After you unlock Operations mode in the game, you will be given the difficult choice of choosing a Space Marine 2 class. There are six classes in total, each with its own upgrade trees and unique abilities.
Each class serves a purpose, and since you can squad up with your friends in these missions, it is best to specialize in a class, synergize with your team, and deliver the Emperor’s wrath to his enemies.
Space Marine 2 Classes – All You Need to Know
There are a few things that you need to know about the Space Marine 2 classes before we begin going over them:
- These classes are not available in the primary campaign. They are only used in the Operations mode, which you can unlock after completing the first proper mission on Kadaku.
- Every class has four perk trees, each augmenting a specific part of their kit: Core, Team, Gear, and Signature. You can only choose one perk from a column out of each tree. Core has three columns, so you can pick three perks. Team has one column which means picking one perk only. Gear also has three columns, hence three perks. And Signature is also one column one perk deal.
- You can experiment with these perks and create proper builds.
- Upgrades and progression of weapons that are available to all classes, like Bolt Pistol and Chainsword, are shared, so advancing them with one class will benefit the rest of the classes, too.
- We are reviewing each class only for the PVE mode. The classes act the same in PVP, but that’s a whole other lens through which to review each class.
Tactical Class
The Tactical Marine is your go-to jack-of-all-trades class. If you’ve played through the Space Marine 2 campaign, you’ll feel right at home with this class, and it’s the one I recommend starting with when diving into PvE Operations.
The Tactical class offers the broadest range of weapon choices, including several Bolt Rifle variants, a Stalker rifle for long-range engagements, a Bolt Carbine for close-range rapid fire, as well as unique options like the Plasma Incinerator and Melta Rifle. No matter the task, if it involves taking down Xenos or heretics, the Tactical Marine is equipped to handle it.
While you get a lot of flexibility with ranged weapons, your melee option is limited to the Chainsword. But don’t underestimate it; like the class itself, the Chainsword is versatile and effective in both crowd control and single-target damage.
Other classes may have more specialized melee weapons, but the chainsword strikes a nice balance that works well in almost any situation.
The Tactical Marine’s unique ability is the Auspex Scan, which not only reveals enemies in the area it’s fired but also makes them more vulnerable to damage. This is incredibly useful for helping your squad mow down droves of Nids or for quickly focusing fire on elite enemies and bosses. It’s also handy for keeping tabs on the conniving cloaking Tyranid Lictor, preventing any surprise attacks from behind.
Perks for the Tactical Marine mainly enhance primary weapons and the Auspex Scan. The Balanced Distribution perk gives an immediate boost to ranged damage, and most team perks further increase your weapon effectiveness, making Tactical Marines great companions to the Heavy or Sniper classes.
If you prefer Plasma or Melta weapons, consider the Plasma Boost perk for the Incinerator to deal more damage while it overheats, or the Emperor’s Vengeance perk, which works exceptionally well with the Melta rifle. This perk lets you keep your most potent weapons ready for action by allowing you to recover ammo through melee kills and executions.
With the wide variety of loadouts and the adaptability this class offers, an experienced Tactical Astartes is always a solid choice, no matter the mission.
Heavy Class
The Heavy class brings the biggest guns to the battlefield. Despite only having three ranged weapons, they pack a lot of punch and variety.
You’ve got the Heavy Bolter for mowing down swarms, the Heavy Plasma Incinerator for taking out elites from a distance while lobbing explosive plasma bolts, and the Multi-Melta to vaporize anything that gets too close.
These weapons are incredibly assertive, but the trade-off is that the Heavy class doesn’t carry a melee weapon. Instead, you’ll be swinging your firearm at enemies or delivering charged stomps that create space but don’t do much damage.
These moves are more about giving you room to fall back and start shooting again. While you can counterattack and dodge into executions, the Heavy class struggles the most in melee combat compared to the other Space Marine 2 classes. But that’s okay, you’re a ranged powerhouse.
Your real strength is in keeping your distance and shredding enemies before they even get close. To help with this, the Heavy’s Iron Halo ability is just the right tool for the job. It blocks all incoming ranged damage for you and your squad, while still allowing your team to fire through the barrier.
The key is learning the right moments to activate it, as it takes a little time to recharge. Once you get the hang of toggling it on when ranged Nids appear, it becomes second nature, especially if you enjoy playing with heavy weapons.
The Heavy class isn’t just a DPS, it’s also great for supporting the team. The ability to clear waves and shrug off ranged attacks makes it perfect for reviving downed allies and keeping them in the fight.
