{"id":2029,"date":"2026-07-21T15:27:22","date_gmt":"2026-07-21T08:27:22","guid":{"rendered":"https:\/\/neonsect.com\/warhammer-space-marine-2\/space-marine-2-class-tier-list-2026\/"},"modified":"2026-10-04T04:29:46","modified_gmt":"2026-10-03T21:29:46","slug":"space-marine-2-class-tier-list-2026","status":"publish","type":"post","link":"https:\/\/neonsect.com\/es\/warhammer-space-marine-2\/space-marine-2-class-tier-list-2026\/","title":{"rendered":"Space Marine 2 Class Tier List 2026: Best Builds After Patch 15.0"},"content":{"rendered":"","protected":false},"excerpt":{"rendered":"<p>Space Marine 2 class tier list for Ruthless and Absolute, checked on Hotfix 14.2: one full build per class with named perks, and how the ranking is made.<\/p>","protected":false},"author":4,"featured_media":5854,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[433],"tags":[],"blog_tag":[18],"class_list":["post-2029","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-warhammer-space-marine-2","blog_tag-tier-list"],"acf":{"redactor":[{"acf_fc_layout":"text","text":"<p>The best class for Ruthless and Absolute Operations in <em>Warhammer 40,000: Space Marine 2<\/em> is Tactical, with Bulwark alongside it and Vanguard and Techmarine a step behind \u2014 and every one of the seven classes clears Absolute with the right perks and a squad that covers its gap. <strong>Checked on Patch 15.0<\/strong> (1 October 2026): the patch rebuilt the Tactical perk tree, gave Tactical a melee path, and raised base damage on most primary weapons to offset a smaller Auspex Scan bonus. We keep the ranking as a provisional editorial call \u2014 it has not been re-measured in game since the patch \u2014 while the Tactical build below is rewritten for the new tree and the other builds note what the patch touched. This is a PvE Operations ranking; Eternal War is a separate balance.<\/p>\n"},{"acf_fc_layout":"text","text":"<div class=\"post-tldr\">\n<p class=\"post-tldr__h\">TL;DR<\/p>\n<ul>\n<li>S: Tactical, Bulwark. A: Vanguard, Techmarine. B: Heavy, Sniper, Assault \u2014 same order on Ruthless and Absolute, for reasons stated per class below<\/li>\n<li>Patch 15.0 reworked Tactical: two builds below, a ranged one around Marksman&#8217;s Mandate and Tactical Reserve, and a new melee one (Power Sword, Power Axe or One-Handed Thunder Hammer in place of the primary)<\/li>\n<li>Auspex Scan stacks less than before (Expert Timing, Precise Calibration and Concentrated Fire are gone), while most primaries got +5\u201315% base damage and Melta weapons +60\u201365% with shorter range<\/li>\n<li>Every build is a full perk set \u2014 3 core, 1 team, 3 gear, 1 signature, named; public Operations matchmaking fields one of each class per squad<\/li>\n<\/ul>\n<\/div>\n"},{"acf_fc_layout":"title","heading":"Class Tier List for Ruthless and Absolute (checked on Patch 15.0)","tag":"h2"},{"acf_fc_layout":"text","text":"<p>The tier is an editorial judgement built from the kit and the named perks in the build section, scored on the five criteria in the methodology below. \u201cWhat earns the tier\u201d names the mechanics, not adjectives.<\/p>\n"},{"acf_fc_layout":"table","headers":[{"header_text":"Class"},{"header_text":"Tier"},{"header_text":"Role"},{"header_text":"What earns the tier (kit + named perks)"}],"rows":[{"cells":[{"cell_text":"Tactical"},{"cell_text":"S"},{"cell_text":"All-rounder, elite killer"},{"cell_text":"Widest arsenal: bolt rifles, Plasma Incinerator, Melta Rifle \u2014 or, since Patch 15.0, a Power Sword, Power Axe or One-Handed Thunder Hammer in place of the primary; Kraken Penetrator rounds are now part of the starting perk; the Auspex mark (+50%) stacks with Marksman&#8217;s Mandate (+40% ranged) or Bladesman&#8217;s Mandate (+60% melee); Tactical Reserve swaps the secondary for a Primary Bolt Rifle"}]},{"cells":[{"cell_text":"Bulwark"},{"cell_text":"S"},{"cell_text":"Tank, squad recovery"},{"cell_text":"Combat shield; Chapter Banner restores squad armour, revives with Rejuvenating Effect, restores squad contested health with Invigorating Icon; Focused Restoration gives the squad 1 armour segment every 30 s with no input"}]},{"cells":[{"cell_text":"Vanguard"},{"cell_text":"A"},{"cell_text":"Melee, self-sustain"},{"cell_text":"Grapnel finishers refund the ability with Tactical Prowess; Unmatched Zeal heals any squad member 30% on Extremis\/Terminus finishers; Adrenaline Rush 5% health per Majoris+ melee kill \u2014 but the sustain is conditional on finishers, and ranged swarms punish the approach; Patch 15.0 made the Melta Rifle hit 65% harder at point-blank range with a 10-round magazine"}]},{"cells":[{"cell_text":"Techmarine"},{"cell_text":"A"},{"cell_text":"Zone control, elite pressure"},{"cell_text":"Servo-Gun in Precision mode (108 dmg per shot on Ruthless, 20% energy per shot); Battlefield Repairs adds an armour segment to every squad stimm; Fortifying Salvo returns armour on Servo-Gun kills; Tarantula reactivation \u2014 all of it needs a lane and a front line"}]},{"cells":[{"cell_text":"Heavy"},{"cell_text":"B"},{"cell_text":"Sustained fire, ranged shield"},{"cell_text":"Iron Halo blocks ranged damage for the squad; Encompassing Aegis \u221225% ranged damage for everyone; Auxiliary Ammunition refills reserves \u2014 no melee weapon, so close range is Stomp, point-blank Multi-Melta and Fortitude\u2019s +30% health, all of which cost time a random squad may not give you"}]},{"cells":[{"cell_text":"Sniper"},{"cell_text":"B"},{"cell_text":"Priority targets"},{"cell_text":"Las Fusil with Lethal Efficiency (multi-kill refunds a charge); Targeted Shot +75% out of cloak; Emergency Override saves one death per 180 s \u2014 the kit removes threats but adds little armour or health to a squad, and ammo is the ceiling"}]},{"cells":[{"cell_text":"Assault"},{"cell_text":"B"},{"cell_text":"Aerial melee burst"},{"cell_text":"Thunder Hammer with Winged Fury (+100% on sprint\/dash melee, 7 m AoE); Jump Pack at 40.65 s per charge, refunded by Strong Strikes and Zealous Blow \u2014 no primary, and the only health recovery is contested health: the perk tree has no heal-on-kill, only armour from gun strikes"}]}],"size":"small"},{"acf_fc_layout":"text","text":"<figure class=\"blog-img\"><img src=\"https:\/\/neonsect.com\/wp-content\/uploads\/2026\/09\/sm2-tierlist-2.webp\" width=\"1536\" height=\"864\" alt=\"Space Marine 2 class loadouts side by side \u2014 chainsword, shield, heavy bolter, sniper\" loading=\"lazy\" decoding=\"async\"><\/figure>\n"},{"acf_fc_layout":"title","heading":"How the Ranking Is Made","tag":"h2"},{"acf_fc_layout":"text","text":"<p><strong>Conditions.