Warhammer 40,000: Space Marine Guide

The coolest guide to Space Marine now in English! (Work in progress) for Warhammer 40,000: Space Marine

The coolest guide to Space Marine now in English! (Work in progress)

Overview

The most detailed and universal guide to this game. Written by a player who knows a lot about this game)The manual is updated as new information becomes available.I apologize for the machine translation) The translator can translate something wrong, write in the comments about the errors.v1.1 – many text errors corrected

INTRODUCTION

In Warhammer 40,000: Space Marine is currently all online spinning in the “Capture points → Classic”, and “Externminatus”. Sometimes you can get into the “Annihilation → Classic” mode, and you can get into the “Storm of the Dreadnought” only when there are enough players, for this, players usually negotiate in advance in discussions, because not everyone has this DLC, and the mode has never been especially popular.

In these modes there are two opposing sides (Space Marines of the Emperor and Legions of Chaos) Both races on the effectiveness of weapons and equipment are absolutely indie (only in this game) that in terms of balance is good. The differences are only in the name of the weapon, elements of armor, and of some sounds, decals and special effects from weapons.


Gaining points, you will receive a level, and with it a new weapon and perks, opening a wide range of tactical possibilities. Fulfilling special conditions, you will receive perks for weapons, improving some of its properties, as well as new decorative elements for armor. Perks for weapons, by the way, add decorative details to this weapon. At the Space Marine of Imperium this is gold-plated parts, the landing of Chaos – scraps of meat and stretched skin.

CLASSES

There are three game classes in Space Marine:

Assault marine / Raptor, light mobile melee infantry capable of flying. Very dangerous in large quantities, or if they are played by experienced players.

A tactical marine, a soldier with medium armor, can carry a variety of weapons. Useful both in defense and in assault.

Ravager / Devastator, slower, but more resistant to damage infantry, useful only at long and medium distances. Works as a machine gunner, sniper, light artillery.

All classes can be very effective in battle, the main thing is to choose your own, and learn how to use all the possibilities available to him. Each class has 8 unique perks, but everyone can use the same accessories and one-handed service guns, to protect when ammunition ran out or to finish off the enemy. A tactical paratrooper has a choice of 6 ranged weapons, 2 perks are provided for each weapon, an attack assault marine can choose 2 types of a pistol or a bolter, as well as 4 types of hand-to-hand weapons, and for each of them, besides the bolter, you can choose a perk. The space marine has a choice of 3 types of weapons, and 2 perks to each.

The ASSAULT MARINE will always use the element of surprise, the spotted attack of assault marine is easy to kill. Land on the victim, kill or weaken it with the sword, and immediately fly away, if necessary, finish off the enemy with a pistol. Meltagun troopers and devastators should be resorted to carefully – it is advisable to kill meltagun trooper from afar, standing on the ledge, out of reach of his weapon, lascannon trooper should be killed while he aims, a fighter with a heavy bolter must first be loosened, attacking from the rear, landing outside the radius of his shelling, behind, in short, and only then cut, if he is huddled in a corner, and it is impossible to land on top of him, then it is better not to risk it. Plasma cannon fighters also need to be weakened, and only then killed, you can even kill them while in the air – it is extremely difficult to hit the plasma gun on the attack plane while it is in flight. In a duel against an enemy assault marine, the following rule applies: “The winner is the one who landed last.” Try not to land before your opponent, but wait a moment until the enemy does it, and safely land on his head. If the situation makes you land earlier, after landing, immediately jump to the side, and shoot the enemy with a pistol. Assault marine quickly restores armor, hide, and as soon as the recovery goes – return to battle.

The TACTICAL MARINE has many capabilities on the battlefield. Meltagun works well against assault marine, you can lure them to your position with a mortar, after shooting the ground before you, the victim will fly into this trap, the main thing is to blow up and dodge, the stalker can kill enemies from afar, but it’s better to take him for a couple any other weapon. Plasma rifle is good to use at any distances, it does not even need to be strengthened. Always use a roll, the ability to dodge a grenade, sniper or assault marine is always justified.
Of the advantages of a bolter weapon, it is necessary to single out a very high speed of a bullet, that is, you will get to where you were aiming, which cannot be said about a plasma weapon or a mortar – they are only good against fixed targets, or those who are relatively close.

DEVASTATOR unit is slow, but with good protection, designed for protracted battles and defense. With a heavy bolter, you can sit on a hill or in a corner, try to have the widest possible sector of fire. It is advisable to deploy the bolter in the corner, and shoot the assault marine flickering in the air and all kinds of crazy things. Beware of snipers, seeing the laser beam or the heel of the “stalker”, fold the weapon and change position. In general, never long stay in one place. lascannon is useful against many enemies while they are far away. Assault marines – the main problem. Learn to shoot at close range, kick you can get a chance to shoot an extra shot at the enemy, stun and shoot at once, use zoom control to fight against distant targets. The most important thing for a fighter with a lascannon is to be able to aim at the head. I will not recommend a plasma gun, but you can play for the experience with it. The main problem is rapid overheating. The first perk can solve this problem, but the gun will kill you earlier than the enemy if you don’t learn how to use it properly.

PERKS, EDITOR MENU

Perks – allow you to enhance a particular characterization of your character, or weapon. They can open different strategic opportunities – by combining perks with each other, you can adjust the character to your style of play, or to a specific combat situation. There are two types of perks in the game, their conventional names are green and red.

GREEN PERKS is earned by the player as the game progresses, and depend on your current level. At the initial stage of the game, you can choose only one perk for each class. In the course of the game, new types of perks are earned. Later you can choose 2 perks. Some green perks can create effective combinations in combination, complementing each other. It would seem that the percussion “Air-cooled thrusters” and “Impenetrability” have nothing in common, but the first one allows you to quickly escape from the enemy who is overtaking you, and the impenetrability increases protection against shots. Together they complement each other, increase your chances of survival. Also with the percussion “Air-cooled thrusters”, “Death from the Heavens” is well adjacent, allowing you to land on the enemy not only with more damage, but also twice as often.

RED PERKS are earned when you use a certain type of weapon, you can get them by killing enemy players, computer enemies do not count. Some red perks increase the rate of fire of the weapon, others accuracy, some give more ammunition.

The game has the right gloves and waste ones. The necessary perks were tested by many players and proved their effectiveness; unnecessary perks can also be effective, but as a rule, in other game modes. In assault marine, most of the perks are unnecessary; in the case of devastators and tactical paratroopers, most of the perks are necessary, you can experiment with them. Some perks have become unnecessary because they are meant for some low-popular online game modes, such as exterminatus, and the dreadnought storming.

DISPLAY
Combinations of perks / weapons / accessories for each class of characters. You can experiment with them, the number of such combinations is enormous. The calculations are saved on the calculations panel, there are three default calculations for each class, and 6 additional ones for quick adaptation to the current style or game mode. The number of additional calculations grows as new levels are reached. First, the character class is selected, then you can choose weapons, perks, accessories for it. On the same panel there is a button of the editor, it opens when you reach level 4, that is, very soon, you can edit the appearance of your character in it.

