Warhammer 40,000: Space Marine 2 Techmarine Servo-Gun
Image via Saber Interactive

Space Marine 2: Techmarine Class Perks

Saber Interactive recently unveiled the new Techmarine class in Warhammer 40,000: Space Marine 2. It’s an AoE-focused tank wielding heavy weapons and a brand-new axe melee weapon, capable of cutting down hordes of enemies. With the right class perks, you can make the new Techmarine in Space Marine 2 all-powerful!



All Perks For the Techmarine Class in Space Marine 2

Core

  • 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%.
  • Precision Enhancement
    • 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.
  • Plasma Enhancement
    • The Servo-Gun now fires exploding Plasma projectiles at enemies.
  • Omnissian Axe Deflection
    • After a Perfect Parry or Perfect Block, you take 25% less Damage from Ranged Attacks for 5 seconds.
  • Long-Range Barrage
    • Ranged Damage at ranges greater than 20 metres increases by 25%.

Team

  • Reinforced Position
    • All Squad Members within 15 metres of an active Tarantula Sentry Gun take 25% less Damage and deal 15% more Damage.
  • Battlefield Repairs
    • All Squad Members fully regenerate their QArmour and gain 1 additional Armour Segment when using Medicae Stimms.
  • Combat Squad Resupply
    • All Squad Members gain 1 additional Equipment (except Melta Bomb).

Gear

  • Designated Target
    • Enemies hit by the Servo-Gun take 15% more Damage for 10 seconds.
  • Augmented Ammunition Feed
    • Servo-Gun recharges 15% faster.
  • Counteroffensive Protocols
    • After using the Servo-Gun, Melee Damage increases by 35% for 10 seconds.
  • Inexorable Salvo
    • While the Servo-Gun is active, you do not lose control upon taking Heavy Hits, and you cannot be knocked back.
  • Augmented Tarantula
    • Tarantula Sentry Gun Damage increases by 25%, and Ammo increases by 50%.
  • Fortifying Salvo
    • Killing enemies with the Servo-Gun restores 1 Armor Segment. Cooldown is 30 seconds.
  • Synergistic Arsenal
    • Servo-Gun recharge rate increases by 25% when you are near a Tarantula Sentry Gun.
  • Replenishing Salvo
    • Killing an enemy with the Servo-Gun restores 1 Equipment. Cooldown is 90 seconds.
  • Strategic Gun Strike
    • Servo-Gun only targets Majoris-level or higher enemies and deals 20% more Damage when the target is more than 20 metres away.

Signature

  • Decapitating Stratagem
    • Killing or incapacitating Majoris-level or higher enemies with the Servo-Gun regenerates its Ability Charge by 100%. Cooldown is 90 seconds.
  • Lethal Perimeter
    • The Servo-Gun marks a zone and automatically attacks enemies that enter it, using 20% less energy per shot.
  • Omnissiah’s Fury
    • Servo-Gun shots set enemies on fire.

Prestige

  • Chained Headshots
    • 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
    • When the Techmarine revives a Squad Member, both gain 15% faster Ability Charge regeneration for 10 seconds.
  • Stimm Boost
    • Medicae Stimms restore 40% more Health.
  • Volatile Sentry
    • Sentry Turret explosion damage increases by 40%.
  • Blast Radius
    • Increases Equipment Damage Radius by 15%
  • Defensive Stance
    • If you are surrounded by 5 or more enemies, you take 20% less Damage from Ranged Attacks.
  • Furious Gun Strike
    • After using Gun Strike, Melee Damage increases by 25% for 5 seconds.