<\/strong> A random three-player squad (one of each class, as public matchmaking enforces), classes at level 25 with the full perk tree, Relic-tier weapons, no Prestige ranks assumed; Heroic weapons noted only where they change a class\u2019s standing. Ruthless and Absolute are scored together because the difference between them is in the numbers (enemy health, armour and health recovery rates, revive timers) rather than in what a kit can do: a class whose recovery is baked into perks keeps that advantage on both, and where a class moves between the two difficulties it is said in its build.<\/p>\n<p><strong>Five criteria, each scored 1\u20133.<\/strong> Self-sufficiency in a random squad (can it restore its own armour or health without a teammate\u2019s help); squad value (what it gives the other two); crowd clear; elite and boss damage; margin for error (how many mistakes the kit absorbs). The scores are ours \u2014 an editorial reading of the perk texts and of how the classes play, not a measured DPS table. What is mechanic is written as mechanic with the perk named; what is judgement is written as judgement.<\/p>\n"},{"acf_fc_layout":"table","headers":[{"header_text":"Class"},{"header_text":"Self-sufficiency"},{"header_text":"Squad value"},{"header_text":"Crowd"},{"header_text":"Elites & bosses"},{"header_text":"Margin for error"},{"header_text":"Evidence"}],"rows":[{"cells":[{"cell_text":"Tactical"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"2"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"Emperor&#8217;s Vengeance refills a magazine per Majoris+ kill; Auspex +50% (Marksman&#8217;s Mandate +40% ranged, Bladesman&#8217;s Mandate +60% melee since Patch 15.0); Aligned Aim +15% squad ranged damage"}]},{"cells":[{"cell_text":"Bulwark"},{"cell_text":"3"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"2"},{"cell_text":"3"},{"cell_text":"Banner armour + Invigorating Icon contested health + Rejuvenating Effect revives; Conviction\/Steel Within damage reduction; Armour Reinforcement on gun strikes"}]},{"cells":[{"cell_text":"Vanguard"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"2"},{"cell_text":"2"},{"cell_text":"2"},{"cell_text":"Tactical Prowess grapnel finishers refund the ability; Unmatched Zeal 30% squad heal on Extremis\/Terminus finishers; Close-Combat Focus \u221220% ranged damage"}]},{"cells":[{"cell_text":"Techmarine"},{"cell_text":"2"},{"cell_text":"3"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"2"},{"cell_text":"Battlefield Repairs (+1 armour segment on every squad stimm); Precision Servo-Gun 108 dmg\/shot on Ruthless; Reinforced Position \u221225% damage near a sentry"}]},{"cells":[{"cell_text":"Heavy"},{"cell_text":"2"},{"cell_text":"3"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"1"},{"cell_text":"Encompassing Aegis squad \u221225% ranged; Iron Halo blocks ranged only; no melee weapon \u2014 close range is Stomp and a point-blank Multi-Melta"}]},{"cells":[{"cell_text":"Sniper"},{"cell_text":"2"},{"cell_text":"1"},{"cell_text":"1"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"Emergency Override (invulnerable 5 s at lethal damage, 180 s cooldown); Lethal Efficiency ammo refund; Marksmanship +10% squad headshots is the whole squad contribution"}]},{"cells":[{"cell_text":"Assault"},{"cell_text":"1"},{"cell_text":"2"},{"cell_text":"3"},{"cell_text":"2"},{"cell_text":"1"},{"cell_text":"Winged Fury 7 m AoE; Jump Pack 40.65 s per charge refunded by Strong Strikes\/Zealous Blow\/Commitment; armour only from Armour Reinforcement gun strikes, no heal-on-kill perk"}]}],"size":"small"},{"acf_fc_layout":"title","heading":"Best Endgame Build for Each Class (Patch 15.0)","tag":"h2"},{"acf_fc_layout":"text","text":"<p><strong>How to read a build.<\/strong> The perk tree has four columns \u2014 Core, Team, Gear, Signature \u2014 in rows of three; you run <strong>3 core, 1 team, 3 gear and 1 signature<\/strong>, one per row (levels 2\u20134 are core row one, 5 is team row one, 6\u20138 gear row one, 9 signature row one, and so on to 25). Prestige perks unlock by prestiging the class after 25; how many you can run depends on the ranks you hold. Tactical perks come from the <a href=\"https:\/\/steamcommunity.com\/games\/2183900\/announcements\/detail\/710036425059336280\" target=\"_blank\" rel=\"noopener nofollow\">Patch 15.0 notes<\/a>; the <a href=\"https:\/\/spacemarine2.fandom.com\/wiki\/Tactical\" target=\"_blank\" rel=\"noopener nofollow\">community wiki<\/a> still showed the old Tactical tree on 4 October 2026, so each new perk&#8217;s level is the level of the slot the notes say it replaces. Perks of the other six classes are taken from the wiki as read on 17 September 2026; Patch 15.0 changed none of them except Techmarine&#8217;s Combat Squad Resupply. Percentages are quoted from those texts and have not been re-measured by us. Weapon variants are our picks at Relic tier.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Tactical \u2014 S-tier<\/h3>\n<p>Patch 15.0 gives Tactical two real builds. The starting perk now includes Kraken Penetrator rounds (bolt weapons pierce one more enemy, +20% non-headshot damage with bolters), and its old level-18 slot holds Armour Reinforcement instead.<\/p>\n<p><strong>Ranged build.