On this page
Most advice floating around still treats Warhammer 40,000: Space Marine 2 as a single progression ladder, telling new players to grind Operations until their gear feels comfortable before ever touching Eternal War. That advice was already shaky before patch 12 added a seventh class, and it falls apart once you look at what each mode actually pays: Requisition is one shared wallet, but class levels, weapon tiers and Armoury Data live only in PvE, and since Patch 14 (28 July 2026) Eternal War has no gear ladder at all. This is about picking the right grind for what you actually want out of the game, not which mode is objectively better.
TL;DR
- Armoury Data – the only currency that unlocks Relic-tier weapon variants – drops only in PvE: Operations (Stratagems count), Siege and the class Trials. PvP gives none.
- Eternal War keeps its own progress: since Patch 14 every weapon and piece of equipment is open from level 1, and what a match pays is Requisition (the same wallet PvE fills), weekly participation Accolades and cosmetics – none of it touches PvE class levels or weapon tiers.
- The Techmarine class (added in patch 12) plays in Operations, Siege, and PvP, but is not available in the campaign.
- Want Relic gear and weapon tiers? Start in PvE. Want rank and Eternal War cosmetics? Start in PvP.
- Clearing every class’s Trials in the Armouring Hall is a one-time chunk of free Armoury Data worth doing before you commit to either grind.
Full Unlock
PvE: every class at 4th Prestige and level 25, every class perk
The Short Answer
If your goal is gear score, weapon tiers, or Relic-rarity Armoury Data, start in PvE. Neither the campaign nor PvP awards any Armoury Data, so Operations (with Stratagems), Siege and the one-off class Trials are the only places that move that needle at all.
If your goal is PvP rank, Accolades, or Eternal War-exclusive cosmetics, PvP first is the correct call, because PvE progress does not carry over to PvP: class levels, weapon tiers and perks are PvE-only systems. The one thing that does cross is the Requisition counter – it is a single wallet, so Operations income can buy Eternal War cosmetics – but grinding Operations first buys you nothing toward your PvP level.
The one wrinkle: the Techmarine, added in Space Marine 2’s update 12.0, introducing the new Techmarine class, more PvE content, a weapon, a new map, and so much more, is playable in Operations, Siege and Eternal War, but not the campaign. If you’re rolling it fresh, you’ll need at least one PvE mode in rotation regardless of which grind you prioritize.
Armoury Data Is the Reason PvE Comes First
Armoury Data is a single currency across three rarities – Master-Crafted, Artificer, and Relic – and it is what actually unlocks higher weapon tiers. Armoury Data comes from PvE only: Operations (Stratagems are Operations with conditions and count the same), Siege, and the class Trials described below. In Operations it drops from a hidden Servo Skull or from killing a Terminus-level boss that can attack at random. The Terminus-tier bosses you’re hunting are the Carnifex and Neurothrope on the Tyranid side and the Helbrute against Chaos.
Why Operations Punishes Greed
The catch is extraction. You have to actually survive the mission for any of it to count, which is the kind of detail that ruins runs for players who get cocky at the end.
If your squad wipes before extraction, you lose the Servo Skull and any Terminus drops from that run – the drop only banks once the mission is marked complete.
For a full breakdown of which difficulty tiers yield which rarity and how to route missions efficiently, the Armoury Data farming guide covers the actual routing in more depth than this one needs to.
Siege’s Fixed Payout Schedule
Siege doesn’t gamble on random drops the way Operations does. Instead it pays on a schedule tied directly to which wave you clear and which difficulty you’re running.
By community reports (Saber has not published a Siege loot table), Siege pays on a schedule instead of a roll — clearing Wave 10 grants three Master-Crafted on Normal (Artificer on Hard), and Wave 20 grants three Artificer on Normal (Relic on Hard). That predictability is what makes Siege the better choice once you know exactly which rarity you’re chasing, and it’s the mode I’d point anyone toward if the goal is Relic gear on a deadline. Difficulty also gates the ceiling outright: Minimal and Average cap at green Master-Crafted, Substantial opens purple Artificer, and Ruthless is where Relic starts dropping; Lethal and Absolute pay Relic too, and whether they pay more of it per hour is not published – treat any such number as someone’s own runs.
One more free chunk of currency exists outside both loops: reaching the top rating in a class Trial gets you one Master-Crafted Armoury Data per Trial; every class has three Trials in the Armouring Hall, so a full sweep across seven classes is a one-off 21 Master-Crafted Data without entering a mission — Trials cannot be repeated for more. Do this once per class and move on; there’s no reason to leave it sitting unclaimed.
| Wave Cleared | Normal Reward | Hard Reward |
|---|---|---|
| Wave 10 | 3x Master-Crafted | 3x Artificer |
| Wave 20 | 3x Artificer | 3x Relic |

What Eternal War Actually Rewards
Eternal War isn’t a smaller version of the PvE loop with players instead of AI – it’s a different game economically. In Eternal War, Space Marine 2’s PvP mode, the PvE skill trees do not apply and – since Patch 14 removed PvP progression – every weapon and piece of equipment is available from level 1; the PvP level mainly drives cosmetic rewards and Ordeals, and Patch 14 added weekly Accolades for simply participating. No Armoury Data is spent on anything here. Requisition still pays out per match, win or lose, and lands in the same wallet you spend in the Armoury.
The Modes You’ll Actually Queue Into
Two teams of 6 players are tasked with completing objectives (which change depending on the game mode) while stopping the other team from completing those objectives. Eternal War began with three classic 6v6 modes, then Patch 10 (the Anniversary Update, 4 September 2025) added Helbrute Onslaught, and Patch 14 (28 July 2026) added the Sanctum and Facility maps. If a guide you’re reading only lists three modes, it’s outdated.