The EDITOR also allows players to edit the appearance of the characters. You can choose any element of armor, paint it and its details in the desired color. There is also armor, which can be bought for real money, but it can not be painted. (Only using the bug, look in other manuals) Armor does not affect the combat characteristics of your hero, and is intended solely for decorating your character. But if you want to turn this in your favor, choose dark, dull colors, dark grey or sandy, or black, without abrupt transitions, brilliant elements, perhaps this will someday give you a head start. Coloring affects all classes, but the loyalist space Marines and chaos space Marines have different elements of armor, and they need to be painted separately. You can save up to 8 different variations of colorings and armor for each faction.

EQUIPMENT

They occupy their own slot, they are represented by 3 types (there are 2 more types of illegal equipment, and this work received the blessing of Tzeentch, so read the section “CUT CONTENT”)

BOLT PISTOL
All the classes in the game are equipped with this uncomplicated weapon. Ammunition ran out – get a gun. As a rule, the pistol is mainly used in extermination where there are often not enough cartridges. But take a little time to master these simple weapons, and you will understand that it is easier to kill their enemies than it seems. Deals a lot of damage to health, if it hits the head (if there is no armor) it kills immediately. It is very useful to the Meltaguns and Devastators, the Meltagun troopers can easily kill the fleeing wounded enemy, and the Devastator in the narrow aisles will do faithful service if he is armed with an unsuitable lascannon for such conditions. The bolt pistol will also be useful to the attackers, in view of its high accuracy of firing, it will allow shooting effectively in flight.

GRENADES
A useful thing against noobs or just inattentive players, but it can hurt a thrower, so that 3 points out of 5. Enemies are rarely killed. It is advisable to equip them all classes. Tactical marines are best suited for, if you have the “Master-crafted wargear” perk. From the point of view of game mechanics, grenades are different for chaos and loyalists, the difference lies only in the different colors of the explosion, in chaos it is purple, and with “Master-crafted wargear” they also have the sound of the explosion is different (louder)

BLIND GRENADES Blind and stun enemies and allies for 4 seconds within a radius of 20 meters, and 2 beyond this radius, up to 30 meters. It inflicts the smallest damage (10 units), however, there were cases of a true bummer when these grenades even killed someone, but the chance to kill someone 1 to 200. 2 times I managed to kill 2 !!! one cast. My teammates thought I was crazy 🙂 So do not discount this wonderful device. They show themselves very effectively in the hands of craftsmen: they allow you to attack in the forehead even with a devastator with a heavy weapon deployed. The dreadnought is also affected. Attacking the Dreadnought – death is like, but the cast gives a chance to damage the Dreadnought with dense fire. If you play against the dreadnought, there is an option to take the casts.

STIMULATORS A very useful thing, especially for tactical marines and assaults, has several advantages.

1. Increases melee damage. At 30%. Very useful if you have a sword, give odds in 1-2 blows. It is worth noting that the damage from landing the assault marine does not increase.
2. If you are injured and health regeneration does not start, you should kill yourself, and regeneration will begin.
3. Reduces damage from any non-weapon weapons (grenades, melee) by 25%
4. Reduces damage from small arms by 50%
5. The appearance of an assault marine stoned (with a red plus above your head) can SCAR some enemy players, even professionals, so this is also a psychological weapon.
6. You can not stun enemies. This effect rarely helps, since players usually rarely use stun (stun).
However, this miracle remedy has its drawbacks.
1. Short effect. Just 5 seconds.
2. No more than one in hand. If a tactical dese has a perk “Favor of the Armory”, then you can only drag two pieces.
3. The effect is, a noticeable effect, but still not as strong as we would like. Some pros use this little bit by playing stormtroopers, it really helps, but most attackers do. Remember – if you use drugs in flight, the effect will be weaker, and only a couple of seconds will act.

MASTER-CRAFTED WARGEAR
Here are detailed indicators of improved equipment available only to the class of tactical marines.

Grenades – Increases damage by 50%, increases the radius of damage. At the grenades of the Chaos marines the sound of an explosion is changing.

Stimulants – The effect of protection against grenades and melee strikes increases from above by 15%. (25 + 15 = 40%). The effect of protection against small damage is also increased by 15% (50 + 15 = 65%). Damage in melee doubled.

Blind Grenades – Effect duration increases by 2 seconds: Within 20 meters, the target will be stunned for 6 seconds, outside this radius (but within the range of the grenade) for 4 seconds.

Cheating equipment: Auspex grenades and plasma grenades do not receive improved properties.

SPECIAL SKILL OF DREADNOUGHTS Has no widespread name. It has a stimulator icon, it is issued to the dreadnought immediately after it appears, it is impossible to pick up or get it. Used only by dreadnought. For 10 seconds makes the dreadnought invulnerable, and begins to repair it (treat), like the action of a stimulant

ASSAULT MARINE / RAPTOR

Armor – 60
Health – 100
Survival – 160

Impenetrability (This type of protection only works against small arms)
Armor – 78> 30%
Health – 130> 30%
Survival – 208

Sprint increases speed by 125% from initial.

– Weak armor (worse than a tactical marine), however, quickly recovers to the maximum.

WEAPONS

BOLT PISTOL
In the hands of the noob – no better than an ork shoota, in the hands of a professional – a weapon is very dangerous. Do not be confused by the campaign in which a plasma pistol is more effective than a bolt pistol, on pvp everything is different. PLASMA pistol effectively, even very effectively removes armor, makes it easy to finish off the enemy in hand-to-hand combat. But the BOLT pistol is simpler, it kills the enemy, removes the armor well with the plasma counterpart with well-aimed shots, but it also takes a significant amount of health, and it’s impossible to refuse the headshots, the headshot from this pistol kills any enemy without armor (only in PVP). With proper skill, a pistol in the hands of an assault marine will be more effective than a bolter, but you still need to learn how to shoot in flight. When firing ALWAYS need to aim, for greater efficiency. Due to the low recoil and high accuracy, I prefer this particular gun, instead of the plasma one.

BOLT PISTOL MAGAZINE
Instead of 10 rounds in the holder, you will have 16. The gun reloads without that fast, so it doesn’t need perk.

PLASMA PISTOL
As mentioned earlier, this is not the best option, but they can also play. This weapon very well removes armor and exhausts the enemy with constant hits, does not allow recovering, but in order to kill the enemy, it must be constantly pressed, and the plasma gun cools longer than the bolter counterpart recharges, and the recoil is very strong. In flight, shooting them is extremely difficult. It’s useless to use the attached ball, it’s not always possible for them to hit the enemy, especially in flight, and sometimes it’s even dangerous, it can hurt the arrow. The ball costs 10 ordinary shots, which is not economical. True PP shows greater efficiency in the extrimnatus, where it is full of weak opponents.

PLASMA HEAT SINK
The pistol will cooling faster, allowing you to use the same trick as the plasma rifle – shoot continuously, constantly pressing the reload button. But it is better to take the green pepper instead.

