The Assault class inSpace Marine 2encourages an aggressive playstyle that’s all about diving straight into the jaws of the enemy. Players who like getting up close and personal have a lot to love about this class, especially considering how satisfying its Jump Pack ability is to use against big groups.
While the Vanguard andBulwark classes ofSpace Marine 2also thrive in melee, the Assault class stands out with its unique perks and its signature weapon that most WH40k fans will undoubtedly want to try out at least once. This list puts all the class' weapons into perspective in hopes of helping new players get a feel for each of them.
2+
4+
Rate of fire
8+
1
5
Magazine/Reserve
12/120
The standard Astartes Bolt Pistol is a dependable weapon that every player can make good use of. While it may feel weak, it’s hard to deny how effective it is against small Tyranid Gaunts and Chaos cultists. It compensates for its relatively low damage with its fast fire rate, good accuracy, and high total ammo count. The Bolt Pistol is great for thinning swarms and softening larger targets, though it won’t be of much use against Extremis targets orthe many bosses ofSpace Marine 2.
This weapon is far from horrible. In fact, it very closely ties with the only other ranged weapon in the Assault class' arsenal. Players who want a spammable sidearm, this is the weapon to go for.
6
3
2
8/80
The Heavy Bolt Pistol offers greater stopping power than its standard variant, but it comes at the cost of a slower rate of fire, stronger recoil, a smaller magazine, and less ammo in general. It can take out Gaunts and the bird-like Chaos Tzaangors with one shot to the head, but more importantly, it can stagger larger targets like Tyranid Warriors and Rubric Marines more easily with repeated weakspot hits.
Both Bolt Pistol variants are great, and the only thing that should keep players from choosing one over the other is personal preference. The Heavy Bolt Pistol is great for large targets, but if swarms are an issue, then the lighter variant will do just fine.
Defence
Balance
The Power Fist is capable of dealing great single-target and AOE damage. It strikes about as quickly as the default Chainsword, though it tends to outperform that weapon against swarms thanks to its shockwaves. Its attacks can also be charged for greater range and damage, giving it a greater degree of flexibility when it comes to dealing with Extremis targets andswarms inSpace Marine 2.
The charging mechanic of the Power Fist often hinders the weapon’s performance in high difficulties, however. They’re very strong when they hit, but in scenarios where players are surrounded by Gaunts and Warriors, charging Power Fist swings becomes troublesome to do without the right perks.
5+
4
The Chainsword is much like the Bolt Pistol — well-rounded and reliable. It’s good for both single-target and AOE, and variants withSpace Marine 2’sFencing defensive stylemake it an excellent weapon for parrying attacks.
Like all jack of all trades-type weapons, this one doesn’t particularly excel at one thing unless players pick certain perks or variants. The Chainsword is useful all around, but there may be times when players find themselves wanting to use something else.
3+
The Thunder Hammer takes the Power Fist’s risky-but-rewarding charge moves and the Chainsword’s versatility and adds a cherry on top: an infinitely-looping, wide-sweeping basic attack combo that can be finished off with a big, overhead slam. This weapon may be slow and somewhat cumbersome, but when it comes to destroying the enemies of the Imperium, its power is undisputed.
The variants of the Thunder Hammer shift its stats around to fit the tastes of different players. There’s a max damage, minimum attack speed variants for would-be juggernauts, and a fast-hitting one that hits fewer enemies for duelists. The weapon doesn’t necessarily overshadow the rest in terms of performance, but there’s something about using a war hammer in aWarhammer 40kgamethat just feels right.