← Difficulty and Modifiers Stratagem Modifiers Open Calculator →

Stratagem Modifiers

All 30 positive and 63 negative stratagem modifiers in Space Marine 2, listed in in-game order. Click any modifier name for its dedicated reference page.

Modifier Type Power Joinable Mid-Mission Restriction Pools Effect Mechanical Impact
Combat Mastery Positive 5 Yes DamageMutatorsPool Melee or Ranged Damage increases by 100%, with the bonus switching every 15 seconds. Standard Melee damage is doubled during the melee phase (alternates every 15 seconds). Multiplicative.
Point Blank Positive 3 Yes DamageMutatorsPool Ranged Damage at less than 10 metres is increased by 75%.
Sharpshooter Positive 3 Yes DamageMutatorsPool Ranged Damage at greater than 10 metres is increased by 75%.
Larraman Cells Positive 10 Yes HealthRegenMutatorsPool Health is passively restored at a slow rate.
Technological Revolution Positive 10 Yes AbilitiesMutatorsPool Ability Charge restoration significantly faster.
Deep Pockets Positive 5 Yes None Ammo Reserve is doubled.
Harvest of Vitae Positive 5 Yes NOFinisheraMutatorPool, ContestedHealthMutatorsPool You have no contested Health, and Executions restore a fixed amount of Health.
Rhythm of Carnage Positive 10 Yes None Melee Damage is reduced by 70%. Consecutive melee attacks increase in power to 300%. This bonus resets if no melee damage is dealt for 4 seconds. Base melee damage is multiplied by 0.3 × (1 + # of stacks). At 0 stacks you deal 30% damage; each consecutive hit adds a stack. Breakeven on 4th hit, cap at 9 stacks. Only affects standard melee attacks.
Unleashed Fury Positive 5 Yes NOFinisheraMutatorPool Executing an enemy boosts your damage dealt by 200% for 8 seconds.
Camaraderie Positive 10 Yes HealingAtCloseDistanceMutatorsPool Handshake restores all Health and Armour.
Imperial Fervour Positive 10 Yes None "For the Emperor!" shout increases damage dealt for a short time. Using the "For the Emperor!" shout grants a +50% additive damage bonus to standard melee and ranged attacks only for 15 seconds.
Pointed Attack Positive 10 Yes None Pointing deals significant Damage to the enemy you point to. Adds a flat-damage explosive type attack. Deals 750 damage on Normal Stratagems, 637.5 on Hard Stratagems. Cooldown time 3 seconds.
Avenger Positive 5 Yes HealthMutatorsPool Last brother standing temporarily gains a significant increase to attack and defense. When all teammates are incapped/dead, the remaining player gets +300% additive to standard melee damage and 60% damage reduction.
Enemy Sighted Positive 5 Yes None Ranged kills restore Armour based on enemy threat level.
Unshaken Positive 5 Yes None You do not lose control upon taking Heavy Hits, and you cannot be knocked back.
Surgical Strike Positive 5 Yes None A Perfect Parry or Block deals significant Damage to an enemy, but the Perfect Parry/Block window is smaller. Adds a flat-damage attack on riposte. Deals 97.5 damage on Normal Stratagems, 87.75 on Hard Stratagems. Also reduces Bulwark's Intimidating Aura and Argent Edge's Riposte (Scathing Retort) damage by 10%, and adds parry-stagger to block weapons. Parry/Block window is halved, Parry/Block start is not changed.
We Stand as One Positive 5 Yes HealingInjectorsMutatorsPool, HealingAtCloseDistanceMutatorsPool Medicae Stimms also heal Squad Members within a 5-metre radius.
Migraine Positive 5 Yes HeadshotDamageMutatorsPool Headshot kills explode the enemy, dealing Damage to other enemies.
Astra Militarum Positive 3 Yes None Imperial Troopers spawn.
Beset Positive 5 Yes None Both enemy factions spawn.
Intelligence Lapse Positive 5 Yes None The enemy faction that does not usually appear spawns instead.
Surplus Positive 3 Yes EquipmentMutatorsPool You can carry twice as much Equipment. Equipment spawns are doubled.
Come Prepared Positive 5 No HealingInjectorsMutatorsPool No Medicae Stimms are available, but every Squad Member starts the Mission with 10 stimms.
The Emperor Protects Positive 10 Yes None One player gains a buff that restores 75% HP to all Squad Members and knocks back enemies every 90 seconds. If the player dies, another gains the buff.
Doomed Offensive Positive 5 Yes DamageMutatorsPool The lower your Health, the more damage you deal. Damage multiplied by 1 + 0.69 x (1 - HP%). At full health there's no bonus; at 1% health you deal ~69% more damage. Applies to standard melee and ranged attacks.
Butcher's Gifts Positive 5 Yes HealingInjectorsMutatorsPool, HealingAtCloseDistanceMutatorsPool, NOFinisheraMutatorPool Enemy Executions heal Squad Members within a 7 metre radius for 20% health, but do not heal you.
