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Requisition Points and Armoury Data are the two currencies that run the entire progression economy in Warhammer 40,000: Space Marine 2, and the single fact most players miss is that Requisition has a hard cap — anything earned past it just disappears. This guide breaks down what each currency actually pays for, where the real early-game scarcity is, and the spending order that runs backwards from what most new players assume.
TL;DR
- Requisition Points cap out and overflow is lost — the real question is when to spend, not how to hoard.
- Armoury Data comes in three rarities tied to Operations difficulty, and the rare tiers are useless until you can survive those difficulties.
- The two currencies are not interchangeable in practice, even though a conversion path exists.
- New players are usually Requisition-starved, not Armoury Data-starved, which is the opposite of what the currency names imply.
- Buying cosmetics before class perks is the most common way players waste Requisition early on.
What Are Requisition and Armoury Data in Space Marine 2?
Requisition Points are the general-purpose currency you earn from almost everything you do. Requisition Points are rewarded through playing PvE or PvP, or by completing Class Trail challenges in the Armoury, and are used to unlock new versions of weapons, class perks, or Heraldry armour customization. Armoury Data is narrower and more restrictive: it comes in three rarities – Master-Crafted, Artificer, and Relic – each corresponding with the different weapon rarity tiers in Space Marine 2, and you’ll want as many of each type as possible to unlock new weapon versions and upgrade your armaments, helping you battle Tyranids and Chaos at the highest difficulty levels. Both currencies exist alongside a third, less-discussed one — Accolades, earned mainly from Eternal War PvP — which is included below for completeness since it’s easy to confuse with the other two.
That Requisition figure matters more than it looks. The amount of points you can store is limited to a maximum of 2000 Requisition Points — with Patch 6.0, the cap was raised from 990 to 2000. A community currency-cap breakdown circulated as of Patch 12.1 confirmed Requisition hard caps at 2,000 pts, and a feature-request thread from more recently still references the same ceiling, asking developers to remove the max capacity of requisition points from 2000 and armoury data from 20 each — so as of the current patch cycle (this piece is written against Patch 14), both numbers appear to still be live, though caps in this game have moved before and could move again.
| Currency | Where It Drops | What It's For | Hard Cap |
|---|---|---|---|
| Requisition Points | Operations (PvE), Eternal War (PvP), Class Trials | New weapon versions, class perks, Heraldry cosmetics | Yes |
| Armoury Data | Operations loot (Servo Skulls, Terminus bosses), Class Trial A-ranks | Unlocking weapon rarity tiers (Master-Crafted / Artificer / Relic) | Yes, per rarity |
| Accolades | Eternal War weekly ordeals and matches | Cosmetic unlocks tied to PvP progression | Yes |
Where to Get Requisition Points and Armoury Data
Requisition is the easier of the two to earn because nearly every activity pays it out. Completing an Operation, winning or losing an Eternal War match, and clearing a Class Trial all contribute, though the amount scales with difficulty and mode. Armoury Data is gated harder: it’s tied to Operations specifically, and the rarity of what drops is tied directly to the Threat Level you’re playing at, which is exactly why high-rarity Armoury Data is a late-game currency whether you like it or not.
Requisition Points can be earned and farmed from the Eternal War PVP multiplayer modes, and playing this mode can be faster compared to Operations since you still earn Requisition Points even when losing, with a match usually lasting several minutes. Class Trials are a one-off boost rather than a farm: these are fixed rewards you cannot earn again, and Requisition is awarded once for completing the objective at ranks B or C, with rank A rewarding a Master-Crafted Armoury Point. If you want the full breakdown of which Operations difficulties drop which Armoury Data rarity and how to route a Ruthless run without dying, the Armoury Data farming guide covers that ground in more depth than this piece needs to repeat.
| Source | What You Get | Requirement | Who It Suits |
|---|---|---|---|
| Operations (PvE) | Requisition + Armoury Data (rarity depends on Threat Level) | Complete mission without failure for Requisition | Anyone progressing through the campaign loop |
| Eternal War (PvP) | Requisition + Accolades | Play a match; Requisition pays out even on a loss | Players who want faster, shorter sessions |
| Class Trials | Requisition (B/C rank) or Master-Crafted Armoury Data (A rank) | One-time reward per Trial, per class | New players clearing early currency deficits |
| Data Refinement (Tech-Priest) | Higher-rarity Armoury Data from lower-rarity stock | 3 lower-tier chips per 1 higher-tier chip | Players sitting on unused Master-Crafted or Artificer data |

Step-by-Step: Spending Order Walkthrough
Tip
If you’re capped on Master-Crafted or Artificer Armoury Data with nothing left to spend it on, the Data Refinement Tech-Priest in the Arming Hall converts three lower-tier chips into one higher-tier chip, which is a better use than letting them sit at the cap.
