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Warhammer 40,000: Space Marine 2 Tier List: Current Rankings

Warhammer 40,000: Space Marine 2 tier list ranking every role and weapon. Updated rankings with detailed reasoning.

Space Marine 2's Operations classes are close enough in raw power that ranking them by damage misses the point. What separates them is how much they contribute to a squad on Ruthless and above, and how badly the run goes if nobody brought one.

Classes

TierClassContribution
SBulwarkThe banner refills squad armour. No other class keeps three people alive through a bad spawn.
STacticalAuspex Scan multiplies damage on a marked target, which is the answer to every Extremis enemy the team is struggling with.
AHeavyEnormous sustained output against everything, entirely dependent on the squad keeping melee off it.
ASniperCloak is a full reset button and it deletes Extremis targets. Poor when the screen fills.
BVanguardBest armour engine in the game via grapple, least margin if you grapple the wrong thing.
BAssaultHighest fun, highest death rate. Struggles to contribute on Lethal without a very good player.

Assault and Vanguard at B is about reliability. In skilled hands both are excellent; in a random squad they are the ones on the floor.

Weapons worth the Armoury Data

TierWeapon
SMelta, Bolt Sniper, Power Fist
AHeavy Bolter, Thunder Hammer, Plasma Incinerator
BChainsword, Bolt Rifle, Auto Bolt Rifle
CCombat Knife, Bolt Pistol as a primary answer

Melta is absurd inside its range and useless outside it, which is exactly why it suits Bulwark and Assault and nothing else.

The composition rule tier lists ignore

Three melee classes fail on Lethal regardless of individual skill, because Zoanthropes float, shield each other, and cannot be reached.

Somebody needs a reliable answer to a shielded floating target. That requirement outranks every ranking above, and it is the actual reason a squad wipes.

Difficulty flattens this

Up to Substantial, play anything. The list above only starts to matter at Ruthless, where Extremis enemies stop being interruptions and become the encounter.

Perks are ranked wrong everywhere

Most lists rank perks by damage. Take armour-restoration perks first instead.

A Vanguard that restores more armour per grapple grapples more often, which is more total damage than a damage perk provides. The same logic applies to every class here, because your uptime is gated by armour rather than by cooldowns.

Team perks are undervalued for the opposite reason: you never see the number, so nobody takes them. Take them anyway.

Private versus matchmaking

The reliability penalties on Assault and Vanguard mostly disappear in a coordinated group. With friends who cover for each other, both play a tier above where they land here, which is worth knowing before writing them off.

Campaign versus Operations

The campaign has no class system, so none of this applies there. Everything above is Operations, which is where the progression and the difficulty both live.

The Space Marine 2 builds guide covers perks and the armour economy.

Compiled from patch notes, community consensus and Steam review data. Updated .Published March 16, 2026.