Warhammer 40,000: Space Marine 2 Class Guide: Best Picks for Operations Mode

In Warhammer 40,000: Space Marine 2’s Operations mode, you can choose from six unique classes, each boasting distinctive abilities and perks that can turn the tide of battle. This guide explores the best class picks for your squad, breaking down how each role functions on the battlefield.

Understanding Operations Mode Perks

Playing through Operations missions earns you experience points (XP), unlocking a variety of perks to enhance your abilities. Reaching level 25 with a particular class grants access to all available perks. These perks are categorized as follows:

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Core:

Fundamental boosts tailored to your chosen Astartes class.
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Team:

Enhancements that benefit the entire squad.
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Gear:

Perks that influence your ability’s functions.
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Signature:

Perks that significantly enhance your ability or provide entirely new effects, impacting your survivability.

While these perks are unlocked, you’ll still need Requisition currency to activate them.

Best Class: The Tactical

For those new to the game, the Tactical class stands out as a strong starting point. It offers the most primary weapons, ranging from the reliable Auto Bolt Rifle to the powerful Plasma Incinerator. The Auspex Scan ability is invaluable, especially when facing overwhelming hordes of enemies.

Tactical Class Breakdown:

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Special ability: Auspex Scan:

Reveals enemies in a targeted area, making them vulnerable to attack.

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Core Perks:


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Balanced Distribution (Level 1):

Increases primary weapon damage by 10% but decreases secondary weapon damage by 10%.
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Heightened Vigor (Level 2):

After a perfectly timed dodge, you maintain control after taking heavy hits and remain unaffected by knockback for five seconds.
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Final Shot (Level 3):

After a finisher, your equipped ranged weapon automatically reloads.
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Plasma Boost (Level 10):

When your Plasma Incinerator is 50% overheated, its damage increases by 30%.
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Relentless Pursuit (Level 11):

After a Gun Strike, ranged damage increases by 25% for five seconds.
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Steady Aim (Level 12):

Reduces recoil by 10%.
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Kraken Penetrator Rounds (Level 18):

Bolt weapons penetrate one additional enemy.
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Versatility (Level 19):

After switching weapons, your secondary weapon deals 20% more damage; this effect lasts until you reload or switch back to your primary weapon.
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Emperor’s Vengeance (Level 20):

Killing a Majoris-level enemy or higher replenishes your primary weapon’s ammo by one magazine; this has a 30-second cooldown.

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Team Perks:


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Communion of Fire (Level 5):

Reduces recoil for all squad members by 20%.
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Aligned Aim (Level 13):

Increases ranged damage for all squad members by 5%.
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Transhuman Physiology (Level 21):

Squad members restore 30% more contested/grey health.

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Gear Perks:


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Vital Data (Level 6):

Scanning an Extermis or Termius-level enemy restores Auspex Scan’s charge by 50%.
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Battle Focus (Level 7):

A perfectly timed parry marks the enemy with Auspex Scan.
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Close Targeting (Level 8):

While Auspex Scan is on cooldown, melee damage increases by 50% against Minoris enemies.
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Priority Targeting (Level 14):

The mark from Auspex Scan lasts eight seconds but ignores Minoris enemies.
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Improved Efficiency (Level 15):

Scanning enemies with a single Auspex Scan restores one charge.
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Expert Timing (Level 16):

Enemies marked by Auspex Scan take 100% increased damage, but the duration is reduced by four seconds.
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Target Lock (Level 22):

Enemies marked by Auspex Scan take 25% more equipment damage.
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Precise Calibration (Level 23):

Enemies marked by Auspex Scan take 75% more damage, but the radius is reduced by 25%.
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Concentrated Fire (Level 24):

Enemies marked by Auspex Scan take 100% more damage, but they lose the mark when they leave the scanned area.

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Signature Perks:


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Signal Jammer (Level 9):

Enemies marked by Auspex Scan cannot call for reinforcements.
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Radiating Impact (Level 17):

A melee finisher deals area-of-effect (AoE) damage; this has a 90-second cooldown.
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Marked for Death (Level 25):

A headshot instantly kills a Majoris or Extremis-level enemy marked by Auspex Scan; this has a 120-second cooldown.

