SM2 Ops

Unofficial fan app. Not affiliated with Games Workshop or Saber Interactive.

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Techmarine

Fights with a servo-gun and can wake Tarantula sentry guns already on the field.

Signature: Servo-Gun. You can wake Tarantula sentry guns. They fire at nearby foes until the ammo is gone or the gun breaks.

Core

Choose 1. Live-tree levels: 2, 10, 18.

  • Explosive Enfilade Level 2. After using Equipment, your ranged damage is 15% higher for 10 seconds.
  • Precision Enhancement Level 10. The Servo-Gun now targets single dangerous foes and fires powerful precision shots.
  • Plasma Enhancement Level 18. The Servo-Gun now fires exploding Plasma projectiles at foes.

Core

Choose 1. Live-tree levels: 3, 11, 19.

  • Arc Cleave Level 3. Damage from Charged melee attacks is 20% higher.
  • Methodical Destruction Level 11. Foes damaged by Equipment take 25% more damage for 10 seconds.
  • Omnissian Axe Deflection Level 19. After a clean parry or clean block, you take 25% less damage from ranged Attack for 10 seconds.

Core

Choose 1. Live-tree levels: 4, 12, 20.

  • Explosives Adept Level 4. Damage from Equipment is 50% higher.
  • Push the Advantage Level 12. After a Finisher, your melee Weapon deals 20% more damage for 15 seconds.
  • Long-Range Barrage Level 20. Ranged damage at ranges greater than 20 metres is 25% higher.

Team

Choose 1. Live-tree levels: 5, 13, 21.

  • Reinforced Position Level 5. All teammates within 15 metres of an active Tarantula Sentry Gun take 30% less damage and deal 20% more damage.
  • Battlefield Repairs Level 13. Teammates restore 1 additional armour segment for Finishers on Majoris or Extremis foes.
  • Combat Squad Resupply Level 21. All teammates gain 1 additional Equipment.

Gear

Choose 1. Live-tree levels: 6, 14, 22.

  • Designated Target Level 6. Foes hit by the Servo-Gun take 15% more damage for 10 seconds.
  • Inexorable Salvo Level 14. While the Servo-Gun is active, you don't lose control when taking Heavy Hits and cannot be knocked back. This effect lasts 15 seconds after deactivation.
  • Synergistic Arsenal Level 22. Servo-Gun recharge rate is 25% higher when you are near an active Tarantula Sentry Gun.

Gear

Choose 1. Live-tree levels: 7, 15, 23.

  • Augmented Ammunition Feed Level 7. Servo-Gun returns 15% faster.
  • Augmented Tarantula Level 15. Tarantula Sentry Gun damage increases by 30% and Ammo is 50% higher.
  • Replenishing Salvo Level 23. Killing or incapacitating a foe with the Servo-Gun restores 1 Equipment charge. Cooldown 75 seconds.

Gear

Choose 1. Live-tree levels: 8, 16, 24.

  • Counteroffensive Protocols Level 8. After using the Servo-Gun, melee damage is 35% higher for 10 seconds.
  • Fortifying Salvo Level 16. Killing or incapacitating a foe with the Servo-Gun restores 1 Armor segment. The wait is 30 seconds.
  • Strategic Gun Strike Level 24. Servo-Gun only targets Majoris-level or higher foes and deals 20% more damage when the target is more than 20 metres away.

Signature

Choose 1. Live-tree levels: 9, 17, 25.

  • Decapitating Stratagem Level 9. Killing or incapacitating Majoris-level or higher foes with the Servo-Gun regenerates its Ability Charge by 100%. The wait is 90 seconds.
  • Lethal Perimeter Level 17. The Servo-Gun marks a zone and automatically attacks foes that enter it, using 50% less energy per shot.
  • Omnissiah's Fury Level 25. Servo-Gun shots set foes on fire.

Prestige

Choose 4. Choose up to 4. Tier 1 opens at prestige 1. Tier 2 opens at prestige 2. The game locks the set once all four prestige levels are open.

  • Chained Headshots Tier 1, from Prestige 1. Head shot damage is 3% higher per consecutive head shot, up to a maximum of 15%. The bonus lasts 5 seconds without landing a head shot.
  • Unflinching Focus Tier 1, from Prestige 1. Incoming damage is ignored while activating Tarantula Sentry Guns.
  • Stimm Boost Tier 1, from Prestige 1. Medicae Stimms restore 40% more health.
  • Blast Radius Tier 2, from Prestige 2. Increases Equipment damage Radius by 15%.
  • Volatile Sentry Tier 1, from Prestige 1. Tarantula Sentry Gun explosion damage is 1000% higher and the explosion radius by 20%.
  • Defensive Stance Tier 2, from Prestige 2. If you are surrounded by 5 or more foes, you take 20% less damage from ranged attacks.
  • Furious Gun Strike Tier 2, from Prestige 2. After using gun strike, melee damage is 25% higher for 5 seconds.

Weapons

FAQ

What is the best Techmarine build in Space Marine 2?

Techmarine has one pick in each class row and up to four prestige perks. Fights with a servo-gun and can wake Tarantula sentry guns already on the field. The starting perk is always on: You can wake Tarantula sentry guns. They fire at nearby foes until the ammo is gone or the gun breaks.

How do Techmarine perks work in Space Marine 2?

The Hotfix 15.2 tree gives Techmarine 31 listed perks. Choose one in each row except Prestige, which takes up to four. Signature ability: Servo-Gun.

Which weapons can Techmarine use in Space Marine 2?

Techmarine slots are primary, secondary, melee. The weapon list includes Auto Bolt Rifle, Bolt Rifle, Heavy Bolt Rifle, Occulus Bolt Carbine, Plasma Incinerator, Bolt Pistol, Heavy Bolt Pistol, Inferno Pistol and 8 more.