<\/strong> <strong>Loadout:<\/strong> Heavy Bolt Rifle or Auto Bolt Rifle (base damage +5% and +15% in Patch 15.0) \u2014 or the Plasma Incinerator, in which case take Plasma Boost (lvl 10) instead of Relentless Pursuit (lvl 11) in the second core row \u2014 Heavy Bolt Pistol \u2014 or a second Bolt Rifle with Tactical Reserve; Chainsword or Combat Knife.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Emperor&#8217;s Judgement (lvl 4): a Finisher reloads the ranged weapon and gives the primary +20% for 10 s \u00b7 Relentless Pursuit (lvl 11): +25% ranged damage for 5 s after a Gun Strike \u00b7 Emperor&#8217;s Vengeance (lvl 20): a Majoris+ kill restores one magazine<\/li>\n<li><strong>Team:<\/strong> Aligned Aim (lvl 13): +15% ranged damage for the squad<\/li>\n<li><strong>Gear (one per row):<\/strong> Vital Data (now lvl 8): scanning an Extremis or Terminus enemy restores 50% of the Auspex charge \u00b7 Marksman&#8217;s Mandate (lvl 15): marked enemies take 40% more ranged damage on top of the base mark \u00b7 Mobile Auspex (lvl 22): the scan activates around you with a 30% larger radius and lasts 4 s longer (Prime Target, lvl 24, if you would rather the scan mark the most dangerous enemy for a Gun Strike)<\/li>\n<li><strong>Signature:<\/strong> Tactical Reserve (lvl 9): the secondary is replaced with a Primary Bolt Rifle \u2014 two primaries, one for range and one for the swap; Marked for Death (lvl 25) instead when Majoris and Extremis elites are the threat: one of them in the scan has every Auspex damage bonus against it doubled \u2014 the notes do not extend it to Terminus-level bosses<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Passive Chambering (replaces Exigency Charge: an unequipped ranged weapon reloads itself after 10 s \u2014 the perk Tactical Reserve was made for), Fortitude (+15% health)<\/li>\n<\/ul>\n<p><strong>Melee build (new in Patch 15.0).<\/strong> <strong>Loadout:<\/strong> Power Sword, Power Axe or One-Handed Thunder Hammer \u2014 taking one removes the primary \u2014 plus the Heavy Bolt Pistol.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Heightened Vigour (lvl 3): after a perfect parry or dodge, +10% melee and Gun Strike damage \u00b7 Focused Strike (lvl 12): during a Gun Strike you keep control under heavy hits, cannot be knocked back and take 30% less damage \u00b7 Armour Reinforcement (lvl 18): non-finisher Gun Strikes restore 1 armour segment<\/li>\n<li><strong>Team:<\/strong> Aligned Aim (lvl 13), or Transhuman Physiology (lvl 21) when the squad is dying rather than slow<\/li>\n<li><strong>Gear (one per row):<\/strong> Battle Focus (lvl 7): a perfect parry or block marks the parried enemy with Auspex \u00b7 Strongpoint (lvl 16): inside the scan area you and your squad deal 20% more melee damage and take 20% less health damage \u00b7 Bladesman&#8217;s Mandate (lvl 23): marked enemies take 60% more melee and 20% more Gun Strike damage<\/li>\n<li><strong>Signature:<\/strong> Radiating Impact (lvl 17): a melee finisher deals area damage in 10 m \u00b7 Marked for Death (lvl 25) when a Majoris or Extremis elite is the target worth doubling the scan bonuses on (not Terminus)<\/li>\n<\/ul>\n<p><strong>Why we keep it at S (provisionally):<\/strong> the scan no longer stacks to the old extremes \u2014 the patch notes say outright that the Auspex bonus is smaller and that primaries were buffed to even it out \u2014 but no other class picks between two complete playstyles on the same kit, and the mark still feeds the whole squad. That flexibility, not raw multiplier, is why we keep the tier until it is tested in play. The melee path is new enough that we rank the class on the ranged build; the melee build is the one to test once you know the parry timings.<\/p>\n<p><strong>Play loop (ranged):<\/strong> Scan the pack \u2192 Marksman&#8217;s Mandate makes the marked elites the priority \u2192 finish one target to reload and buff the primary (Emperor&#8217;s Judgement) \u2192 swap to the second Bolt Rifle instead of reloading (Tactical Reserve, Passive Chambering).<\/p>\n<p><strong>Limits and swaps:<\/strong> Secure Stockpile (lvl 5) now has a 90 s cooldown instead of 60 s, so it is no longer the default team pick. The melee build has no primary at all \u2014 against ranged swarms it leans on the squad.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Bulwark \u2014 S-tier<\/h3>\n<p><strong>Loadout:<\/strong> Power Sword (Chainsword or Power Fist by preference), Plasma Pistol for charged shots at range, Combat Shield; no primary slot exists on Bulwark.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Defensive Advantage (lvl 4): a perfect parry or block creates a Shock area for 5 s, 30 s cooldown \u00b7 Shock and Awe (lvl 11): enemies in a Shock area take +25% damage \u00b7 Armour Reinforcement (lvl 20): non-finisher gun strikes restore 1 armour segment<\/li>\n<li><strong>Team:<\/strong> Focused Restoration (lvl 5): every 30 s all squad members restore 1 armour segment, no input needed \u2014 Effective Formation (lvl 21, squad \u221220% health damage from Extremis\/Terminus) on boss-heavy missions<\/li>\n<li><strong>Gear (one per row):<\/strong> Rejuvenating Effect (lvl 8): activating the banner revives incapacitated squad members inside it \u00b7 Glory\u2019s Shield (lvl 15): \u221220% damage inside the banner and the banner lasts 20% longer \u00b7 Invigorating Icon (lvl 23): on activation the squad regains maximum contested health (banner recharges 50% slower)<\/li>\n<li><strong>Signature:<\/strong> Defensive Mastery (lvl 17): a perfect parry incapacitates a Majoris or Extremis, 90 s cooldown; Armoured Advance (lvl 25) if you get knocked around more than you parry<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Standard Bearer (P2: invulnerable for 2 s when the banner activates), Emboldened Stand (P2: no stagger inside the banner)<\/li>\n<\/ul>\n<p><strong>Why it works:<\/strong> This is where the \u201cBulwark heals the team\u201d claim actually lives: the banner restores armour by default (20 s, 125 s cooldown), Invigorating Icon turns the activation into a squad contested-health refill, Rejuvenating Effect makes it a revive, and Focused Restoration hands out armour passively between banners. The parry loop (Defensive Advantage \u2192 Shock and Awe) is the damage side.