Warhammer 40K: Space Marine 2

The Best Vanguard Builds

Space Marine 2 - Vanguard Class Weapons, Perks, and Builds

Vanguard is one of the six classes available in Warhammer 40K: Space Marine 2. See the best Vanguard build and loadout for the early game, midgame, & max level, the best weapons and perks, how to pass all Vanguard Trials, as well as how to play this class!

Vanguard Class Overview

Vanguard Class Abilities

Vanguard Class Information
Vanguard Icon
Vanguard
Class Perk Armour Class
Grapnel Launcher 2
Grapnel Launcher Description
The Grapnel Launcher propels you to an enemy, allowing you to perform a Diving Kick.
PvE Rating PvP Rating
A Rank Icon A Rank Icon

Vanguard Class Builds and Loadout

Jump to a Build!
Endgame Mid Game Early Game

Endgame Vanguard Class Build

Class Perk Build

Heavy Class Perk Build
Core Melee Mastery Duelist Honed Reactions
Team Inner Fire
Gear Shock Wave Tenacity Combat Readiness
Signature Tactical Prowess

The end-game perk build is just a tweak of the already great mid-game build for the Vanguard. The perk loadout focuses more on improving the recharge rate of Abilities, with Inner Fire taking the spotlight.

Vanguard's Signature perk options from the early-mid game continues to be both great. Use Tactical Prowess if you are an offensive Vanguard then Emperor's Blessing if you needed to play more defensive.

Weapon Builds

Heavy Class Weapon Build
Primary Weapon Space Marine 2 - Gathalamor CrusadeMelta Rifle
(Gathalamor Crusade)
Primary Weapon Perks Standard:

Master-Crafted:
• Great Might

Artificer:
• Divine Might
• First Shot

Relic:
• Elusive Fire
Secondary Weapon Space Marine 2 - Gathalamor CrusadeBolt Pistol
(Gathalamor Crusade)
Secondary Weapon Perks Standard:
• Great Might

Master-Crafted:
• Retaliation
• Iron Grip

Artificer:
• Divine Might

Relic:
• Rapid Health
• Divine Might
Melee Weapon Space Marine 2 - Aquilan DedicationChainsword
(Aquilan Dedication)
Melee Weapon Perks Standard:

Master-Crafted:

Artificer:
• Saw Blade

Relic:

For the weapon builds, we continued with ever reliable Melta Rifle with the Gathalamor Crusade Relic version to maximize the range of the weapon for more punch-through. The perks chosen here focuses on increasing damage and improving ammo economy so you don't need to focus on increasing the magazine capacity. Similar to the Melta Rifle, we approached the Bolt Pistol the same way - improving its overall damage, accuracy, and ammo economy for an easier time during missions.

For the Chainsword, we opted to go for the Aquilan Dedication variant to increase the overall attack speed. This works well with the Saw Blade perk which increases Light Combo length to 5 strikes. This time around though, your weapon have increased Parry window so you have more defensive melee options.

Mid Game Vanguard Class Build

Class Perk Build

Heavy Class Perk Build
Core Melee Mastery Duelist Consecutive Execution
Team Melee Champion
Gear Shock Wave Tenacity Grim Determination
Signature Tactical Prowess

The perk build for the mid-build only improves on the already great lineup for the Vanguard in the early game. The perk lineup from Level 10 to Level 17 offers great option for the Vanguard especially on improving their melee damage and grapnel launcher charge economy.

On a side note, Vanguard's Signature perk option for the mid-game are both great but we ended up choosing Tactical prowess over Emperor's Blessing to improve on grapnel launcher charge economy. In contrast to that if you find yourself dying a lot, we suggest taking Emperor's Blessing.

Weapon Builds

Heavy Class Weapon Build
Primary Weapon Space Marine 2 - Salvation of BakkaMelta Rifle
(Salvation of Bakka)
Primary Weapon Perks Standard:

Master-Crafted:
• Great Might

Artificer:
• Divine Might
Secondary Weapon Space Marine 2 - Salvation of BakkaBolt Pistol
(Salvation of Bakka)
Secondary Weapon Perks Standard:
• Great Might

Master-Crafted:
• Retaliation
• Iron Grip

Artificer:
• Divine Might
Melee Weapon Space Marine 2 - Achortan OathChainsword
(Achortan Oath)
Melee Weapon Perks Standard:

Master-Crafted:

Artificer:
• Saw Blade

For the weapon builds, we continued with ever reliable Melta Rifle as it continues to be a great primary option for the Vanguard. The perks chosen here focuses on increasing damage and improving ammo economy. Similar to the Melta Rifle, we approached the Bolt Pistol the same way - improving its overall damage and ammo economy for an easier time during missions.