CHAIN ​​SWORD
Chain sword, dangerous as an evil chain dog =) quickly cracks down on all enemies except armored ones. They are better to shoot first, and then cut. Enemies without armor cuts like butter. Effective weapon in the fight against hatchets and hammers. Because the sword is faster, three hits and the enemy is ready) Some players use the sword with the “zeal of the swordsman.” The relic sword (as well as the relic bolter) is only textures, they do no more damage. If you are interested in how 20 meters look in this game, do the following: we stand up online so that there is a place ahead, we make 4 strikes with a sword (full combo), the assault moves forward, and overcomes about 20 game meters.

SWORDMAN’S ZEAL
This perk can help in the fight with some assault marine, and in exterminatus, but still it saves you on a case by case basis. Restores 15-20% of health upon impact.

POWER SWORD
A weapon does exactly the same amount of damage as a chainsword. What armor, what health. But it has a separate perk “Fanaticism of the Swordsman” and it is necessary to pump it, respectively, separately. So buy this weapon is not necessary. But he cuts so quietly, if he misses with the first blow, the chance that the enemy could hear it is lower)

POWER / CHAIN ​​AXE
It’s not the best option, it hits hard, but it’s still not as strong as we would like, and slowly, it’s difficult to kill moving targets. But if it touches like this, then it will be bobo) With 1 direct strike, all armor will be knocked down from any opponent. The axeman’s zeal works the same way as swordman’s zeal.

THUNDER HAMMER / DAEMON MAUL
The hammer with perk “Mortal blow”, and with effect from a stimulator is the most effective weapon against nobs / cosmodes in exterminatus and dreadnoughts. When fighting against experienced players, it is often difficult to calculate the time to strike, because the hammer hits slowly, it is impossible to make mistakes. With a sword you do not risk it – struck a couple of blows, did not die – finished off the gun. The main thing is not to wave them in all directions, but to deliver one blow (maximum 2) and exactly on the target.

KILLING BLOW
Very useful perk, increases damage by 10 times! from 200 to 2000, (only strikes closely, this is important!) and the strikes that just touch the enemy also increase from 100 units. up to 150. Allows you to kill any enemy (in pvp mode) For three hits with such a hammer, a little more than half of the dreadnought fly off! Of all health, this is the best choice if you want to destroy it. With the stimulants to disassemble the dreadnought (Yes, and marine in exterminatus) – a second thing.

BASIC PERKS FOR ASSAULTS

AIR-COOLED THRUSTERS
Available at level: 31. Allows you to jump more often, because it reduces the recharge time of the pack from 6.25 seconds. to 4. Allows you to reach the battlefield much faster, or fly away from the enemy. In combination with the impenetrability significantly increases the survival rate of assault marine. Very useful, but the perk unclaimed by players, is very useful in the fight against assault marine – it allows him to quickly catch up or quickly get away from him. Efficiency is equivalent to the death from heaven perk, but it increases the chances of survival, so it is more effective. You can forget about waiting for the next jump, the jump recovers very quickly. Some professionals use the fact that this perk is not in demand, but it is unlikely that it will be of great help to beginners.

IMPENETRABLE
Available at level: 7. Attack plane – the most poorly protected combat unit in the game. Impenetrability corrects this deficiency by increasing resistance to rifle damage by 30%, an assault marine with full health and armor can withstand a hit from a lascannon, or a shot at close range from a meltagun, gives a second life, in short. Very popular both at the top and at the bottom, due to its availability and time-tested effectiveness. In combination with the percussion “air-cooled thrusters” allows you to quickly fly into the shelter, and not die in flight from a stray bullet. Arguing theoretically, if the perk increases the survival rate by 30 percent, the thrusters increases by 20, together the survival rate increases by 50-70% or more, depending on who is playing.

DEATH FROM ABOVE
Available at level: 19. This is used by all – both noobs and anti-noobs, it helps a lot in fighting many enemies, but against attackers-professionals it is usually useless. The survival rate of your assault marine can increase only by increasing the damage from landing by 70%, because it makes it more likely to kill the enemy before he kills you. However, perk is useless in narrow places, of which in the a lot of games, and also puts you in front of a choice, what to take: a air-cooled thrusters, which would remove the limitations in mobility, increase the frequency of powerful landings, but reduce survival, or impenetrability, but then landings will occur less frequently, and there will not be that mobility. It is also a psychological weapon, so the tactics of battle, the type of assault marine, attack, prescribes not to land before the enemy, and hang in the air, wait until the enemy lands first to catch him by surprise, otherwise they will land on you.

FURIOUS CHARGE
The very first perk in the assembly of the noob-assault)
A not so effective thing, more precisely, an effective one, it is quite simple to kill an enemy with such a jerk, it kills a lot of health, but the appropriate situation for using it is rare, so worse than death from heaven will be for sure. Deals 150 damage, tactics or assault marine without armor can one-shot. Included with a stimulant, you can kill even the most persistent opponents. Learn, train, lose your nerves, death from above is no worse, but easier to use.

BLAST OFF
Fart lit like a volcano. In the literal and figurative sense. In direct: during takeoff, the exhaust inflicts 25 damage to the enemies on health! and 75 on armor, is used rather against wounded Gretchin, the suitable situation for its use comes rarely, but in a figurative sense a bunch will be burning at you when every noob will tear you up, for this perk has never justified itself.

FINAL VENGEANCE
The start is similar in terms of a perk with a perk, if you are killed, a fart of a fallen hero is bombed with such good damage, quite an interesting effect, but this perk is very unnecessary and not respectable, because it works only when you were killed, and you, on the contrary, should die less often. Weapons are only against noobs, but occasionally even experienced players will come across it. Because cartridges or equipment remain at the place of your death, the enemy wants to pick them up and comes across them. And so, does 200 damage in a small radius. Against the dreadnought, the perk is useless. But it may well (dreadnought) scare.

SURE STRIKE
Enhances damage and stun effect from all combinations of the camp. No one takes it, and you do not take it. But it can help you in exterminatus. And that only if you have a hammer.

TRUE GRIT
Allows instead of a pistol to take a bolter (sorry it can not be improved with perks) It is rarely used, worse than a bolt pistol, it is inconveniently recharged in the air. But everything is so foolishly shooting an enemy from a relic bolter, holding it in a fist, with a power sword to the advantage)) It will look cool in the hands of some primarch thread, but still think before you take it. From the point of view of game mechanics, it is a completely different weapon – the rate of fire and the reload rate are lower, the perks intended for the bolter do not affect it. The rate of such a bolter is 22% lower.

TACTICAL MARINE

Armor – 100
Health – 100
Survival – 200

Sprint increases speed by 150% of the original (the highest running speed)

– Medium armor and health, recovering a little faster than the devastators.
– A large arsenal of weapons, can be used for defense and attack.
– A variety of perks and a large arsenal of weapons, open up new tactical possibilities.

WEAPON

COMBAT BLADE
What does the tactic noob begin to do when you enter hand-to-hand with it? That’s right, grabs sharpening. Naturally, nothing good (for the noob) happens. The blade should be used only to finish off the enemy, preferably against aspiring devastators / assault marines And that only with perk “Serrated combat blade” And even with perk they can’t always kill the enemy.

BOLTER
Bad weapons, against armored targets useless, but with perks quite effective. As a rule, take both reinforcing perk.