<\/p>\n<p><strong>Play loop:<\/strong> Hold the line at the objective \u2192 parry into a Shock area and hit the +25% \u2192 drop the banner when two armour bars are gone or someone is down, not on cooldown \u2192 gun-strike for armour between parries.<\/p>\n<p><strong>Limits and swaps:<\/strong> No primary, so ranged threats are the Plasma Pistol\u2019s job or a teammate\u2019s; Rapid Regeneration (lvl 14) is the alternative to Glory\u2019s Shield when you want a 10 s burst banner. The class does not out-damage anyone \u2014 it stops the run from ending.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Vanguard \u2014 A-tier<\/h3>\n<p><strong>Loadout:<\/strong> Melta Rifle (Instigator Bolt Carbine for a ranged-leaning game), Heavy Bolt Pistol, Combat Knife or Chainsword.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Duellist (lvl 3): perfect parry and block windows +50% \u00b7 Close-Combat Focus (lvl 11): \u221220% ranged damage taken \u00b7 Honed Reactions (lvl 20): under 50% health the perfect dodge window doubles \u2014 Conviction (lvl 19) if you prefer flat mitigation<\/li>\n<li><strong>Team:<\/strong> Unmatched Zeal (lvl 13): a melee finisher on an Extremis or Terminus restores 30% health for any squad member \u2014 the named source of the class\u2019s \u201chealing\u201d, and it is conditional on those finishers<\/li>\n<li><strong>Gear (one per row):<\/strong> Restless Fortitude (lvl 6): after a Diving Kick, \u221240% ranged damage for 10 s \u00b7 Shock Wave (lvl 14): the Diving Kick deals half its damage in a 5 m radius \u00b7 Combat Readiness (lvl 24): Grapnel recharges 20% faster<\/li>\n<li><strong>Signature:<\/strong> Tactical Prowess (lvl 9): the Grapnel can finish enemies under 33% health (not Terminus), and a Grapnel finisher fully restores its charge \u2014 the engine of the build; Adrenaline Rush (lvl 25: +5% health per Majoris+ melee kill) is the self-heal alternative<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Launch Restoration (P2: each Grapnel use restores 1 armour segment), Fortitude (P2)<\/li>\n<\/ul>\n<p><strong>Why it works:<\/strong> The Grapnel Launcher is 45.45 s per charge; Tactical Prowess makes a finisher refund it, so the loop is only as fast as the finishers you can line up. Health comes back from finishers (Unmatched Zeal) and Majoris kills (Adrenaline Rush), plus the starting perk (+50% contested health from melee) \u2014 none of it is automatic, which is the reason for A rather than S.<\/p>\n<p><strong>Play loop:<\/strong> Melta a Majoris under a third \u2192 Grapnel finisher (charge refunded) \u2192 Diving Kick into the next pack under Restless Fortitude \u2192 repeat; save a charge for an Extremis finisher when the squad is low.<\/p>\n<p><strong>Limits and swaps:<\/strong> Patch 15.0 raised Melta Rifle base damage by 65% and cut its magazine from 15 to 10. Fall-off now starts closer, and by variant: Standard-Issue 2 m, Master-Crafted Alpha 2.5 m, Salvation of Bakka 3 m, Gathalamor Crusade 3 m, with the maximum reduction lowered from 50% to 30% on all four; the Salamanders Heroic version gains a fall-off it did not have, up to 70% at 25\u201330 m. A stronger finisher setup at point-blank range on every variant, weaker at mid range. Ranged swarms with no finisher targets stall the loop; that is when Close-Combat Focus and the Melta carry. Do not take both Adrenaline Rush and Tactical Prowess \u2014 same column, one slot.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Techmarine \u2014 A-tier<\/h3>\n<p><strong>Loadout:<\/strong> Heavy Bolt Rifle or Plasma Incinerator, Plasma Pistol, Omnissiah Axe (class-exclusive; Power Sword and Power Axe also open).<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Explosives Adept (lvl 4): +35% equipment damage \u00b7 Precision Enhancement (lvl 10): the Servo-Gun locks one target and fires precision shots \u2014 108 damage per shot on Ruthless\/Absolute at 20% energy per shot, per the wiki\u2019s table \u00b7 Long-Range Barrage (lvl 20): +25% ranged damage beyond 20 m<\/li>\n<li><strong>Team:<\/strong> Battlefield Repairs (lvl 13): every squad member\u2019s Medicae Stimm fully regenerates armour and adds one extra segment \u2014 Reinforced Position (lvl 5, \u221225% damage and +15% damage within 15 m of an active sentry) when the map hands you Tarantulas<\/li>\n<li><strong>Gear (one per row):<\/strong> Augmented Ammunition Feed (lvl 7): Servo-Gun recharges 15% faster \u00b7 Fortifying Salvo (lvl 16): a Servo-Gun kill restores 1 armour segment, 30 s cooldown \u00b7 Strategic Gun Strike (lvl 24): the Servo-Gun targets only Majoris+ and deals +20% beyond 20 m<\/li>\n<li><strong>Signature:<\/strong> Lethal Perimeter (lvl 17): the Servo-Gun guards a zone and spends 50% less energy per shot \u2014 the hold-a-lane option; Decapitating Stratagem (lvl 9: a Majoris+ kill by the Servo-Gun refunds 100% charge, 90 s cooldown) is the elite-hunter option. Both work; pick by mission, not by dogma<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Volatile Sentry (P1: Tarantula explosion +1000% damage, radius +20%), Defensive Stance (P2)<\/li>\n<\/ul>\n<p><strong>Why it works:<\/strong> The energy budget is the whole class: the default Servo-Gun spends 4% per shot, Precision 20%, Plasma 10% (wiki table). Precision mode is five shots per full charge \u2014 enough to delete a Majoris \u2014 which is why the earlier version of this guide was wrong to say the class \u201ccollapses without Lethal Perimeter\u201d: Decapitating Stratagem pays the charge back on the kill, Augmented Ammunition Feed shortens the wait, and Lethal Perimeter is the cheaper-per-shot alternative for lanes, not a requirement.