For the Chainsword, we opted to go for the Achortan Oath variant to increase the overall attack speed. This works well with the Light Combo perk which increases Light Combo length to 5 strikes. This disallows parrying though but you can still dodge evade.

Early Game Vanguard Class Build

Class Perk Build

Heavy Class Perk Build
Core Moving Target Duelist Retribution
Team Melee Champion
Gear Restless Fortitude Zone of Impact Thrill of the Fight
Signature Tactical Prowess

Early game builds are pretty much straight forward for the Vanguard, taking all available perks from Level 1 to Level 9. These will only aim to improve on your overall performance, making it a bit easier to take on Operations.

We stress the importance of Tactical Prowess for the Vanguard, as it would enable quick movements between dying enemies!

Weapon Builds

Heavy Class Weapon Build
Primary Weapon Space Marine 2 - Master-Crafted - AlphaMelta Rifle
(Master-Crafted - Alpha)
Primary Weapon Perks Standard:

Master-Crafted:
• Great Might
Secondary Weapon Space Marine 2 - Master-Crafted - AlphaBolt Pistol
(Master-Crafted - Alpha)
Secondary Weapon Perks Standard:
• Great Might

Master-Crafted:
• Retaliation
• Iron Grip
Melee Weapon Space Marine 2 - Master-Crafted - AlphaChainsword
(Master-Crafted - Alpha)
Melee Weapon Perks Standard:

Master-Crafted:

For early game weapons, we opted for an Melta Rifle because of the insane damage this weapon provides. It still continues to be one of the best weapons carrying over since the first Space Marine game. The Master-Crafter Alpha variant was also chosen to increase the range of fire, hitting more enemies in a straight line. The ammo economy improvements will come from the weapon perk tree.

The Bolt Pistol is the only option for the Vanguard and the perk loadout focused on increasing damage. You will not be using this much anyway and you'll be using your melee or primary weapons more often. We also opted for the Master-Crafted - Alpha version to increase damage as much as possible.

Lastly, we opted for the Chansword as it has the perfect balance of damage and quickness. The Master-Crafted - Alpha upgrade was also chosen because of its increased Strength, but also not removing the Balance defence to enable parrying.

Best Vanguard Weapons

Best Weapons for Vanguard

Weapon Explanation
Space Marine 2 - Melta RifleMelta Rifle The Melta Rifle is the undisputed best weapon to go for when playing a Vanguard. It offers great AoE, punch-through damage to defeat hordes and hordes of enemies.
Space Marine 2 - Bolt PistolBolt Pistol The Bolt Pistol is the only secondary weapon available for the Vanguard so it is the best secondary weapon for this class.
Space Marine 2 - ChainswordChainsword The best melee weapon choice is the Chainsword. It offers great damage and well-balanced mobility, perfect for whenever you decide to attack enemies from close range after using your Grapnel Launcher.

The best weapon choices for the Vanguard is by far the Melta Rifle and the Chainsword, both are capable of dealing with hordes of enemies and more powerful single-target Majoris-threats if presented. The Melta Rifle straight up melts anyone on your path, while Chainsword provides the perfect balance between mobility and damage.

All Vanguard Primary Weapons

Space Marine 2 - Melta RifleMelta Rifle Space Marine 2 - Instigator Bolt CarbineInstigator Bolt Carbine Space Marine 2 - Occulus Bolt CarbineOcculus Bolt Carbine

All Vanguard Secondary Weapons

Space Marine 2 - Bolt PistolBolt Pistol

All Vanguard Melee Weapons

Space Marine 2 - ChainswordChainsword Space Marine 2 - Combat KnifeCombat Knife

Best Vanguard Perks

Best Perks for Vanguard

Perk Explanation
Duelist Unconditional increase to your own Perfect Parry window. Extremely great if you're fighting in melee rage against more powerful enemies.
Melee Champion Works in conjunction with Duelist and makes sure you are dealing as much damage as possible against more powerful, Majoris-level and higher enemies.
Tactical Prowess Provides a free charge if you are able to kill enemies with the Grapnel Launcher. This will enable you to be more mobile and tenacious in fights.
Shock Wave The Diving Kick when using the Grapnel Launcher will produce an AoE shockwave which is extremely useful when jumping on hordes of minor enemies.
Emperor's Blessing An additional insurance for when you take lethal damage. Just do take note of the cooldown on this perk!
Combat Readiness Unconditional increase in the Grapne Launcher recharge rate. Allows you to use the Launcher more frequently!

All Vanguard Class Skills

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%

Vanguard Trials Guide

Jump to a Trial!
Trial 1 Trial 2 Trial 3

Vanguard Trial 1: Cut the Synapse

Directives
Complete in: 60 Seconds
Complete in: 50 Seconds
Complete in: 40 Seconds

Complete all three (3) to get the full rewards.