KRAKEN BOLTS
Deals 60% more damage to armor. Decreases bolter rate by 14%, moreover
effective armor penetration increases, depending on the amount of armor of the target, so a low armor assault marine will receive less damage on the armor than a devastator with a halo. Additional armor-piercing can reach + 28%, that is, about 90%. By reducing the speed, and decreases the return (inversely proportional). Perk allows you to shoot at a sortie through several enemies (this will help on the first waves of exterminatus). But, there is one catch that very few have taken into account in order NOT to take this perk. If you take this perk, your bullets will turn red and very pale, and the sound will be louder, more unpleasant. Bullets will be bigger, it will be a little distracting and disturbing. In principle, it does not greatly affect the game.

BOLTER TARGETER
This perk is very useful to take, well improves shooting accuracy, and reduces recoil. Remember – when shooting at close range, shooting accuracy does not increase, only when aiming. Since the perk kraken bolts lowers the rate of fire, with this perk the recoil will additionally decrease slightly.

BOLTGUN STALKER / DEMON EYE BOLTER
A useful weapon, especially for rats, hurts, headshots with a double shot kills many enemies without armor. Just do not try to kill them pro-gamer with lascannon, if you managed to give him your position. It has two perks.

BURST FIRE
Useful against moving and stationary targets, shooting point-blank without aiming. It allows you to plant two bullets in the enemy instead of one, but you will have to reload and search for cartridges more often, so this is rather an assault option, there is a chance to kill the lascannon trooper. Shooting bursts unprofitable, in terms of the fact that the second cartridge released has a reduced accuracy of hitting, even when aiming. However, the hit of both bullets into the head of an unprotected enemy is guaranteed to kill the enemy.

STALKER AMMO RESERVES
Ammunition increases from 40 to 60 rounds. It helps with the perk ”Burst fire’, but it’s better to run for cartridges more often, I mean, you can take a useful green perk, and you also need to change the position from time to time.

WEAPONS OF TACTICAL PARENTS (CONTINUED)

MELTAGUN
There are no shotguns in the game, but there is a meltagun. At close range, kills any unprotected enemy. A very dangerous weapon, attack planes are required to kill a melagun trooper from a distance, with a pistol. So it is also a psychological weapon. Very useful in the rear of the enemy, you can kill enemies on a spawn from an ambush. Useful with a difference. Arming or quick disembarking. The second weapon on effectiveness against the Dreadnought, therefore, against all armored targets. Perks:

IMPROVED MELTA CHARGE
Meltagun charges 40% faster. Conveniently against everyone and everything. Especially against ordinary Meltaguns. Worth taking.

ADDITIONAL MELTA FUEL
Unnecessary, gives the top 8 units. fuel. If the fuel is over, take out a gun. Suitable only super lucky dreadnought hunters.

PLASMA RIFLE
A very dangerous and powerful weapon, perks for it are not required, so you can safely take the useful green perks, and she has enough ammo for a long time. Removes armor very effectively, but you need to get used to such weapons, because it does not shoot very brightly. If you practice, when shooting, it will not overheat, you need to constantly clap the reload button during shooting. This trick helps both against players and against a crowd of computer opponents. The first perk helps to get the second one. Both perk rifles are NOT needed. The rifle can shoot a powerful charge at the enemy, it costs 10 ordinary shots, like a pistol, but an enhanced rifle shot does not attach to the surface, but explodes immediately. It is necessary to get used to calculate the trajectory of the flight of an enhanced shot. I do not recommend using the enhanced shot, it rarely kills the enemy, but also overheats the rifle, though not completely. Personally, I play as a tactic (and indeed for all) without perks, and in that case I recommend taking a plasma rifle.

IMPROVED PLASMA CHARGE
Reduces the time to prepare a powerful shot by 33%. In combat, it is not useful, but it allows you to quickly get a second perk.

INCREASED STORE
Gives on top 75 charges. (125 + 75 = 200) Weak perk, the rifle of cartridges is always enough.

STORM BOLTER
This weapon is effective only at close range. Against the nimble armored assault marine and devastators with a halo, as a rule, does not show particular effectiveness. It works well against noobs; I personally die from such weapons very rarely. Both perks do not justify themselves, take the green ones.

RAPID_FIRE RELOAD
The reload speed is increased by 100%. The weapon is reloaded 3-4 seconds, 2 seconds does not solve anything.

IMPROVED TWIN-LING
You will shoot more accurately without aiming. Accuracy increases slightly, in general, this is an assault weapon, designed for short and medium distances, it would damage and not accuracy.

VENGEANCE LAUNCHER
It works effectively only in the hands of those who know how to use it. Difficult to handle, but you can learn it. The bottom line is to attach two charges to the enemy, and only then undermine. If you are ambushing, of course. You can attach three charges to the point that you capture. The enemy has collapsed, exploded!) It also blinds and disorients the enemy, and if you treat him correctly, you can spoil the blood of many players on the server. The first perk is not needed, the second is extremely difficult to get in the wild. Only with friends.

VENGEANCE PROJECTIVES
Unclaimed perk, instead of 3 charges, you can attach 5, who needs it? In theory, this perk was created to combat dreadnoughts. Pin 5 charges on him, and periodically undermine them to prevent him from recovering.

VENGEANCE PAYLOAD
This perk is already more necessary, instead of 16 charges it gives 36 already. Ammunition to the mortar ends quickly, the perk solves this problem. It is also a very rare perk, since it is extremely difficult to earn. We invite 2 friends, put them side by side and undermine them at the same time.

BASIC PERKS FOR A TACTICAL MARINE

Perks

LARRAMAN’S BLESSING
The most noticeable effect – accelerates the recovery of health 10 times, from 5 points of health to 50, that is, in just a couple of seconds. Slightly reduces the gap between the start of treatment, from 5 to 3.5. In exterminatus, it is useful in combination with stimulants, since allow you to improve your health even under heavy fire.

FAVOR OF ARMORY
Give twice as much as a duck! You start the game, for example, with two grenades, instead of one, and you can transfer 4 grenades, instead of 2. Not the most useful perk, but it is well-used with master-crafted wargear.

MASTER-CRAFTED WARGEAR
Strengthens equipment with which you will marinos. For more information about the effects, see the section “EQUIPMENT”

SERRATED COMBAT BLADE
Increases melee damage by 60%. Not the most useful perk, due to the already small damage. But if you know how to stun enemies and correctly use a jerk, you can kick butt even assault marine) Technically, perk is a weapon and replaces a standard combat blade with a blade with a greenish glow (look more closely) In combination with improved stimulants, it allows one-shot killing slightly wounded enemies.

TACTICAL READOUT
Quite an interesting, but unnecessary perk, allows you to see the health and armor of the enemy, in the form of two small scales above their heads, on which you aimed the sight. It is better to learn how to determine the state of the enemy by eye, then the perk is not needed. And why should he, if it is enough just to cover the enemy with solid fire from a bolter or mortar. But still this perk can help you to know your weapon. We create a game, call a friend, take the necessary guns, and in the game we check which weapon will be useful / useless, we select the best option for ourselves. Few guessed that this perk helps players in the destruction of the dreadnought. If you have a connection with the allies, you can inform them of the dreadnought’s condition, ask your dreadnought to be covered with heavy fire when it reaches a critical state.