<\/p>\n<p><strong>Play loop:<\/strong> Activate a Tarantula if the map has one \u2192 mark the elite by looking at it and fire Precision \u2192 Majoris dies, Decapitating Stratagem refunds the charge \u2192 Omnissiah Axe the leftovers while Fortifying Salvo tops the armour.<\/p>\n<p><strong>Patch 15.0:<\/strong> the Techmarine can now take a Two-Handed Thunder Hammer, and Combat Squad Resupply also restores Melta Bombs.<\/p>\n<p><strong>Limits and swaps:<\/strong> Precision Enhancement and Plasma Enhancement are different Servo-Gun modes in different rows; running both is legal but pointless \u2014 the gun has one mode at a time. The class needs a front line; alone it is a Tactical with a slower gun.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Heavy \u2014 B-tier<\/h3>\n<p><strong>Loadout:<\/strong> Multi-Melta (Heavy Bolter for range), Plasma Pistol; there is no melee weapon slot \u2014 the Heavy\u2019s melee is the Stomp and gun strikes.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Thermal Boost (lvl 3): +15% ranged damage at 50% overheat or half a magazine \u00b7 Multi-Kill (lvl 10): a Multi-Melta shot that kills 5+ restores 1 ammo \u2014 Fortitude (lvl 11, +30% health) with the Heavy Bolter \u00b7 Auxiliary Ammunition (lvl 18): with the primary empty, 7 kills in 6 s restore 20% of the reserve, 30 s cooldown<\/li>\n<li><strong>Team:<\/strong> Encompassing Aegis (lvl 5): the squad takes \u221225% ranged damage \u2014 Bonds of Brotherhood (lvl 21, a revive restores full health) with a squad that keeps falling<\/li>\n<li><strong>Gear (one per row):<\/strong> Saving Grace (lvl 8): reviving a squad member fully restores Iron Halo and all armour \u00b7 Brute Force (lvl 16): +15% ranged damage while Iron Halo is on cooldown \u00b7 Emperor\u2019s Protection (lvl 22): when the Halo spends all its energy, the squad gains 1 armour segment<\/li>\n<li><strong>Signature:<\/strong> Conversion Field (lvl 25): squad members within 20 m regenerate ability charge 50% faster while the Halo is up; Coolant Reserve (lvl 17) is the solo-carry insurance when both teammates are down<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Conviction (P1), Exponential Force (P2: melee +100% \u2014 the Stomp answer to a crowd), Auxiliary Reload (P1)<\/li>\n<\/ul>\n<p><strong>Why it works:<\/strong> Iron Halo blocks ranged damage and nothing else, so the class\u2019s weakness is being touched. That is a positioning cost, not a death sentence: the Multi-Melta at point-blank range is the strongest close answer in the game, the Stomp staggers, Fortitude adds health, and Exponential Force at Prestige 2 makes the melee real. What keeps Heavy at B is that all of it costs seconds a random squad may not buy you, and the kit gives the squad shields and ammo rather than health.<\/p>\n<p><strong>Play loop:<\/strong> Set up behind the front line \u2192 Halo on the first ranged wave (Encompassing Aegis already halves the pain) \u2192 Multi-Melta the pack that reaches you (Multi-Kill refunds) \u2192 revive with Saving Grace to reset the Halo.<\/p>\n<p><strong>Limits and swaps:<\/strong> Strategic Stand (lvl 19) roots you for +15% contested health recovery \u2014 not on Absolute. Coolant Reserve is a dead perk in a full squad; take Conversion Field.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Sniper \u2014 B-tier<\/h3>\n<p><strong>Loadout:<\/strong> Las Fusil (Bolt Sniper Rifle for headshot play), Heavy Bolt Pistol, Combat Knife.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Block Break (lvl 2): shots penetrate block stances at 50% damage \u2014 Iron Grip (lvl 4) with the bolt rifles \u00b7 Vantage Point (lvl 11): +20% ranged damage after 2 s stationary \u00b7 Lethal Efficiency (lvl 20): a Las Fusil shot that kills more than one enemy refunds a charge \u2014 Adaptability (lvl 19) with bolt weapons<\/li>\n<li><strong>Team:<\/strong> Marksmanship (lvl 5): +10% headshot damage for the squad \u2014 Precision Targeting (lvl 13, +15% vs Extremis\/Terminus for the squad) on boss missions<\/li>\n<li><strong>Gear (one per row):<\/strong> Purification (lvl 6): activating the cloak clears status effects and restores all contested health \u00b7 Targeted Shot (lvl 15): the first shot out of cloak deals +75% \u00b7 Renewal (lvl 22): a headshot kill restores 5% cloak charge<\/li>\n<li><strong>Signature:<\/strong> Emergency Override (lvl 17): at lethal damage the cloak fires for free and you are invulnerable for 5 s, 180 s cooldown \u2014 the perk that moves Sniper up on Absolute specifically; Evasion (lvl 9) when you dodge more than you die<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Emperor\u2019s Grace (P1: invulnerable 2 s on cloak), Versatile Precision (P1: a secondary kill restores 15% primary ammo)<\/li>\n<\/ul>\n<p><strong>Why it works:<\/strong> Ammo is the ceiling and the build spends every perk fighting it: Lethal Efficiency refunds Las Fusil charges on multi-kills, Renewal and Versatile Precision feed the cloak and the reserve. The cloak lasts 10 s in PvE; Targeted Shot is the payoff, Purification the self-heal. What the class does not have is anything that restores a teammate\u2019s armour or health \u2014 Marksmanship is the whole squad contribution.<\/p>\n<p><strong>Play loop:<\/strong> Cloak \u2192 line up the Majoris headshot (Targeted Shot) \u2192 Las Fusil through the pack behind it (Lethal Efficiency refund) \u2192 recloak on the Renewal ticks; keep Emergency Override for the mistake.<\/p>\n<p><strong>Limits and swaps:<\/strong> Vantage Point wants you still, Absolute wants you moving \u2014 drop it for Dexterous Hands (lvl 12) if you run Bolt Carbines. Lethal Efficiency does nothing without the Las Fusil.<\/p>\n"},{"acf_fc_layout":"text","text":"<h3>Assault \u2014 B-tier<\/h3>\n<p><strong>Loadout:<\/strong> Thunder Hammer (Power Fist for single-target), Heavy Bolt Pistol or the one-handed Bolt Carbine; no primary slot.