The Assault Class: Melee Mastery

While most Space Marines are capable of wielding melee weapons, the Assault class excels in this area. It can equip the Chainsword, Power Fist, or Thunder Hammer, and its Jump Pack enables swift movement into the heart of combat for devastating melee attacks.

Assault Class Breakdown:

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Special ability: Jump Pack:

Enables enhanced dashes, high jumps, and powerful ground slams.

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Core Perks:


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Winged Fury (Level 1):

Increases the damage from melee attacks while sprinting or dashing by 25%.
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Auxiliary Arsenal (Level 2):

Increases secondary weapon damage by 15%.
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Perseverance (Level 3):

While performing charge attacks, you maintain control after taking heavy hits and remain unaffected by knockback.
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Overcharge (Level 10):

Increases charge attack damage by 15%.
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Retribution (Level 11):

If you are grabbed or knocked back, you deal 15% more melee damage for 10 seconds.
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Knowledge of the Enemy (Level 12):

Melee damage against Majoris or Extremis-level enemies is increased by 15%.
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Armor Reinforcement (Level 18):

Non-finisher Gun Strikes also restore armor.
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Consecutive Execution (Level 19):

Killing 15 enemies in quick succession restores one equipment charge; this has a 180-second cooldown.
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Act of Attrition (Level 20):

Enemies hit by melee attacks take 10% more damage for three seconds.

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Team Perks:


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Squad Cohesion (Level 5):

All squad members’ abilities recharge 10% faster.
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Strategic Strikes (Level 13):

All teammates deal 20% more damage to Terminus-level enemies.
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Proven Efficiency (Level 21):

All teammates deal 50% more Gun Strike damage.

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Gear Perks:


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Smiting Angel (Level 6):

Increases Ground Pound damage by 10%.
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Wings of Flame (Level 7):

Jump Pack’s dash damages enemies along its trajectory.
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Pride in Duty (Level 8):

After performing a finisher, Ground Pound deals 25% more damage for 10 seconds.
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Hammer of Wrath (Level 14):

After a Ground Pound, you maintain control after taking heavy hits and remain unaffected by knockback for 10 seconds.
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Maneuverability (Level 15):

Jump Pack recharges 20% faster.
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Diligence (Level 16):

A fully prepared Ground Pound deals 20% more damage, but preparation time increases by 25%.
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Precision Strike (Level 22):

Ground Pound deals 100% more damage but its radius is reduced by 50%.
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Zealous Blows (Level 23):

Ground Pound kills restore the Jump Pack’s charge by 10%.
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Aerial Grace (Level 24):

After a perfectly timed dodge using a Jump Pack dash, you deal 25% more damage for five seconds.

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Signature Perks:


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Ample Ammunition (Level 9):

Using the Jump Pack automatically reloads your ranged weapon.
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Ascension (Level 17):

Your Jump Pack leap also deals damage to enemies in the takeoff area.
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Commitment (Level 25):

A perfectly timed dodge using the Jump Pack’s dash restores the ability charge.

The Vanguard Class: Grapnel Launcher Tactics

The Vanguard shares mobility similarities with the Assault, but utilizes a Grapnel Launcher instead of a Jump Pack. This allows for strategic grappling onto enemies, followed by a Diving Kick attack. While risky, this ability can be devastating when used at the right moment.

Vanguard Class Breakdown:

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Special ability: Grapnel Launcher:

Propel onto an enemy and perform a Diving Kick attack.

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Core Perks:


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Moving Target (Level 1):

Each melee attack you land reduces the ranged damage you take by 1% (up to 15%). This effect ends if you fail to land a melee attack within three seconds.
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Duelist (Level 2):

Increases the perfect parry window by 50%.
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Retribution (Level 3):

If you are grabbed or knocked back, you deal 20% more melee damage for 10 seconds.
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Melee Mastery (Level 10):

Increases melee damage by 10% against Majoris-level enemies or higher.
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Close-Combat Focus (Level 11):

You take 20% less melee damage but 10% more ranged damage.
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Consecutive Execution (Level 12):

Killing 10 enemies in quick succession restores one equipment charge; this has a 180-second cooldown.
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Upper Hand (Level 18):

After a perfectly timed parry or dodge, you maintain control after taking heavy hits and remain unaffected by knockback for five seconds.
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Conviction (Level 19):

The moment your armor is fully depleted, you take 15% less health damage for 10 seconds.
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Honed Reactions (Level 20):

When your health is below 50%, your perfect dodge window doubles.

