19 | Consecutive Execution | Type: Core Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. |
20 | Act of Attrition | Type: Core Enemies hit by Melee Attacks take 10% more Damage for 3 seconds |
21 | Proven Efficiency | Type: Team All Squad Members deal 50% more Gun Strike Damage |
22 | Precision Strike | Type: Gear Ground Pound deals 100% more Damage, but its radius is reduced by 50% |
23 | Zealous Blow | Type: Gear A Ground Pound kill restores Jump Pack's Charge by 10% |
24 | Aerial Grace | Type: Gear After a perfectly timed Dodge using a Jump Pack Dash, you deal 25% more Damage for 5 seconds |
25 | Commitment | Type: Signature A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack's Ability Charge |
Level | Class Perk | Effect |
---|---|---|
1 | Grapnel Launcher | Type: Starting Contested Health regenerates 50% faster. |
2 | Moving Target | Type: Core 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. |
3 | Duelist | Type: Core Perfect Parry window increases by 50% |
4 | Retribution | Type: Core After you are grabbed or knocked back, you deal 15% more Melee Damage for 10 seconds |
5 | Melee Champion | Type: Team All Squad Members deal 15% more Melee Damage |
6 | Restless Fortitude | Type: Gear After a Diving Kick, you take 10% less Ranged Damage for 10 seconds |
7 | Zone of Impact | Type: Gear Performing a Finisher with the Grapnel Launcher deals a small amount of Damage to nearby enemies |
8 | Thrill of the Fight | Type: Gear After a perfectly timed Parry or Dodge, you take 15% less Health Damage for 3 seconds |
9 | Tactical Prowess | Type: Signature Performing a Finisher with the Grapnel Launcher restores its Charge |
10 | Melee Mastery | Type: Core Melee Damage increases by 10% against Majoris-level and higher enemies |
11 | Close-Combat Focus | Type: Core You take 20% less Melee Damage but 10% more Ranged Damage |
12 | Consecutive Execution | Type: Core Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. |
13 | Unmatched Zeal | Type: Team Melee Finishers of Extremis enemies additionally restore a small amount of Health for any Squad Member |
14 | Shock Wave | Type: Gear Diving Kick additionally deals Damage in a 5-metre radius |
15 | Tenacity | Type: Gear After killing 15 enemies in rapid succession, Diving Kick's Damage increases by 25% for 10 seconds |
16 | Grim Determination | Type: Gear When Grapnel Launcher is in cooldown, Weapon Damage increases by 10% |
17 | Emperor's Blessing | Type: Signature Taking Lethal Damage restores all Armour instead of Incapacitating you. Cooldown in 180 seconds. |
18 | Upper Hand | Type: Core 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 |
19 | Conviction | Type: Core The moment your Armour is fully Depleted, you take 15% less Health Damage for 10 seconds |
20 | Honed Reactions | Type: Core When your Health is less than 50%, your Perfect Dodge window is doubled |
21 | Inner Fire | Type: Team All Squad Members can restore Ability Charge by 15% by performing Finishers |
22 | Collateral Damage | Type: Gear Diving Kick additionally deals a small amount of Damage to enemies on the way to the Grapnel Launcher's target |
23 | Tip of the Spear | Type: Gear Enemies hit by Diving Kick take 15% more Ranged Damage for 10 seconds |
24 | Combat Readiness | Type: Gear Grapnel Launcher recharges 20% faster |
25 | Adrenaline Rush | Type: Signature Melee kills of Majoris or higher enemies restore Health by 1% |
Level | Class Perk | Effect |
---|---|---|
1 | Chapter Banner | Type: Starting Health increases by 20% |
2 | Conviction | Type: Core When your Armour is fully depleted, you take 25% less Health Damage for 5 seconds |
3 | Armour of Contempt | Type: Core When you Block a Ranged Attack, enemies within a 10-metre radius take the Damage instead |
4 | Defensive Advantage | Type: Core A perfectly timed Parry creates a Shock area for 5 seconds. Cooldown is 30 seconds. |
5 | Unyielding Ceramite | Type: Team The delay before Armour begins to passively regenerate is reduced by 5 seconds (base: 25) for all Squad Members |
6 | Concussive Force | Type: Gear Shield Bash deals more Damage |
7 | Purity of Purpose | Type: Gear The banner deals a small amount of Damage over time to enemies within its area of effect |