<\/p>\n<ul>\n<li><strong>Core (one per row):<\/strong> Winged Fury (lvl 2): melee out of a sprint or dash deals +100% and hits a 7 m area, 5 s cooldown \u00b7 Knowledge of the Enemy (lvl 12): +15% melee vs Majoris and Extremis \u00b7 Armour Reinforcement (lvl 18): non-finisher gun strikes restore 1 armour segment \u2014 the only armour-recovery perk in the tree<\/li>\n<li><strong>Team:<\/strong> Squad Cohesion (lvl 5): squad abilities recharge 15% faster \u2014 Strategic Strikes (lvl 13, squad +20% melee vs Extremis\/Terminus) on boss missions<\/li>\n<li><strong>Gear (one per row):<\/strong> Wings of Flame (lvl 7): the Jump Pack dash damages along its path and always counts as a perfect dodge \u00b7 Strong Strikes (lvl 14): a dash hit restores 1 Jump Pack charge, 10 s cooldown \u00b7 Zealous Blow (lvl 23): a Ground Pound kill restores 10% Jump Pack charge<\/li>\n<li><strong>Signature:<\/strong> Commitment (lvl 25): a perfect dodge with the Jump Pack dash restores its charge; Ample Ammunition (lvl 9) reloads and gives +50% ranged for 10 s per Jump Pack use if the pistol is doing real work<\/li>\n<li><strong>Prestige (if you have the ranks):<\/strong> Unyielding Oath (P1: invulnerable 3 s while charging a Ground Pound), Hammer of Wrath (P2: \u221230% ranged damage and no stagger for 15 s after a Jump Pack use)<\/li>\n<\/ul>\n<p><strong>Why it works:<\/strong> The Jump Pack is 40.65 s per charge, and the whole build is about not waiting for it: Strong Strikes, Zealous Blow and Commitment each hand charge back. On sustain the honest statement is short: the tree has <strong>no heal-on-kill<\/strong> \u2014 the earlier version of this guide claimed one and it does not exist \u2014 only Armour Reinforcement on gun strikes, Perseverance\u2019s damage reduction during charged attacks (lvl 4) and contested health. That, plus no primary, is why Assault sits at B on both difficulties.<\/p>\n<p><strong>Play loop:<\/strong> Dash into the pack (Wings of Flame perfect dodge, Winged Fury AoE) \u2192 Ground Pound the survivors (Zealous Blow refund) \u2192 gun-strike a stagger for armour \u2192 dash out before the second wave.<\/p>\n<p><strong>Limits and swaps:<\/strong> Precision Strike (lvl 22) halves the Ground Pound radius for double damage \u2014 a boss perk, not a horde perk. Ascension (lvl 17) is the alternative signature for takeoff damage; Commitment keeps the loop moving.<\/p>\n"},{"acf_fc_layout":"text","text":"<p>A tier list tells you which class is worth the hours; it does not shorten them. Every class has its own unlock curve, and the order you push them in changes how long the whole set takes \u2014 <a href=\"https:\/\/neonsect.com\/warhammer-space-marine-2\/class-leveling-fastest-route\/\">our class levelling guide<\/a> lays out the fastest route to maxing each one, and the <a href=\"https:\/\/neonsect.com\/warhammer-space-marine-2\/space-marine-2-prestige-guide\/\">Prestige guide<\/a> covers what the Prestige perks above cost to reach.<\/p>\n"},{"acf_fc_layout":"text","text":"<p>The weapons named in each build are our picks for that class at Relic tier; how individual weapons rank by role against swarms, elites and Terminus-class threats is covered in the <a href=\"https:\/\/neonsect.com\/warhammer-space-marine-2\/weapon-tier-list-patch-14\/\">Space Marine 2 weapon tier list<\/a>.<\/p>\n"},{"acf_fc_layout":"title","heading":"Levelling a Class for Ruthless and Absolute","tag":"h2"},{"acf_fc_layout":"steps","intro":"The order that gets a class from fresh to Absolute-ready without teaching it bad habits.","steps":[{"title":"Start on Average or Substantial","description":"rushing into Ruthless with an under-levelled class teaches bad habits and wastes the squad\u2019s time; learn the parry and gun-strike flow first.","image":""},{"title":"Get the first row of each column online by level 9","description":"levels 2\u20139 fill core row one, the first team perk, gear row one and the first signature \u2014 that is a complete, if shallow, build.","image":""},{"title":"Push weapon mastery on the weapons of your build, within the slots your class has","description":"Tactical, Vanguard, Sniper, Heavy and Techmarine level a primary; Bulwark and Assault have no primary and level the melee weapon and the sidearm instead. Mastery here means the weapon\u2019s own perk tiers, unlocked by kills with it and by Armoury Data for higher rarities \u2014 a fully perked Relic weapon beats a bare one of higher tier.","image":""},{"title":"Climb one difficulty at a time and let deaths pick perks","description":"ranged chip damage \u2192 Close-Combat Focus, Encompassing Aegis, Restless Fortitude; empty magazines \u2192 Emperor\u2019s Vengeance, Auxiliary Ammunition, Lethal Efficiency.","image":""},{"title":"Find two regulars before Absolute","description":"the combinations below assume a squad that knows whose cooldown covers whose gap; with randoms, weight self-sufficiency over squad value when you pick.","image":""}]},{"acf_fc_layout":"title","heading":"Squad Compositions","tag":"h2"},{"acf_fc_layout":"text","text":"<p>Public Operations matchmaking fields <strong>one of each class per squad<\/strong> \u2014 the developers said in September 2024 that they did not intend to change that for regular matchmaking (<a href=\"https:\/\/www.pcgamesn.com\/warhammer-40k-space-marine-2\/operations-matchmaking-issues\" target=\"_blank\" rel=\"noopener nofollow\">PCGamesN<\/a>, reporting the developer response). Every combination below is therefore three different classes; whether a private-lobby setting relaxes the rule is outside this ranking.<\/p>\n<h3>Tactical + Bulwark + Vanguard<\/h3>\n<p>The safest random trio. Auspex marks give the Vanguard finisher targets under 33% faster (Tactical Prowess), Unmatched Zeal heals the squad on the finishers, and the Bulwark\u2019s banner covers the moments the loop stalls.