Space Marine 2 Weapons List: What Each Class Can Carry
Weapon access is class-locked, so the roster is really seven short lists. What each class brings, and which weapon families answer which enemy.
The classes with no primary
Assault carries a sidearm and melee, plus the Jump Pack. Its damage comes from mobility and melee, not from a rifle. Bulwark carries a combat shield and melee. It is the squad’s defensive anchor and its weapon is the shield. That single fact explains a lot of confusion about tier lists: the two most popular melee classes are not part of the primary-weapon conversation at all.
The ranged classes
Tactical is the generalist with the widest access to bolt rifles — the standard pattern, the automatic variant, and the heavier marksman variants. Its Auspex Scan multiplies damage on marked targets, so any weapon that hits hard benefits. Vanguard lives close, with the Grapnel Launcher, and uses close-range primaries and melta-type weapons. Sniper carries the long-range options: high-damage precision rifles for deleting one target. Two armour segments and a cloak make it the most fragile and most surgical class. Heavy carries the two-handed weapons — heavy bolter patterns, heavy plasma, multi-melta — and no melee. Enormous damage, entirely dependent on not being reached. Techmarine uses a Servo-Gun as its ranged tool alongside the Omnissian Axe and a deployable sentry. It is a support profile rather than a damage one.
Weapon families by job
Rather than a list of names, think in four families. Bolt rifles are the general-purpose line: fast enough for swarms, adequate against Majoris, and the correct default. Precision rifles trade rate of fire for the ability to delete one target. They are the answer to Extremis and to ranged Chaos units. Melta trades range for armour damage. Against Terminators, Helbrutes, and boss phases it is the most efficient thing in the game, and at distance it does almost nothing. Heavy weapons are area denial and volume. They hold a lane; they do not chase.
How to choose
Pick the weapon that answers the enemy your squad struggles with, not the one with the highest damage number. A squad that keeps dying to Terminators needs Melta; one that drowns in Gaunts needs volume. The best weapons page covers the role logic in more depth, and the upgrade page explains why one well-upgraded weapon beats five at base tier.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- Warhammer 40,000: Space Marine 2 on Steam — patch notes, current season, and authoritative game data.