Follow this sequence to get it done fast.
-
1
Clear Class Trials first
they're one-time Requisition and Master-Crafted Armoury Data that cost you nothing to collect, so bank them before doing anything else.
-
2
Unlock core class perks before touching cosmetics
perks change how your class plays; Heraldry and skins change how it looks, and only one of those affects survivability.
-
3
Spend Requisition down toward the low hundreds once you're
sitting at 2,000 means every extra Operation or Eternal War win is earning you nothing.
-
4
Unlock the next weapon version with Requisition as soon as
new versions are cheap relative to the cap and give you something to actually farm XP on.
-
5
Only push into Substantial or Ruthless Operations once your
going in early to chase purple or gold Armoury Data before you're geared for it usually ends in more failed extractions than useful drops.
-
6
Use Data Refinement to convert excess low-rarity Armoury
once you've capped Master-Crafted or Artificer stacks and have nothing left to unlock at that tier.
Best Ways to Earn Requisition Points Fast
Because Requisition is the currency most new players actually run short of, the methods below are ranked by how quickly they refill it rather than by total output, since output past the cap is meaningless anyway.
Players can choose to farm Requisition Points fast by speedrunning Operations missions on Ruthless Threat Level, though that assumes a build that can actually clear Ruthless without wiping, which most fresh accounts can’t yet.
| Method | Speed | Effort | Best For |
|---|---|---|---|
| Eternal War matches (Annihilation, Seize Ground, Capture & Control) | Fast | Low | Topping off Requisition in short sessions |
| Speedrunning a high-Threat Operation | Fast per run | Medium | Players comfortable with Ruthless difficulty |
| Standard Operations at recommended Threat Level | Moderate | Low | New players still learning classes |
| Class Trials | One-time only | Low | Early-game currency floor, not ongoing farming |
Currency Rewards and What You Unlock
Warning
Buying cosmetics and Heraldry before finishing class perk unlocks is the single most common way players waste Requisition early on. Cosmetics don’t expire and can be bought any time you have spare points sitting near the cap; perks and weapon tiers actually change how you perform, so they should come first every time.
High-Rarity Armoury Data Is Useless at Launch
A gold Relic-tier Armoury Data chip looks like the best currency in the game, but it does nothing for a new account. Green Master-Crafted data drops at Minimal and Average difficulty, purple Artificer drops at Substantial difficulty, and orange Relic data only drops at Ruthless difficulty — so a Relic chip you somehow picked up early just sits unused until your loadout and skill can actually survive the mission tier that makes use of it.
Requisition and Armoury Data Are Not Interchangeable
There’s technically a conversion path, but it’s one-directional and lossy. A Master-Crafted Armoury Data will get you 40 Requisition, an Artificer is worth 60, and a Relic is worth 90 (figures reported by outlet coverage rather than an official patch note, so treat the exact numbers as approximate and confirm in-game before relying on them). That’s a poor trade compared to what the same chip does spent on its intended weapon tier, which is why treating the two currencies as one pool is a mistake.
| Reward | How You Get It | Why It Matters |
|---|---|---|
| New weapon versions | Spent with Requisition once the tier is unlocked | Direct combat upgrades, cheapest way to spend Requisition |
| Weapon rarity tier unlock (Master-Crafted / Artificer / Relic) | One matching Armoury Data chip + enough weapon XP | Gates access to stronger weapon stats at higher Operations difficulty |
| Class perks | Requisition | Changes how a class plays; higher long-term value than cosmetics |
| Heraldry and cosmetics | Requisition or Accolades depending on the item | Visual only — no combat effect |
Common Misconceptions About Space Marine 2 Currencies
Myth: You Should Hoard Requisition Until You Need Something Big
The cap makes hoarding actively counterproductive. Sitting at or near 2,000 Requisition means every mission or match you complete after that point earns nothing extra, so spending down to make room for future income is the correct move, not saving up for a single big purchase.
Myth: Farming High-Difficulty Operations Early Saves Time
Rushing Ruthless missions for Relic-tier Armoury Data before your gear or weapon XP supports it usually means more failed extractions and fewer completed missions overall, which costs more time than just progressing through the difficulty ladder in order.
Our Take: Is the Requisition Cap Actually a Problem?
Our Take
The cap isn’t the design flaw players think it is — the real issue is that the game never tells you it exists.
A 2,000-point ceiling is generous enough that most players hit it by accident rather than by planning, and the fix is simply spending regularly instead of banking. Where the economy genuinely frustrates is the mismatch between what Armoury Data promises (better weapons) and when you can actually use the good tiers — that gap is a pacing choice, not a currency bug, and it’s worth knowing about before you burn Requisition on cosmetics you’ll wish you’d spent on perks instead.