<\/p>\n<h3>Techmarine + Vanguard + Bulwark<\/h3>\n<p>Zone, execute, hold. Precision Servo-Gun softens the Majoris, the Vanguard grapples the finisher, Battlefield Repairs plus Focused Restoration keep armour flowing without anyone spending a stimm early.<\/p>\n<h3>Heavy + Sniper + Bulwark<\/h3>\n<p>Two backline classes need the one front-line class that does not need them: the Bulwark holds aggro, Encompassing Aegis and Marksmanship stack on the squad, and the Sniper\u2019s Emergency Override is the insurance a backline pair otherwise lacks.<\/p>\n"},{"acf_fc_layout":"title","heading":"What Patch 15.0 Changed","tag":"h2"},{"acf_fc_layout":"text","text":"<p><a href=\"https:\/\/steamcommunity.com\/games\/2183900\/announcements\/detail\/710036425059336280\" target=\"_blank\" rel=\"noopener nofollow\">Patch 15.0<\/a> (1 October 2026) is the balance point this ranking is checked against. For PvE classes it changed:<\/p>\n<ul>\n<li><strong>Tactical:<\/strong> eleven perks replaced or moved (Signal Jammer \u2192 Tactical Reserve, Steady Aim \u2192 Focused Strike, Precise Calibration \u2192 Bladesman&#8217;s Mandate, Expert Timing \u2192 Strongpoint, Concentrated Fire \u2192 Prime Target, and more), Marked for Death reworked, Kraken Penetrator rounds moved into the starting perk, Secure Stockpile 60 \u2192 90 s, and a melee path with Power Sword, Power Axe or One-Handed Thunder Hammer in place of the primary. Every slot change is in <a href=\"https:\/\/neonsect.com\/warhammer-space-marine-2\/tactical-rework-patch-15\/\">our Tactical rework breakdown<\/a>.<\/li>\n<li><strong>Weapons:<\/strong> base damage up on Bolt Rifle (+10%), Auto Bolt Rifle (+15%), Heavy Bolt Rifle (+5%), Bolt Carbines (+7.5\u201315%), Plasma Incinerator (+10% on the common shot), Heavy Bolter (+5%), Pyreblaster and Pyrecannon (+10%); Melta Rifle +65% and Heavy Melta Rifle +60% with smaller magazines and shorter range.<\/li>\n<li><strong>Techmarine:<\/strong> Two-Handed Thunder Hammer added; Combat Squad Resupply covers Melta Bombs.<\/li>\n<li><strong>Endgame:<\/strong> <a href=\"https:\/\/neonsect.com\/warhammer-space-marine-2\/crucible-mode-penances-xp\/\">Crucible Mode<\/a> opens for any class at level 25.<\/li>\n<\/ul>\n<p>No other class&#8217;s perks changed, which is why their builds stand. Saber says Patch 16 will revisit Siege Blessings and Atonements; nothing class-related is announced for it yet.<\/p>\n"},{"acf_fc_layout":"title","heading":"Common Mistakes on Ruthless and Absolute","tag":"h2"},{"acf_fc_layout":"text","text":"<h3>Reading a conditional perk as a passive one<\/h3>\n<p>Unmatched Zeal heals on Extremis and Terminus finishers, not on kills; Emperor\u2019s Vengeance needs a Majoris kill; Strong Strikes needs a dash <em>hit<\/em>. Builds that count on the effect without the condition run dry on Absolute, where the conditions come less often.<\/p>\n<h3>Perks that need a state you rarely hold<\/h3>\n<p>Perks tied to full armour, a full magazine or standing still (Thermal Boost\u2019s magazine half, Vantage Point, Strategic Stand) are not bad \u2014 they are situational. Take them when the build creates the state (Thermal Boost with a weapon that lives at 50% heat) and skip them when it does not.<\/p>\n<h3>Two abilities of the same kind in one squad<\/h3>\n<p>Not two classes \u2014 matchmaking prevents that \u2014 but two recovery tools timed together: a Bulwark banner and a Techmarine Battlefield Repairs stimm in the same second waste one of them. Call the banner; hold the stimm.<\/p>\n<h3>Levelling the wrong weapon<\/h3>\n<p>The build above names the weapon; mastery on a different one does not transfer. Bulwark and Assault players in particular level a primary they cannot equip because the menu shows one.<\/p>\n"},{"acf_fc_layout":"title","heading":"Our Take: Is the Tier List Worth Following?","tag":"h2"},{"acf_fc_layout":"text","text":"<div class=\"post-verdict\">\n<p class=\"post-verdict__h\">Our Take<\/p>\n<p class=\"post-verdict__lead\">Every class is Absolute-viable; Tactical and Bulwark make a random squad forgive more.<\/p>\n<p>The gap between S and B is about what the kit does when the squad is bad, not about a ceiling: a Sniper with Emergency Override and a Heavy with a Multi-Melta clear Absolute with two regulars. The ranking matters most with randoms, which is most of the player base. If you have a fixed trio, pick by the composition section and master one build \u2014 the perk texts above are the same for everyone; what differs is how often you meet the conditions.<\/p>\n<\/div>\n"},{"acf_fc_layout":"faq","items":[{"question":"What is the best class for Ruthless and Absolute in Space Marine 2?","answer":"Tactical for a random squad: the widest arsenal, two complete builds since Patch 15.0, Auspex Scan&#8217;s +50% mark with Marksman&#8217;s or Bladesman&#8217;s Mandate on top, and Emperor&#8217;s Vengeance for ammo. Bulwark is the other S-tier pick because its banner perks (Invigorating Icon, Rejuvenating Effect) and Focused Restoration recover the squad without anyone else&#8217;s input."},{"question":"Did Patch 15.0 change the class tier list?","answer":"We have not moved any tier, as a provisional editorial call: Patch 15.0 (1 October 2026) rebuilt the Tactical perk tree and buffed most primary weapons while lowering how far Auspex Scan stacks, and the ranking has not been re-measured in game since. Tactical stays S on the flexibility of its two builds; Vanguard and Techmarine builds note the Melta and Thunder Hammer changes."},{"question":"Is the Tactical rework live?","answer":"Yes, since Patch 15.0 on 1 October 2026. Tactical can take a Power Sword, Power Axe or One-Handed Thunder Hammer in place of the primary, and the Tactical Reserve perk (level 9) replaces the secondary with a Primary Bolt Rifle. Both builds are in this guide."},{"question":"Can you run two of the same class in Operations?","answer":"Not in public matchmaking: squads field one of each class, and the developers said in September 2024 they did not plan to change that for regular Operations. The compositions in this guide assume three different classes."