Contents show Space Marine 2 Tactical Build Tactical Weapon Builds
The Tactical Marine in Space Marine 2 is an extremely versatile class with access to much weaponry. It ranks very well on our Class tier list for its versatility, ability usefulness, and the Contested Health team perk is very strong. Consequently, there are quite a few build variations that players can use for the Tactical marine, fitting for the playstyle. It largely depends on what your role is. Players wanting bos DPS can run the Plasma Inenerator, while horde control players may consider Bolter with the Grenade Launcher. Both are incredibly strong in their respective niches. There are also Melta Rifle builds, but we strongly recommend Vanguard players run Melta builds. With that said, here’s a closer look at the Tactical build in Space Marine 2.
Here is a look at the typically Space Marine 2 perks build and what you want to use.
Space Marine 2 Tactical Build
In general, you’ll be running a build along these lines, regardless if you’re running Melta, Bolter or Plasma. It’s largely due to weapon perks that you unlock later.
Perk | Details |
Balanced Distribution | Primary Weapon deals 10% more Damage, but your secondary weapon deals 10% less. |
Relentless Pursuit | Your damage increases by 35% for 5 seconds after performing a Gun Strike move. |
Emperor’s Vengeance or Final Shot | Emperor’s Vengeance grants 1 magazine after filling a Majhoris level or higher tier enemy type once every 30 seconds. The final shot grants an insta-reload upon executing an enemy. |
Transhuman Physiology | All Squad members have 30% more Contested health. |
Priority targeting | Auspex Scan lasts 8 seconds longer but ignores Minortis enemy types. |
Battle Focus | A perfectly timed parry gives the parried enemy a mark from Auspex Scan. |
Expert Timing | Enemies marked by Auspex Scan take an additional 100% Damage, but the mark’s Duration is reduced by 4 seconds. |
Radiating impact | A melee finisher additionally deals significant area-of-effect Damaage. 90-second cooldown. |
The general idea behind the build is that you are fairly flexible regardless of weapon you use. The choice option in column three is largely there for is you’re running a Melta / Plasma rifle or a Bolter. Plasma and Meltas can easily run through the magazine capacity very quickly, so restoring a magazine can be huge. Meanwhile, the reload is handy for bolters to get back to spraying when necessary.
We also advise ignoring the first column of perk and sticking with the first one. The Plasma weapon perk is bait due to the Plasma incinerator weapon perks offering better cooldown venting, so you don’t stay in the overcharged DPS window for long. Bolters also don’t need the bullet pen bonus since you’ll be running a grenade launcher anyway as your horde control.
In your second column, Relentless Pursuit is often better. You’ll be running a fencing weapon for better parries, and perfectly dodging is fairly easy anyway. So, you’ll make a lot of use out of this. The perfectly timed dodge perk that denies knockback effects can be great too if you want to run it. But, Gun Strike feels better for the general playstyle, especially since it counters Majoris and above.
The team perk should always be the contested health feature. That is a dramatic boost to survivability.
In terms of gear perks, you want to take Priority Target to get a 16-second window but to ignore the Minoris enemies. You don’t need Auspex for the swarms anyway as melee and you mop them up. Instead, you also take Expert Timing to bring that duration down to 12 seconds, and you get 100% additional damage. What this does is give a super DPS boost for the elites, and bosses you fight, which is what you want for the squad.
As for your signature, the Radiating Impact is generally better. You don’t want the insta-execute since you’re ramping damage modifiers anyway. So, the melee finisher helps for swarm clearing and to get your armour back with the execution.
The Plasma Rifle can be used to clear hordes, or charge up blast key elite targets for huge burst damage.
Tactical Weapon Builds
In terms of weaponry, the builds are fairly simple to follow.
If you’re running Plasma Incinerator, you’re pretty much using the full bottom bars of perks. You’ll get better charge time and cooldowns from it, increased charge damage, and consume less ammo per charge or tap. You’ll also get more projectile speed to make landing your shots much easier against awkwardly moving targets.
Melta players will take an entirely top row of perks. The top row gives you damage modifiers and projectile speed increases. The bottom is more defensive, so you don’t need that.
Bolt Rifle with the Grenade Launcher will use the entire bottom row of weapon perks. Take the versions with the grenade launcher text. There’s one grenade launcher version in each tier of the weapon unlocks. From there, the bottom row of perks grants better stats against Nids, better spread with rounds, and better magazine capacity. Magazines are important because you can spray much longer into hordes or drill elites. The grenade launcher is also handy for staggering, ensuring you can get the best hits possible.
Again, the weapon builds you want to use depends on your playstyle preference and composition. Platyltyle with a lack of horde clearing may prefer the Bolter and grenade launcher option. Players who like killing elites a controlling hordes can go Plasma Incinerator. The player like being a bit closer and taking advantage of Perfect Parry can go Melta instead.
In terms of the secondary and melee weapon, you have no other choice. Chainsword grab a Fencing weapon and use it as a stat stick. You only need to make landing perfect parries easier for your Gun Strike synergy class perk. The Bolt pistol is more often used as a horde clearer when in a pinch with ammo concerns. It’s more useful for Plasma and Melta players though at range or to thin hordes a little.
Stick to the bottom row of perks on the chain sword, and start on the bottom row for the bolt pistol. You’ll then pivot to the top row when you get to the purple quality perks. And then proceed into a relic from then on.