- Annihilation – team deathmatch to 50 points
- Seize Ground
- Capture & Control
- Helbrute Onslaught – both teams play as heretics
Veterancy, Accolades, and Ordeals
Think of PvP rewards as goals, not power gates. Your weapons and equipment are open from level 1, while Accolades, Heroic items, armour pieces, and Ordeals give you reasons to keep playing. This is honestly the part I appreciate most about Eternal War’s design – a fresh account isn’t stuck running a starter loadout against players three hundred hours deep. Rank chases cosmetics, not viability.
YouTube clips will show a high-level Bulwark soloing a whole point, and it looks like the class is mandatory. It isn’t – each team is limited to two of a particular class, so you can’t stack six of them even if you wanted to, and objective play beats kill-farming in every mode except Annihilation.
Match the Grind to Your Goal
Goal: Relic Weapons and Full Weapon Tiers
PvE, no contest. Run Siege on Hard (Siege has only Normal and Hard) once your squad can consistently reach Wave 20 – by community reports that is a fixed Relic payout rather than a coin-flip Servo Skull spawn in Operations – and keep Ruthless-and-up Operations for the days you want Relic drops with a mission bonus on top.
Goal: PvP Rank, Accolades and Heretic Cosmetics
Skip Operations entirely if this is the only thing you want – it contributes zero XP toward your Eternal War level – only the Requisition it pays is shared. Queue Eternal War directly and rotate loadouts by map, since nothing is locked behind a grind you haven’t done.
Goal: Trying the New Techmarine Class
You’ll need at least one PvE session regardless, since the class is locked out of the campaign entirely. Clear its three Trials in the Armouring Hall first for a free Master-Crafted bump, then decide whether you want it for Servo-Gun crowd control in Operations or for reactivating Tarantula Sentry Guns in Siege and PvP.
Common Mistakes to Avoid
The Data Refinement system trips people up constantly. It only converts upward – three of a lower rarity into one of the next tier – and never the other direction, so hoarding a stack of Master-Crafted instead of refining it just wastes bag space once you’re swimming in Artificer.
Hard class restrictions catch new players mid-Operation more often than they’d admit: Bulwark cannot equip a primary weapon and Heavy cannot equip a melee weapon at all. Lock into either class expecting a normal loadout and you’ll be stuck rebuilding your kit mid-mission.
The other recurring mistake is chasing the Techmarine into the campaign expecting to use it there. It simply isn’t an option – Operations, Siege, and Eternal War only.
PvE vs PvP: Quick Comparison
PvE has the gear, PvP has the rank – and neither grind refunds you a single point of the other’s currency.
| Mode | Main currency | Gear payoff | Class availability |
|---|---|---|---|
| Operations / Stratagems / Siege (PvE) | Armoury Data, Requisition (shared wallet), Accolades from weekly Stratagem and Siege targets | Weapon tiers, Relic gear, Heroic weapons (Accolades) | All 7 classes |
| Eternal War (PvP) | Requisition (same wallet), weekly participation Accolades (Patch 14), PvP XP | Cosmetics, rank, Heroic items; no weapon ladder since Patch 14 | All 7 classes, 2 per class per team |
Class Leveling to 25 + Perks
One class or all classes at level 25
Short on Play Time?
Not everyone has hours to burn on a full Siege descent or a string of Eternal War matches every night. If your sessions are short, prioritize based on what actually compounds fastest per hour played.
- Run Trials once across all seven classes for the free Master-Crafted bump before anything else
- Stick to Siege runs targeting the wave-10 payout rather than pushing for Wave 20 if your squad isn’t consistent
- Play Eternal War in short bursts – PvP XP and the weekly participation Accolades don’t require full-length sessions to add up
- Skip the campaign for progression purposes entirely; it contributes to neither currency track
Neither grind rewards marathon sessions specifically – a scattered 30 minutes here and there across a week adds up the same as one long sitting, since both Armoury Data and PvP XP are session-agnostic.
Was this guide useful?
Space Marine 2 services
Class Leveling
Single Class — 4th Prestige
One class at 4th (maximum) Prestige · Optional: the class levelled to 25 after the last Prestige
Unlocks
All Weapons + Currency
100% Weapon Mastery on every weapon · 20 Workshop Arsenal Data · 20 Artifact Arsenal Data · 20 Relic Arsenal Data
Unlocks
All Currency & Armoury Data
20 Workshop Arsenal Data · 20 Artifact Arsenal Data
Anyone who would rather not spend the evenings on it can hand Space Marine 2 boosting to our crew instead — same account, same progress, played by hand.
Frequently Asked Questions
Does PvE gear carry over into Eternal War?
Can I play Techmarine in the campaign?
Is Siege or Operations the faster Armoury Data source?
Do I need to clear the campaign before touching Eternal War?
What happens if my squad wipes in Operations before extracting?
The Bottom Line
Depends on what you’re chasing. If you want Relic weapons and higher tiers, PvE is not optional – Siege’s fixed wave rewards and Operations’ Terminus kills are the only sources that exist. If you want rank, Accolades, or Eternal War’s own cosmetic track, skip the PvE grind entirely and queue straight into matches, since none of that progress crosses over anyway.
It’s a genuinely well-separated system, not a compromise – just don’t expect one grind to quietly feed the other.
Neonsect helps players progress in 40+ games since 2016.