},{"question":"Does Bulwark heal the team, and how?","answer":"Through named perks, not by default: the Chapter Banner restores armour; Invigorating Icon makes its activation refill the squad\u2019s contested health; Rejuvenating Effect revives incapacitated squad members inside it; Focused Restoration gives everyone one armour segment every 30 s. Health itself is not restored by the banner."},{"question":"Does Assault heal on melee kills?","answer":"No. The Assault perk tree has no heal-on-kill perk; the earlier version of this guide said it did. Its recovery is armour from Armour Reinforcement gun strikes, damage reduction from Perseverance during charged attacks, and contested health."},{"question":"Can you beat Absolute with any class?","answer":"Yes. The tier reflects how much a class forgives in a random squad, not a viability cap. All seven classes clear Absolute with the builds above and a squad that covers the class\u2019s gap."}]},{"acf_fc_layout":"text","text":"<h2>Sources and Confidence<\/h2>\n<p>Official posts for versions and rules; the community wiki for perk texts, read on 17 September 2026 and not re-measured by us in-game; the ranking and the builds are our editorial selection from those texts.<\/p>\n<table>\n<thead>\n<tr>\n<th>Claim<\/th>\n<th>Where it comes from<\/th>\n<th>Status<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Patch 15.0 (1 October 2026): Tactical perk changes, Kraken Penetrator in the starting perk, Secure Stockpile 90 s, Tactical melee weapons, primary weapon and Melta damage changes, Techmarine Two-Handed Thunder Hammer and Combat Squad Resupply, Crucible Mode<\/td>\n<td><a href=\"https:\/\/steamcommunity.com\/games\/2183900\/announcements\/detail\/710036425059336280\" target=\"_blank\" rel=\"noopener nofollow\">Saber, Patch 15.0, Steam, 1 Oct 2026<\/a><\/td>\n<td>Official<\/td>\n<\/tr>\n<tr>\n<td>Hotfix 14.2 (3 September 2026) contains one fix \u2014 Weekly Siege \/ Eternal War accolades \u2014 and no class or weapon changes<\/td>\n<td><a href=\"https:\/\/community.focus-entmt.com\/focus-entertainment\/space-marine-2\/blogs\/455-hotfix-14-2\" target=\"_blank\" rel=\"noopener nofollow\">Focus Entertainment \u2014 Hotfix 14.2<\/a><\/td>\n<td>Official<\/td>\n<\/tr>\n<tr>\n<td>Tactical rework (melee in place of primary; perk swapping secondary for a Bolt Rifle), Chaos Siege, one-handed Thunder Hammer, Crucible \u2014 planned for Patch 15, no date<\/td>\n<td><a href=\"https:\/\/community.focus-entmt.com\/focus-entertainment\/space-marine-2\/blogs\/445-august-community-update\" target=\"_blank\" rel=\"noopener nofollow\">Focus Entertainment \u2014 August Community Update, 28 August 2026<\/a><\/td>\n<td>Official (shipped in Patch 15.0)<\/td>\n<\/tr>\n<tr>\n<td>7.0 arsenal expansion: Tactical gained Combat Knife, Plasma Pistol, Heavy Bolt Pistol; Assault Power Sword and Plasma Pistol; Vanguard Bolt Carbine; Sniper Instigator Bolt Carbine<\/td>\n<td><a href=\"https:\/\/community.focus-entmt.com\/focus-entertainment\/space-marine-2\/blogs\/191-7-0-patch-notes\" target=\"_blank\" rel=\"noopener nofollow\">Focus Entertainment \u2014 7.0 Patch Notes, 15 April 2025<\/a><\/td>\n<td>Official<\/td>\n<\/tr>\n<tr>\n<td>Patch 14 live 28 July 2026; Hotfix 14.1 on 11 August 2026 (Heroic weapon fixes, limited PvE perk changes)<\/td>\n<td><a href=\"https:\/\/neonsect.com\/warhammer-space-marine-2\/hotfix-14-1-patch-notes\/\">Our Hotfix 14.1 write-up of the official notes<\/a><\/td>\n<td>Official (via our earlier article)<\/td>\n<\/tr>\n<tr>\n<td>Perk names, unlock levels and effect texts for all seven classes; ability cooldowns (Auspex 90.9 s, Grapnel 45.45 s per charge, Jump Pack 40.65 s per charge, Banner 125 s); Servo-Gun damage and energy per shot<\/td>\n<td><a href=\"https:\/\/spacemarine2.fandom.com\/wiki\/Tactical\" target=\"_blank\" rel=\"noopener nofollow\">Warhammer 40K: Space Marine 2 Wiki (Fandom), class pages<\/a><\/td>\n<td>Community report \u2014 read 17 September 2026, not re-measured by us; Tactical tree not yet updated on 4 October 2026, new Tactical perk levels derived from the Patch 15.0 slot replacements<\/td>\n<\/tr>\n<tr>\n<td>One of each class per squad in public Operations matchmaking; developers did not plan to change it<\/td>\n<td><a href=\"https:\/\/www.pcgamesn.com\/warhammer-40k-space-marine-2\/operations-matchmaking-issues\" target=\"_blank\" rel=\"noopener nofollow\">PCGamesN, reporting the developer response (September 2024)<\/a><\/td>\n<td>Press report \u2014 not independently verified<\/td>\n<\/tr>\n<tr>\n<td>Tiers, criteria scores and the build selections, re-checked on Patch 15.0<\/td>\n<td>This article<\/td>\n<td>Editorial \u2014 our reading of the perk texts; not a measured DPS comparison<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n"}],"bottom":[{"acf_fc_layout":"more_articles","heading":"","posts":"","count":10},{"acf_fc_layout":"chat","heading":""}],"meta_description":"Space Marine 2 class tier list for Ruthless and Absolute, checked on Hotfix 14.2: one full build per class with named perks, and how the ranking is made."},"_links":{"self":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts\/2029","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/comments?post=2029"}],"version-history":[{"count":6,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts\/2029\/revisions"}],"predecessor-version":[{"id":7350,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/posts\/2029\/revisions\/7350"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/media\/5854"}],"wp:attachment":[{"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/media?parent=2029"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/categories?post=2029"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/tags?post=2029"},{"taxonomy":"blog_tag","embeddable":true,"href":"https:\/\/neonsect.com\/es\/wp-json\/wp\/v2\/blog_tag?post=2029"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}