RAPID DEPLOYMENT
The most useful useless perk. Useless because it takes too much space, and except for twice the rapid resurrection, he does not give anything. Useful because it opens up a very effective defense tactic. You were killed, at this time friends captured a point in the enemy’s rear, resurrected in it quickly, and helping in the defense. If the enemy has killed you and starts to capture the point, resurrect it, and kill the villain) Reduces waiting for the resurrection at the captured point for 7 seconds (13-7 = 5), then it is better not to resurrect on the spawn, the delay decreases by only a second) enemies spam tactics with this perk, it is better not to lose their points, and if you already missed, then good luck to you. Very useful complete with meltagun, landed and roasted invader. To protect against such saboteurs the enemy point that you are going to capture, attach to it 2-3 mortar shells, and wait for the victim. Do not forget to undermine the charges if the point has become neutral. In my time, we call Perk Pinky Pie (who is in the subject, he will understand)

TELEPORT HOMER
It is useful mainly for the Allied tactical reinforces, you can quickly send reinforcements to you. It is very useful when you have agreed in advance with your friends. Go to the rear, call your friends, 2 friends will be quite enough to capture and keep a point in the rear of the enemy. If someone teleported to you, you get 50 points, but without a cohesive team this perk will not be very useful.

DIFFERENCE OF ARMAMENT
You can wear two guns instead of one. In exterminatus I recommend taking a mortar and a plasma rifle, on a pvp server – a meltagun and a stalker boltgun / mortar avenger / plasma rifle.

DEVASTATOR / HAVOC

Armor – 125
Health – 100
Survival – 225

Iron Halter Ravager
Armor – 175 <40%
Health – 100
Survival – 275 <23%

Sprint increases speed by 115% from the original.

– Armor is higher than other classes, but it recovers somewhat longer.
– A wide selection of perks that enhance protection.
– Try to avoid open spaces – in narrow aisles the scavenger fights more efficiently.

WEAPON

HEAVY BOLTER
Useful only with perk. Without this, the perk is deployed for a long time, and therefore can only be used in defense. If the game does not go, try a devastator with a heavy bolter. Shoot only with aimed fire, and only in stationary mode. You can finish the fleeing enemy in mobile mode. Ensure that the bolter does not overheat when firing.

KNOWLEDGE HEAVY BOLTERS
Allows you to use a bolter as a weapon during an assault. Bolter takes place in a second, not 3, like the difference is small, but not in this game.

HEAVY BOLTER COOLER
Although this perk reduces the overheating of the bolter by 250%, it is unclaimed, as the bolter cools quickly without that, and it’s not very often to shoot at the enemy.

LASCANNON
This weapon makes you mad along with the likes of as meltagun or mortar. Despite its killing, you need to know how to handle it. The peculiarity of this weapon is that it kills any unprotected target in the head with one shot, there is armor, no armor, – one hit, one corpse. Also well finishes wounded enemies. If you are going to play with lascannon, you need to be ready to lead a sniper duel, against an enemy lasgunkerchik or a fighter with “stalker”. Lascannon best suited to the map “bridge” and “manufactories”. Also, learn to shoot the enemy at close range, useful against assault marine and exterminatus. A good choice against the dreadnought / nobs / Space Marines in exterminatus.

LASCANNON CAPACITORS
As in the case of Meltagun, speeds up the preparation of the next shot. Professionals are not required, but it is useful when shooting at moving targets, reduces their chances of quickly taking shelter. Key element in dreadnoughts hunting.

LASER STABILIZERS
This perk reduces recoil when firing a lascannon. This helps with aiming shooting, once again hit the target. But because I play with a lasso without perks at all, it is quite possible to do without this perk.

PLASMA GUN
Weapons are more psychological than lethal. But it is in theory. In practice, it is very effective, but requires skill, the gun is difficult to handle, and the shooter can easily wound. Able to produce such a large ball, but they do not always get to kill, the ball costs 10 ordinary shots, and it overheats the cannon. Effective gun only with perks. Shoots on the square, well smoked the enemy from shelters. To effectively kill enemies with a cannon, it is necessary to shoot it at close range, for this it is necessary to come closer to the enemy, and this is fraught with consequences. It does a lot of damage to armor, it can frighten the dreadnought, but it doesn’t damage it much.

PLASMA HEAT SINK
Allows you to get more into the enemy (10 instead of 5) times before the gun overheats. If you are going to play with a plasma gun, you must take it.

IMPROVED PLASMA CHARGE
Usually, a large ball is prepared for a long time, this happens faster with this perk. You can take along with the perk “ammunition depots,” and shoot at the enemy from a cover.

BASIC PERKS FOR THE DEVASTATOR

IRON HALO
Increases armor by 40%. Also, if you hit the lascannon in the head, you are still alive, and indeed it gives you a very big protection. Such an enemy is hard to kill.

FEEL NO PAIN
A somewhat controversial option, sort of helps, but for some reason it is rarely taken. Reduces damage from grenades and melee by 30%. On landing ground assault marine – is distributed. On the mortar Avenger, the effect of this perk also applies. For enhanced shots of plasma weapons – does not apply. A hammer with a “killing blow” will still kill you with one blow. A scavenger with an iron halo and feel no pain will be a loyal assistant on the last stage in exterminatus. But then it will be necessary to be afraid of shooters who will not give time to be restored.

ARTIFICER ARMOR
Unremarkable by description perk will serve faithful service to the devastator with a lazcannon. As it usually happens: they hit you a couple of times, hid, wait until armor is restored. In the meantime, it starts to recover, it takes 7.5 seconds. Perk reduces this time to 2.5 seconds. Useful with iron halo. In exterminatus also effectively shows itself, but then you have to be afraid of melee fighters.

REACTIVE BLAST
It is often useful against assault marine. As usual, the slow devastator often becomes the prey of a fast but overconfident assault marine attack. He starts to beat you when the armor disappears, a clap is heard, the attacker goes crazy, his armor falls off, take out a pistol and thrust a couple of bullets between his eyes. The main thing is to quickly work out. You can learn after such a clap to kill the enemy from the main or additional weapons.

AMMUNITION STORES
There were 30 bullets, it would be 60, but still this perk is not always useful. The bolt pistol does not receive additional cartridges.

FURIOUS STOMP
Added to be. Unnecessary Perk. Damage is doubled, but increases the radius of damage, rarely used, little sense.

FAST STOMP
Fantasy generally rolls over. Also unnecessary, even with reinforced tramp. Stomp 25% faster. The most useless perk in the game is worthless than the “Blast off”.

SIGNUM LINK
Very useful thing. I got up on a hill, and you see any enemy in sight. Rather, their nicknames. Some smart аss personalities hide their nickname in order not to fall under this perk, but they will still be visible.

