Warhammer 40,000: Space Marine 2 - Best Class To Pick
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In the PvE Operations and the PvP Eternal War modes in Warhammer 40,000: Space Marine 2 you have the option to pick from six distinct classes. Each of these classes specialized in different weapons and has different abilities. On top of that, your squad can't have any duplicate classes, so you'll need to put some thought into which one you pick. Below is a breakdown of each class, so you can know exactly which one is for you.
Tactical
The Tactical class is a flexible ranged class, capable of operating at any distance. Tactical Marines have access to a large assortment of weapons, with a few variations of the Bolt Rifle and Stalker Rifle depending on how much range you want. They also have access to some of the more situational weapons, like the Plasma Incinerator and Melta Rifle. When it comes to melee weapons, the Tactical class is limited to the Chainsword. While having limited options might sound like an issue, the Chainsword is the most versatile melee weapon, functioning well in most situations.
The Tactical class ability is the Auspex Scan, which reveals enemies in a nearby area and makes them more vulnerable to damage. Not only is this useful for keeping track of any cloaked or burrowing enemies, but it can also be used to quickly deal damage to a boss enemy or to clear out a large horde quicker, thanks to the extra damage. The Tactical's perks offer better range or damage. The Balanced Distribution perk increases damage and the effective range of you and your squad, while the Plasma Boost perk can increase your capabilities with plasma weapons, like the Melta Rifle.
Assault
The Assault class is melee-focused, designed for anyone who wants to get up close and personal with the enemy. Assault marines deploy without a primary weapon, equipped with only a pistol and a melee weapon, along with a Jump Pack. The Jump Pack has a shorter range than the version in the campaign, and you can't hover and shoot due to the lack of a primary weapon, but it does allow you to smash down into large groups of enemies, which you can beat down with your melee weapon of choice.
The options available to the Assault class are the Chainsword, Thunder Hammer, and Power Fist, all of which offer wide swings and big melee hits, making them perfect for cutting through big groups. The strategy with the Assault class is simple: use the Jump Pack to go up in the air, slam down on some enemies, punch a few, and Jump Pack back out. The Assault has perks like Smiting Angel, which increases the damage of the slam and the Ascension perk makes you deal damage on take off too. Assault players will need to pay close attention to their Jump Pack cooldown to avoid getting stranded too far from your squad.
Vanguard
The Vanguard class is also melee focused, but specializes in one-on-one dueling. Vanguard marines have one less armor point due to their light weight armor, which allows them to move quickly. You also get a Grapnel Launcher, which latches onto an enemy and propels you into them, delivering a massive kick upon arrival. The Vanguard typically wields a Combat Knife so you can go toe to toe with elite enemies, but you also have access to the Chainsword if you want to be able to fight larger groups.
Vanguard has access to a bunch of primary weapons, but close range weapons like the Melta Rifle or the Oculus Bolt Carbine work best with the close-range melee focus. The perk selection also helps take down elite enemies, with perks like Close Combat Focus and Shock Wave, which provide bonuses for getting in close and swinging your melee weapon.
Bulwark
The Bulwark is basically a tank class, equipped with a massive Storm Shield instead of a primary weapon. Similar to the Assault class, the Bulwark has a large selection of melee weapons to choose from. You can choose the Chainsword, Power Fist, or the Power Sword. The Power Sword is a complicated weapon, allowing you to switch modes between rapidly attacking for single enemies and wide swings for large groups. While you can attack enemies, the Storm Shield is capable of absorbing a ton of damage, so it's important to not neglect it, especially if there are a lot of ranged enemies.
Many of the Bulwark's perks focus on the shield, allowing you to support your squad as the tank. The Armor of Contempt perk reflects ranged attacks onto nearby enemies when you use your shield, letting defense also be your offense. The Chapter Banner ability restores armor to you and your squadmates in the area. Bulwark can be difficult to master, as its defense-focused abilities feel at odds with the slaughter of Space Marine 2, but having a strong defense can be incredibly beneficial on higher difficulties.
Sniper
The Sniper class is exactly what it sounds like, a class focused on dealing high damage from a long-range. You do have the choice between some of the more rapid-fire ranged weapons, like the Stalker Bolt rifle and the Carbine, but you will likely want to grab either the Bolt Sniper or the Las Fusil in order to maximize your damage. Both weapons can deal a devastating amount of damage to elite enemies with a single headshot, either killing the enemy or setting them up for an execution. Of course, this makes you vulnerable to enemies if they get close, but that's where the class ability comes in.
The Cameleoline Cloak turns you invisible, letting you break away from incoming enemies and reset at a different spot. You also deal extra damage if you choose to break your invisibility by shooting an enemy. The cloak also makes it easy to revive teammates when they go down. To excel as a Sniper, you need to sit back and focus on either ranged enemies or high-value targets, like elite enemies, leaving the rest of the horde to your teammates.
Heavy
The Heavy class is all about rocking the biggest guns in the game. You only have three options for your primary weapon, but all of them are powerful. The Heavy Bolter machine gun can tear through the horde, the Heavy Plasma Incinerator can obliterate large enemies, and the Multi Melta turns enemies to dust at close range. The downside here is that the big boy class can't carry a melee weapon. This doesn't mean you can't melee, as you can swing your massive weapon, but it's much less effective compared to actual melee weapons.
The class ability Iron Halo blocks incoming ranged damage for yourself and your squadmates, if they are standing nearby. It's got a long recharge time though, so you will need to pick your moments wisely. The Heavy's perks are focused on powering up your heavy weapons even more, with Restoration ability restoring armor for killing 10 enemies in quick succession. There are perks for boosting plasma guns or the Heavy Bolter, so you can tailor the class around your preferred weapon.