Warhammer 40K: Space Marine 2

List of All Class Perks

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.

All Class Perks

Tactical Class Perks

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.

Assault Class Perks

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

Vanguard Class Perks

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%

Bulwark Class Perks

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

Sniper Class Perks

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.

Heavy Class Perks

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

How to Unlock Class Perks

Level Up Classes

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.

Spend Requisition

Once you've leveled up, you'll also need to use Requisition gained by completing Operations to unlock the perks for use.

How Class Perks Work

Select One Perk Per Column

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.

Only Available in Operations Mode

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.

Co-op Operations Guide

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Warhammer 40K: Space Marine 2 Categories
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