HIS MAJESTY – DREADNOUGHT

DREADNOUGHT

FEATURES
– Big fighting machine.
– Despite the size, has a good cross.
– Can make a sprint with a duration of 5 seconds.
– It is extremely difficult to destroy. Does not have power armor, but can restore health.
– Dreadnought can only restore health to a certain level. These are 100%, 66%, and 33%, i.e. if the dreadnought is 65% damaged, it will not be able to restore health to 100%, only to 66%. Therefore, it is very important not to let him recover.
– Possesses unlimited ammunition, is not able to lift items.
– Captures points twice as fast.
– Has two ranged weapons, and one melee.
– Can use a special skill, becoming for 10 seconds. Invulnerable, and activating the regeneration of health.
– You can not color.
– When a dreadnought kills an enemy, be it a cannon or a fist, the pictogram of the weapon used by the dreadnought is not shown, it is the silhouette of the dreadnought that is shown. That is, he himself is a weapon.

WEAPON

ASSAULT CANNON / AUTOCANNON
Huge firepower, the chance to survive is very small. Recharges quickly, and relatively rarely. The loyalist dreadnought has 100 rounds of cannon, the rate of fire is very high, the chaos of the dreadnought is 60, the rate of fire is lower, but the damage is greater. There are enough clips to kill 3-5 enemies. High firing accuracy, even without aiming.

MELTAGUN
Located on the left fist of the dreadnought, when you switch to it, the viewing angle changes. Much stronger than the usual Meltagun, and he shoots faster and farther. Very dangerous weapon at close range. The rate of fire is even faster than about pumped Meltagun about twice.

DOWNFOOT CAM / STOMP
The fist works like a melee weapon, you do not need to switch to it. Able to kill the enemy with 1-2 hits. Maybe with great force hit the ground with the button of the camp. The tramp works instead of jumping. Useful against annoying assault marines. Dreadnought can take a run-up run; press the hit button when sprinting.

The dreadnought’s weak spot is at the back, where it has exhaust tailpipes. Of course, it is better to beat there with a lascannon than a bolter. Shots in the sarcophagus (head) do not increase damage.

LOCATIONS

BASILICA


Capture territory.
If you play assault marine – immediately fly to the point to the left of the spawn. By capturing it, your team will gain some advantage. Special covers and tactics are not here, if you play a devastator, try to protect the side points, try to be more often under the bridge, where it is easier to catch the attackers by surprise. The perfect card for a devastator with a heavy bolter. The good places for ambushes on the map is full. Tactical paratroopers need to avoid open spaces on the bridge, and snipers on the side points. Meltaguns will be here by the way. The attackers, as always, are left to themselves, with the condition that it is necessary to free the dots as soon as possible. On this map it is quite difficult to take points away from the enemy.

DESTROYED BRIDGE



It all depends on who controls the structure in the centre of the map. This structure is an ideal place for an ambush, a sniper position, it is easy to break away from overtaking assault marine. The central point must be captured first, and after it must be stubbornly defended. For snipers there are many useful shelters on the hill, but because of the abundance of assault marine, the devastators are recommended to use the “Jet Explosion” perk. There is another vile military trick. A tactical paratrooper with a “Teleport homer” quietly sneaks onto an enemy base, and is driven into a corner right under the hill chosen by snipers. There is still a lot of rubbish piled up there, and if you pick up suitable armor colors and hide your nickname, you can teleport to an enemy base as many allies as you want, so you can win dry all the time. The main thing is that the “rat” stood motionless and did not betray itself, otherwise everything would be anew, or even nothing would happen. Mean but effective.

RESIDENTIAL CENTER



Here, as lucky, but as a rule it does not go away, and a second so that somewhere there is no shot from a lascannon. As a rule, a shootout goes between opposite houses, and woe to the tactics that happened to be between these fires. Therefore, it is better to play here or assault marine, or lascannon trooper. Immediately after the start of the battle fly to the structure that is opposite the tunnel. Try to protect it at all costs. At the point that under a canopy – do not go in any case, too risky. And here you and the entire battlefield are shot through, the main thing to be afraid of arrogant Meltaguns and attack planes. If the enemies are not in a hurry to go to you, you can try to kill the snipers on the enemy base, free the point.

MANUFACTOY



This card is perfect for all classes. The most important thing is to capture a point in the centre, and try to hold it. However, to be at this point is very dangerous, it is a real magnet for grenades. Devastators must stay at the top, shooting all who fall. There are many shelters, which is why there are lots of bolters and plasma guns. Tactical paratroopers are often at their base, here you can kill them well by assault marine. The tactical marines themselves must capture enemy points while the devastators and assault marine chase the bald man: D Beware of the mortar men!

RECYCLING



Paradise for assault marine and tactical marines. The prey can be seen from afar, it is easy to kill, there are few shelters, it is very useful to have Master-crafted wargear on this map. As soon as the game began, run to the hill to the right of the spawn, and get ready to shoot the enemies running to the point. As soon as the enemy captures his – wait for the guests, also on the right side. Act on the situation, often have to change position, the benefit of the map is small. Full of covers for assault marine, find everything and you can attack suddenly) Learn to somersault tactical marine jump into a hole from a hill down, it is useful against assault marine. Beware of lascannons and meltaguns.

DLC LOCATIONS

Dwellings on fire

. (DLC Chaos Invasion)
Playing on the map is quite difficult – there are a lot of shelters, the enemy can sit down anywhere, and appear from the most unexpected place. Two-level map. Nevertheless, on this map it is very good to play completely in gray armor, the entrencher in gray armor cannot be immediately noticed on this map. Playing the devastator (or against it), remember, on this map you can arrange a lot of ambushes, but almost all of them are vulnerable to the flanks. Dreadnought play here is not very effective, almost no place to hide (despite the abundance of shelters). Weapons firing on the area here will not be very useful, here you need shock units: assault marine, tactical marines with Meltaguns and “storms”. The points to the right of the spawn are usually easy to control. Another thing – the point in the middle of the map, or opposite the spawn. Experienced players can defend them very fiercely, hiding behind the pillar. Scare a grenade, and finish off the main weapon. Watch out for raptors! Due to the complexity of their detection, assault marine with hammers are on the map.

Tertius Station

(DLC Chaos Invasion)
The map has a lot of covers that can be used. The points are divided by an abyss, in order to capture them, you need to fly over with an assault marine to the other side, or quickly get through the lower tier. Be wary of such actions by the enemy. In the center of the map is better not to linger. Here it is better to play assault marine, because for him there are many shelters, impassable precipices and open spaces. You can escape from assault marine here only below. Play aggressively, on this map there are many places where you can drive the enemy so that he does not run away.

Canyon Aquila

. (DLC Chaos Invasion)
Attack here is the trump card, and the problem. For him here and convenient shelters in which he can be under protection, but also with the ability to shoot. And it is full of different loopholes that are unattainable in the usual way and the space is open. The most dangerous is in buildings, especially in that located in the center of the map. Usually it is full of scavengers. Playing dreadnought on this map is interesting, although difficult. On the one hand there is one useful loophole that allows an assault marine to penetrate unnoticed to an enemy point. On the other hand, there is no such loophole card.

