Warhammer 40,000: Space Marine 2 Techmarine Class
Image via Saber Interactive

Space Marine 2 Showcases New Techmarine Class in Gameplay Unveiling

How do we feel about the current state of Warhammer 40,000: Space Marine 2? Are you still playing the third-person horde shooter in your spare time, or did you move on to the next big thing? If you’re in the former camp, still enjoying stomping out heresy across the galaxy, you’re in for a treat. There’s a brand-new class coming to Space Marine 2, the Techmarine, and recent gameplay showcases the class’s abilities, weapons, and playstyle!



How Does the Techmarine Play in Space Marine 2?

As one might expect based on the name, or especially if you know the lore of Warhammer 40,000, the Techmarine excels at dominating the battlefield by wielding an array of high-powered heavy weapons. From the Servo-Gun to the Tarantula Sentry Gun, the Techmarine excels at cutting down hordes of dangerous foes while keeping allies covered with heavy weapons fire.

You’ll find the Techmarine excels best when played as an AoE class!

What Are the Techmarine’s Abilities?

The Techmarine features two key abilities, both of which provide generous firepower to help you dominate the battlefield.

The first is the Servo-Gun, a shoulder-mounted cannon capable of mowing down an entire horde of Zenos with pinpoint accuracy. A handful of perks, revealed below, enhance the gun further.

Secondly, we have the Tarantula Sentry Gun, a placeable turret with a high rate of fire and adequate damage-per-second to help you cut down hordes in stationary defensive positions.

A Look at the Techmarine Arsenal

You wouldn’t expect a brand-new class introduced to the game without an arsenal to match, right? The Techmarine can wield a variety of weapons from the game, some new and many existing, including:

Primary Weapons:

  • Auto Bolt Rifle
  • Bolt Rifle
  • Heavy Bolt Rifle
  • Occulus Bolt Carbine
  • Plasma Incinerator

Secondary Weapons:

  • Bolt Pistol
  • Heavy Bolt Pistol
  • Plasma Pistol
  • Inferno Pistol
  • Neo-Volkite Pistol

Melee Weapons:

  • Combat Knife
  • Power Sword
  • Power Axe
  • Omnissian Axe

Most notable is the new Omnissian Axe, which, from the looks of the gameplay above, will positively decimate xeno hordes!

The Perks of the Techmarine Class

  • Servo-Gun
    • Ability: Unleash a powerful Servo-Gun volley
    • Starting Perk: You can detect and activate Tarantula Sentry Guns. They will attack nearby enemies until they run out of ammo or are destroyed.
  • Explosive Enfilade
    • After using Equipment, your Ranged Damage increases by 15% for 10 seconds.
  • Arc Cleave
    • Damage from Charged Melee Attacks increases by 25%.
  • Explosives Adept
    • Damage from Equipment increases by 20%.
  • Reinforced Position (Team)
    • All Squad Members within 15 metres of an active Tarantula Sentry Gun take 25% less Damage and deal 15% more Damage.
  • Designated Target (Gear)
    • Enemies hit by the Servo-Gun take 15% more Damage for 10 seconds.
  • Augmented Ammunition Feed (Gear)
    • Servo-Gun recharges 15% faster.
  • Counteroffensive Protocols (Gear)
    • After using the Servo-Gun, Melee Damage increases by 35% for 10 seconds.
  • Decapitating Stratagem (Signature)
    • Killing or incapacitating Majoris-level or higher enemies with the Servo-Gun regenerates its Ability Charge by 100%. Cooldown is 90 seconds.
  • Precision Enhancement (Core)
    • The Servo-Gun now targets single dangerous enemies and fires powerful precision shots.
  • Methodical Destruction
    • Enemies damaged by Equipment take 25% more Damage for 10 seconds.
  • Push the Advantage
    • After a Finisher, your Melee Weapon deals 20% more Damage for 15 seconds.
  • Battlefield Repairs (Team)
    • All Squad Members fully regenerate their QArmour and gain 1 additional Armour Segment when using Medicae Stimms.
  • Inexorable Salvo (Gear)
    • While the Servo-Gun is active, you do not lose control upon taking Heavy Hits, and you cannot be knocked back.
  • Augmented Tarantula (Gear)
    • Tarantula Sentry Gun Damage increases by 25%, and Ammo increases by 50%.
  • Fortifying Salvo (Gear)
    • Killing enemies with the Servo-Gun restores 1 Armor Segment. Cooldown is 30 seconds.
  • Lethal Perimeter (Signature)
    • The Servo-Gun marks a zone and automatically attacks enemies that enter it, using 20% less energy per shot.
  • Plasma Enhancement (Core)
    • The Servo-Gun now fires exploding Plasma projectiles at enemies.
  • Omnissian Axe Deflection (Core)
    • After a Perfect Parry or Perfect Block, you take 25% less Damage from Ranged Attacks for 5 seconds.
  • Long-Range Barrage (Core)
    • Ranged Damage at ranges greater than 20 metres increases by 25%.
  • Combat Squad Resupply (Team)
    • All Squad Members gain 1 additional Equipment (except Melta Bomb).
  • Synergistic Arsenal (Gear)
    • Servo-Gun recharge rate increases by 25% when you are near a Tarantula Sentry Gun.
  • Replenishing Salvo (Gear)
    • Killing an enemy with the Servo-Gun restores 1 Equipment. Cooldown is 90 seconds.
  • Strategic Gun Strike (Gear)
    • Servo-Gun only targets Majoris-level or higher enemies and deals 20% more Damage when the target is more than 20 metres away.
  • Omnissiah’s Fury (Signature)
    • Servo-Gun shots set enemies on fire.
  • Chained Headshots (Prestige)
    • Headshot Damage increases by 3% per consecutive Headshot, up to a maximum of 15%. The bonus lasts 5 seconds without landing a Headshot.
  • Revive Surge (Prestige)
    • When the Techmarine revives a Squad Member, both gain 15% faster Ability Charge regeneration for 10 seconds.
  • Stimm Boost (Prestige)
    • Medicae Stimms restore 40% more Health.
  • Volatile Sentry (Prestige)
    • Sentry Turret explosion damage increases by 40%.
  • Blast Radius (Prestige)
    • Increases Equipment Damage Radius by 15%
  • Defensive Stance (Prestige)
    • If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks.
  • Furious Gun Strike (Prestige)
    • After using Gun Strike, Melee Damage increases by 25% for 5 seconds.