Unofficial build planner for Tactical, Assault, Vanguard, Bulwark, Sniper, Heavy and Techmarine. A fan tool by Eccy Fred.
All 31 Heavy perks in Space Marine 2: 24 in the perk tree and 7 prestige perks, with unlock levels and what each one does. Class ability: Iron Halo.
Always active. When Iron Halo is active, all Squad members within 50 metres take 10% less Damage from Ranged Attacks.
Pick one perk from each column.
Killing 7 enemies in rapid succession restores 1 Armour Segments. Cooldown is 15 seconds.
Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1
When your Primary Weapon is out of Ammo, killing 7 enemies in rapid succession restores Ammo Reserve by 20%. Cooldown is 30 seconds.
When a Ranged Weapon is 50% Overheated or you have less than 50% ammo in Magazine, Ranged Damage increases by 15%
Health increases by 30%
While in Heavy Stance, dealing Damage restores 15% more Contested Health, you do not lose control upon taking Heavy Hits, and you cannot be knocked back, but you will not be able to move
Melee Damage increases by 30%
When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage
After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon.
Pick one.
All Squad Members take 25% less Damage from Ranged Attacks
Ammo Capacity for all Squad Members' Primary Weapons increases by 25%
Reviving a Squad Member restores them to full Health
Pick one perk from each column.
After Iron Halo deactivates, you take 20% less Health Damage for 10 seconds
Killing 7 enemies in rapid succession restores Equipment Charge. Cooldown is 90 seconds.
When Iron Halo expends all its energy, 1 Armour Segment is restored for all Squad Members
Iron Halo's Durability increases by 20%
Iron Halo recharges 20% faster, but its Durability is reduced by 25%
Iron Halo loses energy 20% more slowly
Reviving a Squad Member fully restores Iron Halo's Charge and all Armour Segments
When Iron Halo is in cooldown, Ranged Damage increases by 15%
When Iron Halo expends all of its energy, enemies in a 10-metre radius take significant Damage
Pick one.
When active, Iron Halo deals Damage over time to all enemies within 5 metres
If both of your Squad Members are incapacitated, defeated, or grabbed, your Primary Weapon will not Overheat and you deal 50% more Damage
When Iron Halo is active, all Squad Members within 20 metres regenerate Ability Charge 50% faster
Pick any 4 of these 7.
Stomp area-of-effect radius increases by 50%
Melee kills of Extremis-level or higher enemies restore your Primary Weapon's Ammo by 1 Magazine
When your Armour is fully depleted, you take 25% less Health Damage for 10 seconds
Melee Damage increases by 100%
While performing a Gun Strike, you do not lose control upon taking Heavy Hits, and you cannot be knocked back
Activating Iron Halo removes negative Status Effects
Perfect Parry and Perfect Block windows increase by 25%
The Heavy class cannot equip any melee weapons because of his heavy weaponry, and instead, uses his heavy weapons to bash through enemies with devastating power.
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.