Focus only on the Tyranid Warriors

Warhammer 40k Space Marine 2 - Vanguard Trial 1 - Focus on the Tyranid Warriors

The Minoris Tyranids are controlled by the Hive Mind through nearby Tyranid Warriors. Eliminating the Tyranid Warriors will also take out the Minoris Tyranids around them, so focus on taking down the Warriors to save time.

Grapple the Minoris Tyranids to Reach the Tyranid Warrior

Warhammer 40k Space Marine 2 - Vanguard Trial 1 - Grapple the First Group First

The Tyranid Warriors spawn at the far ends of the area, making them unreachable with the Grapnel Launcher initially. To close the distance, grapple onto a nearby Minor Tyranid first, then use the Grapnel to reach the Tyranid Warrior.

Eliminating the first Tyranid Warrior resets the Grapnel Launcher's cooldown, allowing you to quickly grapple to the opposite side of the area for the next target.

Vanguard Trial 2: Grapnel Launcher

Directives
Complete in: 60 Seconds
Complete in: 50 Seconds
Complete in: 40 Seconds

Complete all three (3) to get the full rewards.

Just Use the Primary Weapon and Go for Headshots

Warhammer 40k Space Marine 2 - Vanguard Trial 2 - Just Use the Primary Weapon

Though the trial encourages using the Grapnel Launcher to get close to each target, you can remain on the first platform and use your primary weapon, the Instigator Bolt Carbine, to deal significant damage through headshots on the Tyranid Warriors. With this strategy, you can complete the trial in around 15 seconds.

Grapnel Launcher and Ammo Resets on Kill

Warhammer 40k Space Marine 2 - Vanguard Trial 2 - Cooldowns and Ammo Reset on Kill

Eliminating each Tyranid Warrior resets your weapon's ammo and the Grapnel Launcher's cooldown, allowing you to seamlessly move on to the next target without any downtime. Make full use of your ammo and Grapnel Launcher during each encounter.

Vanguard Trial 3: Perfectly Timed

Directives
Complete in: 80 Seconds
Hit 5 Enemies with the Grapnel Launcher
Kill 5 Enemies with Melee Attacks

Complete all three (3) to get the full rewards.

Grapple the First Group of Minoris Tyranids

Warhammer 40k Space Marine 2 - Vanguard Trial 3 - Grapple the First Group of Tyranids

To meet the second directive of hitting five enemies with the Grapnel Launcher, target the group of Minoris Tyranids as soon as they spawn. Then, grapple onto the ranged enemies on the right side.

From this elevated position, the melee Tyranids will funnel onto the ramp, making it easier for you to complete the Melee Kills directive.

Focus on the Tyranid Warrior Next

Warhammer 40k Space Marine 2 - Vanguard Trial 3 - Focus on the Tyranid Warrior Next

After completing the Grapnel Hits and Melee Kills directives, focus on eliminating the Tyranid Warrior, as this will also take out any nearby Minoris Tyranids. You may also need to deal with the ranged Tyranids on the opposite elevated platform to clear the area.

Grapple on to the Tyranid Warrior on the Next Platform

Warhammer 40k Space Marine 2 - Vanguard Trial 3 - Grapple on to the Next Platform

After clearing the room of all enemies, another set will spawn on a platform across the pit. Grapple onto the Tyranid Warrior here, which should complete the Grapnel Hits directive if you haven’t already. From this position, aim for headshots on the Tyranid Warrior, and then finish off any remaining enemies.

How to Play Vanguard Class

Can Zip Across the Battlefield

Space Marines 2 - Grapple Into Enemies

Vanguards can zip across multiple enemies using their trusty Grapnel Launcher. This exclusive tool will make them an extremely mobile and versatile class, capable of going in and out of battle using their Grapnel Launchers.

Grapple to Enemies Calling Reinforcements

Space Marines 2 - Grapple Onto Enemies Calling Reinforcements

Enemies will periodically call for reinforcements denoted by a skull icon on top of their heads. As a Vanguard, you have the capability to zip towards them quickly and cancel the call!

Manage Your Grapple Charges

Space Marines 2 - Manage Your Grapnel Charges

Your Grapnel Launcher is maybe one of the most versatile tool you can have as as Vanguard: it enables you to zip to an enemy position wiith ease. On that case, do not forget to manage your charges and only use them on life and death situation.

Be Careful of Hordes

Space Marines 2 - Be Careful Against Enemy Hordes

It is very tempting to just go ahead and fly through a hoard of enemies, but this can also cause your demise. Make sure to only zip to isolated enemies and not to a hoard of enemies waiting to overwhelm you in mere seconds.

Don't Forget to Evade

Space Marines 2 - Evade Perilous Attacks

When in hand-to-hand combat, it is important to evade to match your fast attack speed. You don't deal huge damage with the Chainsword but you are quick so use that to your advantage.

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