Dome mechanicus

(DLC Storm dreadnought)
It’s quite a difficult map, due to the fact that it has three tiers, and poor lighting. Very towers, columns and pillars, but little cover. The map is spacious, here lascannons and assault marine are useful. It is easy to get lost on it, especially for novice players. But on the other hand, on the map there are abundant all sorts of ledges and heights, on the upper tiers the enemies have to improvise in order to evade raptors or shots of lascannons. On the lower tiers, there is poorly illumination, plus a noticeable “haze”, a nondescript devastator with a heavy bolter deployed can be detected too late. It makes sense to wait for the enemy right on the spawn.

Extermination!

(DLC Storm dreadnought)
I cannot say anything special about the map, except that there is a haze on its lower tiers, which can somehow disguise you, somehow. Tactical marines and devastators with heavy bolters can produce very good results. On the sides of the entrance to the building, there are two small decorative columns. They can hide assault marine.

Waste-treatment plant

(DLC Storm dreadnought)
Dark card, hiding easier. It is better not to meddle on the lower tier with a storm trooper or a tactical marine – you can run into an ambush. Uninteresting and gloomy card. Dreadnought here may be interesting to play, but in normal modes it is not interesting to play on it.

USEFUL ADVICE

1. Armor, completely painted in matte gray or black color, will give you small odds in multiplayer, especially suitable for players who actively use devastators or tactical marines.


2. Enclose your nickname between these characters <>, this will hide your nickname in Space Marine, will give a little head start against enemy scavengers using the “Link to Print” perk. By a player with an invisible nickname, it is harder to aim, but some allied players may take you for an enemy, you can’t see anyone)

3. Learn to play without perks. In such a case, it is better for the ravager to use the little gun, the tactic – the mortar or the plasma rifle, the assault marine – the sword and the bolt pistol. A week of training (well, maybe two …) will not go in vain, but then, in a difficult situation, you can always take perks.

4. Try to hunt for the strongest players. This will help your team well and will teach you something.

5. Using the perk “Knowledge of heavy bolters” you can jump out of the corner sharply, deploy a weapon, and quickly eliminate the enemy. In general, practice jumping with a scavenger.

6. Sometimes it is useful not only to shoot meltaguns from close range. Sometimes it is possible to kill a relatively high-flying assault marine, if he was already wounded.

7. Always hide if you have time to remember, it is better to fully recover than to crawl under the next bullet. Some perks will help you get back into battle faster.

8. A fighter with a “Stalker” often carries meltaguns with him. Do not forget about it when you come close to it.

9. About mortar: perks “Signum link” and “Tactical readout” will help you aim at them easier, being under their own shelling.

10. Invite two friends to a private battle, put them close (they should be in the enemy team) and at the same time kill them, earning useful red perks that require multi-kill.

11. Sometimes it is useful to play an assault marine, find a ledge near enemy spawn, attack your victims, and climb back, a gray coloring will reduce the likelihood of your detection.

12. When the armor is restored, sometimes it is better to sit in the shelter – during the recovery of armor for you, it is easier to get.

13. Some weapons may peek out from behind the cover, betraying you. Affects assault marine and devastators.

14. When playing for a dreadnought, do not walk much, it is not as durable as it seems, but losing such a toy is always insulting.

15. A tactical paratrooper can hand-to-hand kill raptors and devastators (and others of their own kind, too) if you are able to use the camp (stunning). In the course of the scheme: strike-stan-blow-stan.

16. If you prefer to play in the “annihilation” mode, then try not to use perks “quick landing”, “teleport homer”, “avenger’s ammunition”, and other perks designed for sabotage in the enemy rear.

17. Don’t be a hero, try to die less often.
The emperor’s servants are Old and Bold, and there are no bold old ones.
“Any pretentious librarian-or-like-that.”

18. The “Air-cooled thrusters” perk is also useful in that you can divert a dangerous assault marine to yourself, and force it to chase you until it is killed by a passing noob.

19. Do not attack thedevastator with deployed heavy bolter head on. Never.

20. Politics is also a weapon. Make friends with representatives of one, better – a few clans, if you want, join one of them. When trouble, call for help) In the clans, players do not play the first month, such people in your team will be very helpful.

21. Set all graphics settings to a low level, get a big advantage. It is enough to disable the post-processing.

22. Sneaky method: if you play an assault marine, and in the enemy team a more experienced assault marine flies than you, then just wait a moment when he attacks a non-flying ally. You have a few moments to land on the enemy, and hack him with a sword. If he runs away, finish off with a pistol, and chase him while it is possible. Let me remind you once again about the trick with a grenade thrown at an ally’s feet.

23. On some maps, you can deploy a heavy bolter in such a way that you can shoot with seemingly solid objects. It is a bug or not, but by hiding behind a stone you will be practically invisible, you will have a reliable shelter through which you can shoot. You need to deploy the bolter close to the shelter.

24. In the exterior, on the 4th wave of the arena Residential complex, on the right side of the spawn there is a staircase leading to the second floor. It is cluttered up with stones, but if you try, you can easily jump in there with a havoc or a tactician, and firing from a safe distance, the melee will not get there. While one player is running for the cartridges, others cover him. You can use the stitch after the capture of all points, that is, on the last wave and on the bonus one.

25. In multiplayer, if the game does not go, join the strongest player (if his profile is open) If a strong player is you, you can hide your profile during the battle to avoid the situations described above 🙂

26. Silence the microphones of all players so that nothing distracts you. Want to chat with a friend? Use TeamSpeak, Raidcall or Discord.

27. It will not be superfluous to make the effects of sounds slightly louder to hear footsteps and shots.

28. In headphones, it is easier to understand where steps or shots come from to take action if the enemy is the source of the noise.

29. Be sure to turn off the “Smooth mouse” option in the settings, if you want the bullet to fly to the right place.

30. Unfortunately, it will not work on an old laptop – you need a normal computer, even though the game is old.

POPULAR FORMULATIONS FOR MULTIPLAYERS

Variants of calculations is huge, but much give their preference to the calculations “like everyone else.” Some are effective, some are not. Which of them are considered useful, you decide.

ASSAULT MARINE

“Common Assault”
Weapon: Sword of any kind.
Standard weapon: Bolt pistol (Plasma can be taken with an abundance of devastators)
Equipment: Grenades or stimulants.
Perks: Impenetrability and Death from above.

The most popular display for assault marine. It becomes harder for you to kill, and the victim who is caught off guard is easier to kill. However, the lack of perk “Air-cooled thrusters” can take you to the crucial moment.
“Assault tenacious”
Weapon: Sword of any kind.
Standard weapon: Bolt pistol.
Equipment: Grenades or stims.
Perks: Impermeability and Air-cooled thrusters.

Suitable for virtuoso owning a gun. It is convenient to overtake and run away from the enemy. Such an opponent is difficult to defeat, and even harder to catch up.

“Hammerman”
Weapon: Hammer
Weapon Weapon: Plasma Pistol
Equipment: Any grenades or stimulators (only in the mode “Dreadnought assault”)
Perks: Impenetrability and killing blow.