Most of the Heavy’s perks revolve around enhancing your ranged weapons. Restoration is the first perk you’ll unlock, and it lets you recover armor by killing 10 enemies in quick succession.
If you want to specialize, the Thermal Boost and Multi-Kill perks are great for leaning into plasma and melta weapons, while Overwhelming Power and Encompassing Aegis increase the ranged effectiveness of both you and your team.
There’s also something undeniably badass about hauling around a massive Bolter in one hand while firing a pistol in the other. And let’s not forget how satisfying it is to make a dozen Tyranids disappear with a single pull of the trigger.
Assault Class
The Assault Marine class is a perfect fit for players who enjoy fast, aggressive gameplay and love getting up close and personal with enemies. Although they don’t have access to primary weapons, relying only on a pistol and melee weapons, they make up for this with tactical maneuverability and impactful close-quarters combat.
While similar to the one in the campaign, the Jump Pack Ability has a slightly shorter range and doesn’t let you shoot from midair. Instead, it’s all about launching yourself into the fray by smashing into enemy hordes with a ground-pound attack.
You can also use it to quickly close the distance or dodge incoming strikes. This perfectly suits the Assault Marine’s role, which is all about decimating Tyranid waves or bypassing frontlines to take down ranged enemies.
Assault Class can wield the Chainsword, Thunder Hammer, and Power Fist. These are all powerful melee weapons that excel against dense clusters of Tyranids.
A strong strategy with this class is to use your jump pack to dive into groups of enemies, stunning or killing many with the impact, then cleaning up the rest with a few swings. While you’re busy causing chaos, your teammates can focus on Elite enemies.
Once you’ve disrupted the enemy ranks, it’s a good idea to launch back into the air and dive into the ranged attackers hanging behind the fodder Nids. This way, you can recover armor and stop Xenos from peppering your squad.
Perks like Smiting Angel boost the damage of your ground pound, while the Ascension perk lets you hurt enemies as you take off, making your Jump Pack even deadlier. However, keep an eye on your jump pack charges, as running out without any could leave you stranded in the middle of a mob without your brothers’ backup.
Sometimes, it’s better to advance on foot. The Winged Fury perk increases your dash and sprint attack damage by 25%, and your pistol is surprisingly accurate when fired from the hip while moving. So, don’t hesitate to fire off a few rounds before delivering a supercharged punch to the Tyranids!
Bulwark Class
The Bulwark is the archetypal tank class, and as expected, it comes equipped with a massive shield. Of course, this heavy defense comes at the cost of primary ranged weapons.
Instead, the Bulwark focuses on melee combat, with access to the Chainsword, Power Fist, and the mighty (but tricky) Power Sword. The Power Sword takes some practice to master, offering two modes: a rapid-attack mode for single targets and a slow-attacking charged-up mode that deals with larger groups with its wider swipes.
However, your shield is just as vital, if not more so, than your weapon. Simply swinging away without managing your shield can quickly leave you exposed and drained of health. The Storm Shield can absorb an impressive amount of damage, making you nearly impervious to most attacks as long as you keep it facing the enemy.
In close-quarters combat, combining shield bashes with melee attacks lets you keep enemies at bay while cutting them down. With well-timed Power Sword combos and shield bashes, even larger enemies like Tyranid Warriors will struggle to land a hit on you.
Using the shield for ranged defense can also turn you into a mobile fortress for your squad. You can take the brunt of enemy fire while Tactical Marines behind you lay down shots to clear any advancing foes.
The Armor of Contempt perk is handy when dealing with many ranged enemies, as it ricochets enemy fire onto melee attackers trying to encircle you. Most of the Bulwark’s perks focus on keeping you in the thick of combat by boosting your damage resistance, enhancing recovery, and supporting your team.
The Bulwark’s ability is the Chapter Banner, which, when deployed, restores armor to all squad members within its radius. This further cements your role as a solid anchor for your team, allowing them to regroup and heal while you hold the line. This ability can be a game-changer on higher difficulties, making the Bulwark a critical asset to any squad.
It took me a while to get the hang of this class, and I still find it one of the more challenging to master. But once you settle into the role, it can be one of the most valuable classes for all the support you bring to the table.
Vanguard Class
The Vanguard is another melee-focused class, but while the Assault excels at clearing hordes, the Vanguard is designed for one-on-one duels. Unlike most classes, the Vanguard wears lighter Phobos armor, giving them one less armor point, but they make up for it with incredible mobility thanks to their Grapnel Launcher ability.
