Unofficial build planner for Tactical, Assault, Vanguard, Bulwark, Sniper, Heavy and Techmarine. A fan tool by Eccy Fred.
All 31 Assault perks in Space Marine 2: 24 in the perk tree and 7 prestige perks, with unlock levels and what each one does. Class ability: Jump Pack.
Always active. Perfect dodge timing increases by 50%. This is 300ms on minimal and average difficulty and 195ms for anything above, from 200ms and 130ms, respectively.
Pick one perk from each column.
Damage from Melee Attacks executed while sprinting or dashing increases by 100% and deals area-of-effect Damage within a 7-metre radius. Cooldown is 5 seconds.
Damage from Held and Charged Melee Attacks increases by 25%
Non-Finisher Gun Strikes restore 1 Armour Segment
Secondary Weapon's Damage increases by 20%
Contested Health fades 50% more slowly
Killing 7 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 90 seconds.
While performing Charged Attacks, you take 25% less Health Damage, do not lose control upon taking Heavy Hits, and cannot be knocked back
Melee Damage increases by 15% against Majoris- or Extremis-level enemies
Enemies hit by Damage from Melee Attacks executed while sprinting or dashing take 25% more Damage for 5 seconds
Pick one.
All Squad Members' Abilities recharge 15% faster
All Squad Members deal 20% more Melee Damage against Extremis- and Terminus-level enemies
All Squad Members deal 30% more Gun Strike Damage
Pick one perk from each column.
Ground Pound's Damage increases by 25%
Hitting an enemy with an attack after a Jump Pack Dash restores Jump Pack Ability Charge by 1. Cooldown 10 seconds.
Ground Pound deals 100% more Damage, but its radius is reduced by 50%
A Jump Pack Dash damages enemies along its trajectory and always works as a Perfect Dodge when dodging an attack
Jump Pack recharges 20% faster
A Ground Pound kill restores Jump Pack's Charge by 10%
After a Finisher, Ground Pound deals 25% more Damage for 10 seconds
A fully prepared Ground Pound deals 20% more Damage, but preparation time increases by 25%
After a perfectly timed Dodge using a Jump Pack Dash, you deal 30% more Damage for 10 seconds
Pick one.
Any use of Jump Pack reloads the equipped Ranged Weapon and increases its Damage by 50% for 10 seconds
Jump Pack Leap deals Damage to all enemies in the takeoff area
A perfectly timed Dodge using a Jump Pack Dash restores Jump Pack's Ability Charge
Pick any 4 of these 7.
When charging a Ground Pound, you become Invulnerable for 3 seconds.
After a perfectly timed Parry, Block or Dodge, you do not lose control upon taking Heavy Hits, and you cannot be knocked back for 10 seconds
Perfect Parry and Perfect Block windows increase by 25%
Health increases by 15%
If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks
Ranged Damage increases by 15%
After use Jump Pack, you take 30% less Ranged Damage, do not lose control upon taking Heavy Hits and you cannot be knocked back for 15 seconds
Perk text from the Warhammer 40K: Space Marine 2 Wiki (Fandom) (CC BY-SA), last updated 2026-10-19. Weapon lists from the same wiki.