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Team Perks:


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Melee Champion (Level 5):

All squad members deal 15% more melee damage.
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Unmatched Zeal (Level 13):

Melee finishers on Extremis-level enemies restore a small amount of health for all teammates.
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Inner Fire (Level 21):

All teammates can restore 15% of their ability charge when performing finishers.

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Gear Perks:


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Restless Fortitude (Level 6):

After a Diving Kick, you take 10% less ranged damage for 10 seconds.
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Zone of Impact (Level 7):

Performing a finisher with the Grapnel Launcher deals a small amount of damage to nearby enemies.
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Thrill of the Fight (Level 8):

After a perfectly timed parry or dodge, you take 15% less health damage for three seconds.
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Shock Wave (Level 14):

Divine Kick deals damage within a five-meter radius.
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Tenacity (Level 15):

After killing 10 enemies in quick succession, Diving Kick’s damage increases by 25% for 10 seconds; this has a 30-second cooldown.
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Grim Determination (Level 16):

When Grapnel Launcher is on cooldown, weapon damage increases by 10%.
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Collateral Damage (Level 22):

Diving Kick deals a small amount of damage to enemies along the path to your target.
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Tip of the Spear (Level 23):

Enemies hit by Diving Kick take 15% more ranged damage for 10 seconds.
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Combat Readiness (Level 24):

Grapnel Launcher recharges 20% faster.

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Signature Perks:


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Tactical Prowess (Level 9):

Performing a finisher with the Grapnel Launcher restores its charge.
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Emperor’s Blessing (Level 17):

Taking lethal damage restores all armor instead of incapacitating you; this has a 180-second cooldown.
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Adrenaline Rush (Level 25):

Melee kills of Majoris enemies restore 1% of your health.

The Bulwark Class: Defensive Fortress

The Bulwark class shines in its defensive capabilities, making it an ideal choice for higher difficulty levels. Its Chapter Banner ability restores armor to all nearby teammates, providing a vital shield against enemy attacks.

Bulwark Class Breakdown:

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Special ability: Chapter Banner:

Restores armor to all teammates within the area-of-effect (AoE).

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Core Perks:


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Conviction (Level 1):

When armor is fully depleted, you take 25% less health damage for five seconds.
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Armor of Contempt (Level 2):

Blocking a ranged attack causes enemies within a 10-meter radius to take damage.
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Defensive Advantage (Level 3):

A perfectly timed parry creates a shockwave in an area for five seconds; this has a 30-second cooldown.
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Intimidating Aura (Level 10):

A perfectly timed parry deals AoE damage within a five-meter radius.
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Shock and Awe (Level 11):

Enemies in a shock area take 25% more damage.
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Steel Within (Level 12):

When health is below 50%, you take 25% less health damage.
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Forward Momentum (Level 18):

After a Shield Bash, melee damage increases by 25% for five seconds.
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Scrambled Targeting (Level 19):

If you are surrounded by five or more enemies, you take 20% less damage from ranged attacks.
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Armor Reinforcement (Level 20):

Non-finisher Gun Strikes also restore armor.

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Team Perks:


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Unyielding Ceramite (Level 5):

The delay before armor passively regenerates is reduced by five seconds.
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Advanced Conditioning (Level 13):

Contested/grey health fades 50% more slowly.
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Effective Formation (Level 21):

All teammates take 20% less health damage from Terminus-level enemies.

