Warhammer 40K: Space Marine 2 released its latest major update, which includes a new class. The Techmarine is a Mid-Range Tactician who uses automated systems to control the battlefield. This new class is basically a one-man army. If you want to play this class, here's a complete build guide.
Techmarine Skills and Abilities in Space Marine 2
As mentioned, the Techmarine is a new class that was added in Patch 12.0. It acts as the map's controller, with its sentries. Here is a full list of the Techmarine's skills and abilities.
|
Ability/Weapon |
Type |
Description |
|---|---|---|
|
Servo-Gun |
Combat Skill |
An automated, backpack-mounted weapon. When activated, it locks onto and fires at enemies independently. It even executes Gun Strikes for you while you continue fighting. |
|
Tarantula Sentry |
Passive/Interaction |
The Techmarine can locate, service, and "re-awaken" static Sentry Turrets found in PvE missions, turning them into high damage kill zones. |
|
Omnissian Axe |
Signature Melee |
An exclusive melee to Techmarines. It focuses on wide AoE swipes to clear swarms and features the Omnissian Rush charge attack. |
Best Techmarine Perks in Space Marine 2
To start your Techmarine build, you need the right perks to fully utilize its abilities. Here are all the best perks to use for the Techmarine.
|
Perk Name |
Slot |
Description |
|---|---|---|
|
Indomitable |
Signature |
Gives you Invulnerability while activating a Tarantula. This is your last resort when being swarmed by enemies. |
|
Volatile Sentry |
Core |
Boosts turret damage by 1000% for 5 seconds after activation. Essential for clearing Majoris-level threats instantly. |
|
Lethal Perimeter |
Core |
Reduces Servo-Gun energy cost by 50% per shot. In Lethal, you can’t afford to have your backpack dry during a wave. |
|
Augmented Tarantula |
Gear |
Increases turret ammo and damage by 30%. It’s crucial for the long escort phases in the new Disruption mission. |
|
Replenishing Salvo |
Ability |
Reduces your Servo-Gun cooldown to 75s. |
Best Techmarine Gear in Space Marine 2
To play the Techmarine to its max potential, you need the right gear. Here is the best gear to use for the Techmarine.
|
Gear |
Key Perk / Variant |
Description |
|---|---|---|
|
Omnissian Axe (Melee) |
Logic of the Cog (Relic) |
In Patch 12.0, it received a 15% damage buff. It provides the best parry window for survival. |
|
Bolt Carbine (Primary) |
Occulus (High Fire Rate) |
Its high stagger rate triggers the Servo-Gun's passive Gun Strikes. |
|
Plasma Pistol (Secondary) |
Glow of the Forge |
Essential for stripping armor off Majoris-level enemies before they can close the distance. |
|
Restorative Stimms (Equipment) |
N/A |
It’s Patch 12.0’s replacement for the Medicae. Heals you based on damage dealt, rewarding the Techmarine’s aggressive loop. |
How to Play Techmarine in Lethal Difficulty
Now that you know what perks and gears to use for your Techmarine build. Here's how to play the class on Lethal Difficulty.
|
The "Passive Gun Strike" Loop |
Unlike other classes, the Techmarine can perform Gun Strikes without interrupting their melee combo. When your Servo-Gun staggers an enemy, you'll see the red reticle. Press the shoot button while you are still swinging your Axe. You’ll fire a point-blank shot, restore armor, and keep your melee momentum. |
|
Tarantula Management |
In the new Disruption Operation, don't just set-and-forget your turrets. When a turret runs out of ammo, it goes into standby. Save your Indomitable Perk for these moments. Dive into the swarm, use the activation to become invulnerable, and re-awaken the turret to clear the area. |
|
Energy Management |
Your Servo-Gun consumes energy per shot. If you are playing on a mission with the "Killer Instinct" Stratagem, since the ability charges only on kills, prioritize melee-killing minoris enemies to keep your backpack weapon firing. |