How to Actually Use Space Marine 2 Weapons Without Dying Immediately

How to Actually Use Space Marine 2 Weapons Without Dying Immediately

You’re standing there. A thousand Tyranids are screaming, the ground is shaking, and your Bolt Rifle just ran out of ammo. It happens. Space Marine 2 weapons aren't just tools; they are the only thing keeping you from becoming literal biomass for a Hive Tyrant. Most players jump in thinking it's a standard shooter. It isn't. If you treat a Bolter like a Call of Duty assault rifle, you’re going to have a bad time.

The game forces a weird, violent dance between ranged and melee. Saber Interactive designed the arsenal to feel heavy. Clunky, almost. But that's the point. You’re a 7-foot-tall super-soldier wearing a tank. Your gear should feel like it.

The Bolt Carbine is Kinda Trapped in a Weird Spot

Everyone wants to love the Bolt Carbine. It looks cool. It’s fast. But honestly? It struggles in the higher difficulty tiers like Substantial or Ruthless. The issue is "stagger." In Warhammer 40,000: Space Marine 2, killing the enemy is only half the battle. You need to stop them from hitting you. The Carbine spits out rounds quickly, but it lacks the "oomph" to stop a Warrior mid-swing.

If you’re running Sniper, you might be tempted by the Bolt Carbine with the silencer. Don’t. It feels like throwing pebbles at a brick wall when the Extremis-level threats show up. You want the Las-Fusil. That thing is a monster. It’s basically a handheld railgun that deletes anything in a straight line. The charge time is annoying, sure, but the payoff is massive.

Why the Chainsword is Still the King of Space Marine 2 Weapons

You can’t talk about this game without the Chainsword. It’s iconic. It’s messy. It’s also surprisingly technical. Most people just mash the light attack button. That’s a mistake. You need to learn the combos, specifically the ones that end in a "Gun Strike."

When you see that red reticle appear on an enemy's head after a heavy swing, hit the shoot button immediately. It doesn't use your main ammo, and it restores armor. This is the "Golden Rule" of survival. If you aren't Gun Striking, you aren't regenerating armor. If you aren't regenerating armor, you're dead.

The Power Sword is the "fancy" alternative for the Bulwark class. It has two modes: Speed and Power. It’s versatile, but it requires a lot more brainpower than the Chainsword. You have to manually switch modes based on whether you're fighting a swarm of Hormagaunts or a single, shielded Tzaangor. For most players, the reliability of the Chainsword’s stomp—the light-light-heavy combo—is just better for crowd control.

Melta Rifles are Basically Cheating (For Now)

If you want to feel like a god, pick the Melta Rifle. It’s a heat-based shotgun that turns everything in front of you into orange mist. It’s arguably the strongest of all Space Marine 2 weapons because of how it interacts with the "Contested Health" mechanic.

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When you take damage, your health bar turns white. If you deal damage quickly during this window, you get that health back. The Melta hits so many enemies at once that a single blast can often refill your entire health bar instantly. It’s a literal life-saver.

  • Pros: Insane area-of-effect damage, massive health recovery, looks terrifying.
  • Cons: Very short range, runs out of ammo if you aren't careful with crates.
  • Pro Tip: Pair this with a Heavy Bolt Pistol for picking off those annoying floating Zoanthropes.

The Heavy Bolter Problem

Playing as a Heavy class is a power fantasy until you realize you can’t parry. Well, you can, but it’s more of a "shove." Your main defense is your Heavy Bolter. When it’s spun up, it shreds. The problem is getting it spun up.

A lot of people get frustrated because they get swarmed while trying to fire. You have to be proactive. You aren't a reactive fighter; you’re a turret. If you see dust kicking up in the distance, start firing. Don’t wait for them to get close. The Multi-Melta is also an option here, and it’s arguably better for clearing the screen, but the Heavy Bolter is the king of sustained DPS against bosses like the Carnifex.

Plasma Pistols: Use Them or Lose

Don’t sleep on the Plasma Pistol. Seriously. It’s the best secondary in the game. You can tap fire it for decent damage, but the charged shot is where the magic happens. A fully charged plasma bolt will instantly break the guard of a shielded enemy. If you're fighting Thousand Sons and those annoying Rubric Marines are teleporting around, a charged plasma shot to the face is the best way to open them up for an execution.

The Tactical Class and the Mastery of Versatility

The Tactical Marine is the "Swiss Army Knife." This class has access to the widest range of Space Marine 2 weapons, including the Stalker Bolt Rifle. The Stalker is weird. It’s semi-auto and rewards headshots. If you have "gamer aim," it’s incredible. If you’re playing on a controller and struggle with precision while being bitten by ten small aliens, stick to the Auto Bolt Rifle.

The Grenade Launcher attachment on the Bolt Rifle is another "secret" top-tier pick. It’s technically a weapon perk you unlock through the mastery tree. Being able to lob explosives into a pack of Minoris enemies while still having a reliable primary for mid-range is a huge advantage.

Weapons Nobody Talks About (But Should)

The Power Fist. It’s slow. It’s heavy. It feels like hitting someone with a refrigerator. But the stagger value is off the charts. While the Chainsword is about finesse and the Thunder Hammer is about raw area damage, the Power Fist is about bullying. You can essentially "lock" a Majoris enemy into a loop of being stunned if you time your heavy attacks correctly.

Then there’s the Combat Knife. It’s fast. Very fast. It’s the preferred tool for the Vanguard class. It doesn't do much against a crowd, but for single-target assassination, it’s unmatched. You can't just swing wildly, though. You have to dodge, weave, and look for the parry windows. It turns the game into a rhythm-action experience.

Every weapon has a progression path. Don’t just click the ones that "look cool." You need to look for perks that synergize with your class. For example, some perks increase your magazine size after a certain number of kills, while others increase your "Perfect Parry" window.

For the Melta, focus on range and ammo capacity. For the Bolters, focus on accuracy and recoil reduction. The game gets significantly harder on higher difficulties, and a poorly spec’d weapon will make you feel like you’re shooting nerf darts.

Quick Tips for Weapon Maintenance

  1. Check your ammo crates: Seriously, don't hog them if your teammate is running a Melta and you're at 90% capacity.
  2. Execute to reload: Executing an enemy often reloads your weapon or gives you a moment of invulnerability. Use it.
  3. Watch the heat: Plasma weapons overheat. If you're spamming, you'll get locked out of firing at the worst possible time.

The reality of Space Marine 2 weapons is that there is no "best" gun. There is only the gun that fits the situation. If you're solo queuing, the Melta is your best friend because it keeps you alive. If you have a coordinated team, having one person with a Heavy Bolter for suppression and one with a Las-Fusil for sniping elites is the way to go.

Actionable Next Steps

Start by picking one primary and sticking with it until you hit the "Artificer" tier. The jump in power from Green to Purple tier weapons is massive. Don’t spread your resources too thin across every gun in the armory. Focus on the Melta Rifle or the standard Bolt Rifle first, as they are the most versatile.

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Next, head into the "Trials" for each class. They are basically tutorials that give you free currency (Requisition) and explain the specific mechanics of the weapons associated with that class. It’s the easiest way to get a head start. Finally, pay attention to the "Relic" tier upgrades. They require specific tokens found in high-level operations, so start practicing your parry timing now—you're going to need it to survive the missions where those tokens drop.