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Gear Perks:


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Concussive Force (Level 6):

Shield Bash deals more damage.
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Purity of Purpose (Level 7):

The Chapter Banner deals damage over time to enemies within its radius.
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Rejuvenating Effect (Level 8):

When the Chapter Banner is activated, it also revives all incapacitated teammates within its radius.
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Rapid Regeneration (Level 14):

The banner restores armor 300% faster, but its duration is reduced to five seconds.
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Merciless Resolve (Level 15):

After a Shield Bash, you maintain control after taking heavy hits and remain unaffected by knockback for five seconds.
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Glory’s Shield (Level 16):

All teammates within the banner’s AoE take 10% less damage.
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Focused Strength (Level 22):

Shield Bash knocks enemies back and causes them to lose control for a short period of time.
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Invigorating Icon (Level 23):

When the banner is activated, all teammates regain contested/grey health.
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Inspiration (Level 24):

All teammates within the Chapter Banner’s radius deal 10% more damage.

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Signature Perks:


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Emergency Countermeasure (Level 9):

When your armor is fully depleted, drop a Shock Grenade that automatically detonates; this has a 120-second cooldown.
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Defensive Mastery (Level 17):

A perfectly timed parry instantly incapacitates a Majoris or Extermis-level enemy; this has a 120-second cooldown.
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Armored Advance (Level 25):

If you have armor remaining, you maintain control after taking heavy hits and remain unaffected by knockback.

The Sniper Class: Hidden Marksman

The Sniper class has the potential to be a formidable force thanks to its Camo Cloak ability. This allows for stealthy revives of teammates, followed by devastating attacks from concealment. However, its lack of armor and relatively weak early perks can be a challenge to overcome.

Sniper Class Breakdown:

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Special ability: Camo Cloak:

Conceals you for a short duration; the effect ends on your next attack.

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Core Perks:


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Block Break (Level 1):

Shots against blocking or shielded enemies deal 25% more ranged damage.
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High Capacity (Level 2):

Increases the maximum ammo you can carry by 10%.
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Iron Grip (Level 3):

Reduces recoil from Bolt Sniper Rifles and Stalker Bolt Rifles by 30%.
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Melee Mastery (Level 10):

Increases melee damage against Majoris-level enemies by 10%.
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Vantage Point (Level 11):

Remaining stationary for two seconds increases the damage of your primary weapon by 20%.
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Dexterous Hands (Level 12):

Bolt Carbines reload 15% faster.
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Medicae Adept (Level 18):

Revive squad members 30% faster.
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Adaptability (Level 19):

Reloading with low ammo increases melee damage by 15% for five seconds.
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Lethal Efficiency (Level 20):

Killing more than one enemy with a single shot from a Las Fusil restores its charge by one.

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Team Perks:


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Marksmanship (Level 5):

Increases headshot damage by 10% for the entire team.
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Precision Targeting (Level 13):

Weapon spread is reduced by 20% for all squad members.
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Squad Renewal (Level 21):

Headshot kills restore 10% of ability charges for all teammates.

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Gear Perks:


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Purification (Level 6):

Manually activating Camo Cloak removes all negative status effects.
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Guardian Protocol (Level 7):

While reviving a teammate, Camo Cloak hides you and your teammate for five seconds without expending a charge; this has a 30-second cooldown.
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Persistence (Level 8):

When Camo Cloak deactivates, you take 20% less health damage for five seconds.
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Efficient Readiness (Level 14):

Activating Camo Cloak reloads all weapons.
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Targeted Shot (Level 15):

The first ranged attack that breaks Camo Cloak deals 75% more damage.
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Lingering Concealment (Level 16):

After performing an attack that breaks Camo Cloak, you remain hidden for two seconds.
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Renewal (Level 22):

Headshot kills restore Camo Cloak’s charge by 5%.
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Tactical Ambush (Level 23):

The first melee attack that breaks Camo Cloak deals 100% more damage.
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Ambush (Level 24):

Whenever Camo Cloak deactivates, it startles nearby hostiles, temporarily causing them to lose control or get knocked back; this has a 30-second cooldown.

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Signature Perks:


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Evasion (Level 9):

After a perfectly timed dodge, Camo Cloak automatically activates without expending a charge; this has a 15-second cooldown.
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Emergency Override (Level 17):

When you receive lethal damage, Camo Cloak automatically activates without expending a charge, and you become invulnerable for five seconds; this has a 180-second cooldown.
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Pattern of Excellence (Level 25):

Performing four consecutive headshots restores one equipment charge; this has a 180-second cooldown.