8 | Rejuvenating Effect | Type: Gear When the banner is activated, it revives Incapacitated Squad Members within its area of effect |
9 | Emergency Countermeasure | Type: Signature When your Armour is depleted, a reserve Shock Grenade automatically detonates at your position. Cooldown is 120 seconds. |
10 | Intimidating Aura | Type: Core A perfectly timed Parry deals area-of-effect Damage within a 5-metre radius |
11 | Shock and Awe | Type: Core Enemies in a Shock area take 25% more Damage |
12 | Steel Within | Type: Core When your Health is less than 50%, you take 25% less Health Damage |
13 | Advanced Conditioning | Type: Team Contested Health fades 50% more slowly for all Squad Members |
14 | Rapid Regeneration | Type: Gear The banner restores Armour 300% faster, but its duration is reduced to 5 seconds |
15 | Merciless Resolve | Type: Gear After a Shield Bash, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 5 seconds |
16 | Glory's Shield | Type: Gear All Squad Members within the banner's area of effect take 10% less Damage |
17 | Defensive Mastery | Type: Signature A perfectly timed Parry instantly Incapacitates a Majoris- or Extremis-level enemy. Cooldown is 120 seconds. |
18 | Forward Momentum | Type: Core After a Shield Bash, Melee Damage increases by 25% for 5 seconds |
19 | Scrambled Targeting | Type: Core If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks |
20 | Armour Reinforcement | Type: Core Non-Finisher Gun Strikes also restore Armour |
21 | Effective Formation | Type: Team All Squad Members take 20% less Health Damage from Terminus-level enemies |
22 | Focused Strength | Type: Gear Shield Bash knocks enemies back and makes them lose control for a longer period of time |
23 | Invigorating Icon | Type: Gear When the banner is activated, all Squad Members regain maximum Contested Health |
24 | Inspiration | Type: Gear All Squad Members within the banner's area of effect deal 10% more Damage |
25 | Armoured Advance | Type: Signature If you have Armour remaining, you do not lose control upon taking Heavy Hits and you cannot be knocked back |
Level | Class Perk | Effect |
---|---|---|
1 | Camo Cloak | Type: Starting Headshot Damage increases by 10%. |
2 | Block Break | Type: Core Shots against blocked or shielded enemies deal 25% of normal Ranged Damage |
3 | High Capacity | Type: Core The maximum amount of Ammo you can carry increases by 10% |
4 | Iron Grip | Type: Core Recoil from Bolt Sniper Rifles and Stalker Bolt Rifles is reduced by 30% |
5 | Marksmanship | Type: Team Headshot Damage increases by 20% for all Squad Members |
6 | Purification | Type: Gear Manually activating Camo Cloak removes negative Status Effects |
7 | Guardian Protocol | Type: Gear 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. |
8 | Persistence | Type: Gear When Camo Cloak deactivates, you take 20% less Health Damage for 5 seconds |
9 | Evasion | Type: Signature After a perfectly timed Dodge, Camo Cloak automatically activates without spending Charge for 5 seconds. Cooldown is 15 seconds. |
10 | Melee Mastery | Type: Core Melee Damage increases by 10% against Majoris-level and higher enemies |
11 | Vantage Point | Type: Core Remaining stationary for 2 seconds increases your Primary Weapon's Damage by 20% |
12 | Dexterous Hands | Type: Core Bolt Carbines reload 15% faster |
13 | Precision Targeting | Type: Team Weapon Spread is reduced by 20% for all Squad Members |
14 | Efficient Readiness | Type: Gear Manually activating Camo Cloak automatically reloads Ranged Weapons |
15 | Targeted Shot | Type: Gear The first Ranged Attack that breaks Camo Cloak deals 75% more Damage |
16 | Lingering Concealment | Type: Gear After performing an attack that breaks Camo Cloak, you remain hidden for 2 seconds |
17 | Emergency Override | Type: Signature When you receive Lethal Damage, Camo Cloak automatically activates without spending Charge and you become Invulnerable for 5 seconds. Cooldown is 180 seconds. |
18 | Medicae Adept | Type: Core You revive Squad Members 30% faster |
19 | Adaptability | Type: Core Reloading while having Low Ammo increases Melee Damage by 15% for 5 seconds |