Allows you to one-shot any opponent. After a shot with a pistol, make a jump jump in order to cause a special bug that appears only among the carriers of a plasma pistol, as a result of which there is not a breakthrough, but a hammer blow. Due to the limited mobility of such a fighter, some players take a cooling nozzle instead of impenetrability.

“Fanatic assault”
Weapon: Sword of any kind
Weapon Weapon: Plasma Pistol
Equipment: Grenades
Perks: Impenetrability and Swordsman’s zeal

Not included in the category of particularly popular, but nevertheless it can sometimes be found. Ideal on the first waves of extermination.

TACTICAL PARENT

“Universal spammer”
Weapons: Bolter the Hunter and Meltagun
Equipment: Grenades of any kind.
Perks: Shooting bursts and weapons versatility.

Used for firing at long distances, and meltagun will be useful during the change of position and as a weapon of self-defense against assault marine. Personally, I do not take for better accuracy and economy of ammunition “Shooting bursts”, any other perk is completely suitable for you.

“Grenadier”
Weapons: Plasma Rifle or Minelauncher
Equipment: Granades
Perks: Favor of the Armory and Master-crafted wargear

Throw at the enemy improved grenades in double quantity, and the plasma rifle and mortar are good and without perks. Learn to use them correctly, and be able to kill two or three with one grenade.

“Operational Meltagun”
Weapon: Meltagun
Equipment: Grenades of any kind
Perks: Quick landing and reloading Meltagun.

You were killed, and the enemy captures your point? Take this guy, spawn on the captured point and kill the villain.

“Dude who reads game tips”
Weapon: Bolter
Equipment: Grenades of any kind
Perks: Kraken Bolts and Bolter targeter.

Quite a useful calculation for players who adapt themselves to dodge assault marine. Bolter beats not so much pain as unpleasant, but at long distances it can be very useful.

“Special offer from JEEDKIY”
Equipment: Blind Grenades
Perks: Rapid deployment and Bolter targeter

It looks like a Noob layout, with proper use produces high results, but you need to own the class perfectly: dodge, hand-to-hand, accurate shooting – show everyone that you haven’t done with finger!)

DEVASTATOR

“Harsh as diarrhea”

Weapons: Heavy bolter
Equipment: Grenades of any kind
Perks: Iron Halo and Heavy Bolter Expertise

Jump out from around the corner, turn around the bolter and kill the enemy. Quick and easy. Ideal for players with a heavy bolter.

“Neat sniper”
Weapons: Lascannon
Equipment: Grenades of any kind
Perks: Lascannon Capacitors and Auspex link

Improved firepower and shooting accuracy will help you score a lot of kills, just beware of close combat.

“Sniper not killed”
Weapons: Lascannon
Equipment: Grenades or Stimulants
Perks: Iron Halo and Artificer armor.

Suitable for fierce sniper duels. You will not be able to kill with a hit in the head, and armor starts to recover faster, allowing you to return to the battle faster.

“Artillery”
Weapons: Plasma gun
Equipment: Grenades
Perks: Ammunition depots and increased plasma charge.

In my opinion, a very dubious display, but on some maps, sitting in the shelter, you can spoil many of the players blood. In addition, such a fighter is easier to pick up with the failure of the enemy to the next world.

“Plain Ravager with a Plasma Cannon”
Weapons: Plasma gun
Equipment: Grenades
Perks: Iron Halo and Plasma Heat Sink.

Balanced firepower, coupled with high survivability.

“Bum”
Class: Any
Weapon: Any
Equipment: Any
Perks: NO

Play without perks, and show everyone how cool you are … or pervert 😉

THE MOST EFFECTIVE LININGS FOR EXTERMINATUS MODE

Choosing the right calculation for that mode is a guarantee of victory, but one has to take into account the fact that one weapon will show itself better in the later waves than the other. Let’s figure it out.

ASSAULT MARINE

“Hammerman”

Primary weapon: Hammer
Second weapon : Plasma gun.
Equipment: Grenades or stimulants
Perks: Kiling blow and Impenetrability.
Suitable for waves: 3-4
Hammerman on the late waves is used to destroy the most problematic enemies, in conditions where there is a shortage of ammunition. Remember – do not fly into the crowd of enemies! Especially if they are strong guys orcs. (Orks in red armor) or demons.

“Fanatic”

Weapon: Sword of any kind.
The standard weapon: Any gun.
Equipment: Grenades.
Perks: Swordsman’s Fanaticism and Impenetrability
Suitable for waves: 1-2

Very useful calculation, in view of the fact that you can fight almost infinitely.

TACTICAL MARINE

“Just the best layout”

Weapons: Plasma rifle and mortar
Equipment: Stimulants
Perks: The versatility of weapons and the Larraman’s blessing.
Suitable for waves 1-3 (If you replace the mortar with meltagun, then 4, but it will not be the same)

Plasma rifle is needed to destroy the most durable enemies, even suitable for the destruction of black nobs. (Use continuous shooting, clicking the “R” key all the time while shooting.) Use a mortar to destroy crowds of weak enemies, that is, “endless grenades”. Against the red orcs it does not work very well, for this you have a rifle. If the grenades in the mortar ran out, use a reinforced rifle shot. If you are badly crushed, use stimulants to instantly recover.

DEVASTATOR

“Tenacious havok”

Weapons: Lascannon
Equipment: Grenades or Light Grenades
Perks: Iron Halo and Feel No Pain.
Suitable for waves: 4

Very smart choice for passing 4 waves. But in order to play such a fighter, you must train shooting point-blank, so as not to waste time on aiming. High vitality allows him to withstand a bunch of beatings, it also gives more chances to reach the cartridges or the shelter alive. Kill with lascannon the most powerful enemies, in the absence of those, gather a crowd behind you and shoot at it point-blank.

BONUS: CUT CONTENT

Cheaters have not bypassed this game. They rarely use them, many experienced players know about them, however, for the sake of reputation, they do not use them. Hint how to get them will not)

PLASMA GRANATES Plasma grenades should have been present in the game, but were removed by the developer to adjust the balance. These grenades can be obtained in a cheat way and used in the game.

Features:
1. No more than one in one hand. With the perk “Favor of the Armory” you can take two.
2. It is impossible to throw a long distance.
3. Apply continuous damage to the area for some time.

AUSPEX Has an icon of fragmentation grenades. In general, an auspex in the universe is a kind of scanner, but for some reason, in fact, grenades are used. In fact, these are fragmentation grenades, which, like ordinary grenades, can be torn off by the legs, with some differences.

1. They are given at the beginning of the game not 1, but 2. With the perk “Favor of the Armory” – immediately 4.
2. “Master-crafted wargear” does not change their properties.

UNKNOWN PELLETS (MELTAGRANATES ARE POSSIBLE) They have an icon of fragmentation grenades. When you try to throw it, the game crashes. Properties unknown.

AUTOCANNON Present in the campaign and as the main weapon of the dreadnought of chaos in a twin version. It was supposed to be used by raiders and devastators, but was removed from the editor. When a cheat is received, the fighter holds an invisible gun, there is a weapon icon, the scope changes to the corresponding one, but she cannot be fired. In the menu of calculations, the weapon spreads right under the feet of the fighter.

SteamSolo.com