The Heavy Class: Unstoppable Firepower

The Heavy class is the only one able to wield larger firearms like the Multi-Melta and Heavy Plasma Incinerator. This provides immense firepower for devastating attacks, but the class lacks a melee weapon, leaving it vulnerable at close range.

Heavy Class Breakdown:

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Special ability: Iron Halo:

Creates a powerful barrier that blocks all ranged damage.

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Core Perks:


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Restoration (Level 1):

Killing 10 enemies in quick succession restores one armor segment; this has a 15-second cooldown.
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Thermal Boost (Level 2):

When a ranged weapon is 50% overheated, ranged damage increases by 15%.
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Overcharge (Level 3):

Charged attack damage increases by 20%.
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Multi-Kill (Level 10):

Killing five or more enemies with a single Multi-Melta shot restores one ammo.
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Fortitude (Level 11):

Increases health by 20%.
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Overwhelming Power (Level 12):

While Iron Halo is active, all teammates within 10 meters deal 10% more ranged damage.
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Auxiliary Ammunition (Level 18):

When your primary weapon is out of ammo, killing 10 enemies in quick succession restores ammo reserves by 20%; this has a 30-second cooldown.
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Strategic Stand (Level 19):

While in Heavy Stance, dealing damage restores 15% more contested/grey health, but you cannot move.
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Versatility (Level 20):

After switching weapons, your secondary weapon deals 20% more damage; this effect lasts until you reload or switch back to your primary weapon.

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Team Perks:


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Encompassing Aegis (Level 5):

All teammates take 20% less damage from ranged attacks.
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Additional Supplies (Level 13):

Increases ammo capacity by 25% for all squadmates.
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Bonds of Brotherhood (Level 21):

Reviving a squad member restores them to full health.

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Gear Perks:


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Adamant Will (Level 6):

After Iron Halo deactivates, you take 20% less health damage for five seconds.
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Obdurate Bastion (Level 7):

Iron Halo’s durability increases by 20%.
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Saving Grace (Level 8):

Reviving a teammate restores Iron Halo’s charge.
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Consecutive Execution (Level 14):

Killing 10 enemies in quick succession restores an equipment charge; this has a 180-second cooldown.
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Field Adjustment (Level 15):

Iron Halo recharges 20% faster but its durability is reduced by 30%.
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Brute Force (Level 16):

While Iron Halo is on cooldown, ranged damage increases by 15%.
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Emperor’s Protection (Level 22):

Once Iron Halo expends its energy, all teammates gain one armor segment.
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Power Regulator (Level 23):

Iron Halo loses energy 15% more slowly.
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Wrath of the Imperium (Level 24):

When Iron Halo expends its energy, enemies in a five-meter radius take significant damage.

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Signature Perks:


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Offensive Capability (Level 9):

Iron Halo deals damage to enemies within five meters.
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Coolant Reserve (Level 17):

If both teammates are incapacitated or grabbed, your primary weapon will not overheat.
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Conversion Field (Level 25):

While Iron Halo is active, all teammates within 100 meters recharge their abilities 50% faster.

Strategic Class Selection for Success

Choosing the right classes for your Operations team is essential for a successful campaign. Consider the strengths and weaknesses of each class, as well as the overall strategy you wish to employ.

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Balanced Approach:

A mix of offensive, defensive, and support classes creates a well-rounded team capable of handling diverse situations.
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Offensive Power:

If you’re aiming for aggressive combat, focus on classes like the Assault and Heavy, equipped with powerful weapons and abilities.
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Defensive Stance:

For a more cautious approach, prioritize the Bulwark and Vanguard, who provide significant defensive support and armor restoration.
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Adaptability:

The Tactical and Sniper classes offer versatility and can adapt to different situations with their unique abilities.

By carefully selecting your classes and maximizing their potential through perks, you’ll be well-equipped to conquer the challenges of Warhammer 40,000: Space Marine 2’s Operations mode. Remember to adapt your strategies and class composition based on the mission’s objectives and enemy encounters. Good luck, Space Marine!

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