It’s known in gaming that any character is better with a grappling hook. This tool lets you target an enemy, zip toward them, and deliver a weighty kick, making for a highly aggressive, up-close combat style.
The Combat Knife complements this ability perfectly. Its fast, focused moves are designed for quick, single-target damage, letting you take down elite Tyranids swiftly. If you prefer a more versatile weapon, though, the Chainsword is also available.
While the Vanguard shares similarities with the Assault Marine in terms of melee and mobility, they also have access to a selection of primary ranged weapons. The Instigator Bolt Carbine is a solid choice for ranged engagements, while the Oculus Bolt Carbine works like an SMG for close-range combat while staying mobile. However, the real standout is the Melta Rifle, which pairs beautifully with the Vanguard’s in-your-face style.
When you combine the Melta Rifle, Combat Knife, and Grapnel Launcher, you become a force of nature in close range. It’s incredibly satisfying to dive into an elite Nid with a grappling kick, land some quick stabs, dodge an attack, and then blast them away with the Melta Rifle.
This tactic can be used to either stun larger foes or push back a wave of enemies. From there, you can smoothly chain back into the same combo or finish things off with a glorious execution.
The Vanguard’s perks are geared toward staying in the heat of battle and hunting down elite enemies. The Moving Target perk reduces incoming ranged damage while you’re in the middle of your slashing combos with your knife or chainsword. Other perks, like Close Combat Focus or Shockwave, reward you for constantly engaging in close-quarters combat.
Be careful, though. While you are hellbent on enacting the Emperor’s rage, the lighter armor could lead to your downfall. You need to be mindful with this class, unlike other tankier ones.
Sniper Class
It’s pretty evident from the name that the Sniper class is going to be the king of long-range engagements, but it’s not just a one-trick pony. It has a few interesting nuances that set it apart from the other classes.
Let’s start with the weapons. The Stalker Bolt Rifle is a solid mid-range option, acting as a versatile battle rifle, while the Bolt Carbine is more of a backup when you need to make a quick escape.
However, the real strength of the Sniper class lies in staying as far from the action as possible. Considering that, the Bolt Sniper Rifle and Las Fusil are your favored weapons.
The Bolt Sniper is fantastic for eliminating enemy elites, delivering lethal headshot damage. Depending on the target, one to three well-placed shots to the head will either drop them or set them up for an execution.
On the other hand, the Las Fusil is a single-shot laser weapon that must be charged before firing. It’s slower and more cumbersome to use as enemies close in, but its raw power makes up for it. A single shot can often take down stronger enemies, and its penetration can hit multiple lesser foes simultaneously.
Playing the Sniper class means you’ll need to work around your weapon’s strengths and weaknesses. You’ll be more fragile since you wear lighter armor, making this a bit of a glass cannon. But that’s where your Camo Cloak ability comes in.
The Chameleon-like ability makes you nearly invisible, allowing you to break away from enemies, reposition, or line up the perfect shot. Your first attack out of cloak deals bonus damage, making it ideal for setting up ambushes.
As a sniper, your priority should be high-value targets. While it goes against the Astartes’ way, avoid close combat as much as possible. You do have a Combat Knife for when things get dicey, but melee isn’t where this class shines.
Focus on picking off ranged elites, and stay mobile to keep the attention of enemy hordes on your teammates. Use your cloak to escape or reposition to a better vantage point if things get overwhelming.
One of my favorite tricks as a sniper is bringing a Melta bomb, attracting a horde’s attention, dropping the bomb, activating the cloak, moving out of the blast radius, and watching as the Tyranids’ pieces rain from the sky.
The cloak also comes in handy for reviving downed allies. No one will spot you while you save your brethren from the clutches of death.
The Sniper class shares some similarities with the Vanguard. Both are built to focus on high-value targets, acting as the squad’s precision tools. The difference is one operates at a distance while the other excels in close-quarters combat.
With perks that enhance armor-piercing abilities, boost headshot damage, and allow for more frequent cloaking, a skilled sniper can turn the tide of battle without the hive mind even realizing it.
For the sake of brevity, I have only skimmed over each of the Space Marine 2 classes to give you a taste of their playstyles and help you make the choice. However, you will be surprised at the depth of customization for these classes (not just cosmetic).
You can overhaul all their kits to fit your preferences. There is impressive build variety to this “side content.” If you like this class guide, check out our Elden Ring class tier list, too.