20 | Lethal Efficiency | Type: Core Killing more than 1 enemies with one shot from a Las Fusil restores its charge by 1 |
21 | Squad Renewal | Type: Team A Headshot kill restores Ability Charge by 10% for any Squad Member |
22 | Renewal | Type: Gear A Headshot kill restores Camo Cloak's Charge by 5% |
23 | Tactical Ambush | Type: Gear The first Melee Attack that breaks Camo Cloak deals 100% more Damage |
24 | Ambush | Type: Gear When Camo Cloak deactivates, it startles nearby enemies. They will temporarily lose control or get knocked back. Cooldown is 30 seconds. |
25 | Pattern of Excellence | Type: Signature Performing 4 consecutive Headshots restores Equipment Charge by 1. Cooldown is 180 seconds. |
Level | Class Perk | Effect |
---|---|---|
1 | Iron Halo | Type: Starting When Iron Halo is active, all Squad Members within 50 metres take 10% less Damage from Ranged Attacks. |
2 | Restoration | Type: Core Killing 15 enemies in rapid succession restores 1 Armour Segments |
3 | Thermal Boost | Type: Core When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15% |
4 | Overcharge | Type: Core Damage of Charged Attacks increases by 20% |
5 | Encompassing Aegis | Type: Team All Squad Members take 20% less Damage from Ranged Attacks |
6 | Adamant Will | Type: Gear After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds |
7 | Obdurate Bastion | Type: Gear Iron Halo's Durability increases by 20% |
8 | Saving Grace | Type: Gear Reviving a Squad Member fully restores Iron Halo's Charge |
9 | Offensive Capability | Type: Signature When active, Iron Halo deals Damage over time to all enemies within 5 metres |
10 | Multi-Kill | Type: Core Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1 |
11 | Fortitude | Type: Core Health increases by 20% |
12 | Overwhelming Power | Type: Core When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage |
13 | Additional Supplies | Type: Team Ammo Capacity for all Squad Members' Weapons increases by 25% |
14 | Consecutive Execution | Type: Gear Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. |
15 | Field Adjustment | Type: Gear Iron Halo recharges 20% faster, but its Durability is reduced by 30% |
16 | Brute Force | Type: Gear When Iron Halo is in cooldown, Ranged Damage increases by 15% |
17 | Coolant Reserve | Type: Signature If both of your Squad Members are Incapacitated or grabbed, your Primary Weapon will not Overheat |
18 | Auxiliary Ammunition | Type: Core When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20% |
19 | Strategic Stand | Type: Core While in Heavy Stance, dealing Damage restores 15% more Contested Health, but you will not be able to move |
20 | Versatility | Type: Core After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon. |
21 | Bonds of Brotherhood | Type: Team Reviving a Squad Member restores them to full Health |
22 | Emperor's Protection | Type: Gear When Iron Halo expends all its energy, 1 Armour Segments are restored for all Squad Members |
23 | Power Regulator | Type: Gear Iron Halo loses energy 15% more slowly |
24 | Wrath of the Imperium | Type: Gear When Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage |
25 | Conversion Field | Type: Signature When Iron Halo is active, all Squad Members within 100 metres regenerate Ability Charge 50% faster |
Class Perks are gained by unlocking them at certain levels. All classes have a starting Perk tied to their unique ability and have 24 more that are unlocked by level. You can gain levels by taking on co-op Operations.
Once you've leveled up, you'll also need to use Requisition gained by completing Operations to unlock the perks for use.
You can only select one perk for every column per class. This means you can equip up to 3 Gear perks, 3 Core perks, a Team perk, and a Signature perk.
Class Perks are only active during Operations, the 3-player PvE mode. These perks aren't available in the PvP Eternal War for balance purposes.
Warhammer 40K: Space Marine 2 Categories | |
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Weapons | Classes |
News | Tier Lists |
Customization | Tips and Tricks |
Class Perks | Weapon Perks |
Operations (PvE) | Eternal War (PvP) |
Campaign | Enemies |
List of All Class Perks
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