Measured Mercy Positive 3 Yes LimitedRespawnMutatorsPool You are granted 5 relics at the start. Allies cannot be revived from Incapacitation, and you are defeated if any player dies.
Temporal Boosts Positive 10 Yes None Spheres appear on the map. Collect them to gain a power-up for 15 seconds.
Hallowed Relic Positive 10 Yes RelicsMutatorsPool A random player carries a Hallowed Relic that heals nearby allies and boosts their damage by 50%. Multiplicative x1.5 on standard melee, Diving Kick, Intimidating Aura, Riposte (Scathing Retort), Surgical Strike, and Wrath of the Imperium. Does not affect discharge, Winged Fury, or gunstrikes.
Shockwave Plating Positive 3 Yes None Nearby Explosions restore armour.
Suboptimal State Negative 10 Yes HealthMutatorsPool Maximum health is reduced by 50%.
Maintain Distance Negative 3 Yes DamageMutatorsPool Melee Damage is greatly reduced, but Ranged Damage is increased. Standard melee damage x0.25 multiplicative. Standard ranged damage x1.5. Does not affect discharge, Winged Fury, diving kick, or gunstrikes.
Close In Negative 3 Yes DamageMutatorsPool Ranged Damage is greatly reduced, but Melee Damage is increased. Standard melee damage x1.5 multiplicative. Standard ranged damage x0.25. Does not affect discharge, Winged Fury, diving kick, or gunstrikes.
Backup Plan Negative 3 Yes DamageMutatorsPool Primary Weapon Damage is greatly reduced, but Secondary Weapon Damage is increased.
Heavy Calibre Negative 3 Yes DamageMutatorsPool Secondary Weapon Damage is greatly reduced, but Primary Weapon Damage is increased.
Hyperopia Negative 3 Yes DamageMutatorsPool Ranged Damage at ranges less than 10 metres is reduced by 75%.
Myopia Negative 3 Yes DamageMutatorsPool Ranged Damage at ranges greater than 10 metres is reduced by 75%.
Survival Training Negative 5 Yes ContestedHealthMutatorsPool, RedirectToOnePlayerMutatorsPool, NOLimitedRespawnMutatorsPool Contested Health cannot be restored by any means, but Squad Members do not receive Mortal Wounds.
You Only Live Once Negative 5 No RespawnMutatorsPool, NOLimitedRespawnMutatorsPool You do not respawn after death.
Fatality Negative 5 Yes RespawnMutatorsPool, NOLimitedRespawnMutatorsPool Full depletion of Health always leads to respawn countdown rather than Incapacitation.
Corrosion Negative 5 Yes None Damage received is continuously increased with Mission duration up to a limit.
No Delays Negative 5 Yes None Enemy Health is continuously increased with Mission duration up to a limit. Enemy HP increases by 10% every 4 minutes, up to +100% (2x) at 40 minutes. Enemies already on the field have their remaining health adjusted proportionally — their health percentage stays the same as their max HP increases.
Tactical Weakness Negative 5 Yes None Tactical will have 50% less Health, deal 50% less Damage, and will not be able to parry. Standard melee, ranged, equipment, and class attack damage is reduced by 50%. Disables Parry Bonus, Block Charges, and all parry-triggered attacks and conditions.
Aggravated Assault Negative 5 Yes None Assault will have 50% less Health, deal 50% less Damage, and will not be able to parry. Standard melee, ranged, equipment, and class attack damage is reduced by 50%. Disables Parry Bonus, Block Charges, and all parry-triggered attacks and conditions.
Fallen Vanguard Negative 5 Yes None Vanguard will have 50% less Health, deal 50% less Damage, and will not be able to parry. Standard melee, ranged, equipment, and class attack damage is reduced by 50%. Disables Parry Bonus, Block Charges, and all parry-triggered attacks and conditions.
Bleary Sniper Negative 5 Yes None Sniper will have 50% less Health, deal 50% less Damage, and will not be able to parry. Standard melee, ranged, equipment, and class attack damage is reduced by 50%. Disables Parry Bonus, Block Charges, and all parry-triggered attacks and conditions.
Heavy Burden Negative 5 Yes None Heavy will have 50% less Health, deal 50% less Damage, and will not be able to parry. Standard melee, ranged, equipment, and class attack damage is reduced by 50%. Disables Parry Bonus, Block Charges, and all parry-triggered attacks and conditions.
Broken Bulwark Negative 5 Yes None Bulwark will have 50% less Health, deal 50% less Damage, and will not be able to parry. Standard melee, ranged, equipment, and class attack damage is reduced by 50%. Disables Parry Bonus, Block Charges, and all parry-triggered attacks and conditions.
Buffed Enemies Negative 5 Yes None Enemies have increased Health and Damage. All enemy HP is increased by 25%.
Hardened Skins Negative 10 Yes None Enemies are not staggered by the first 3 hits. Damage is still dealt.
Supremacy of the Strong Negative 10 Yes None Terminus-level enemies are stronger. All Terminus enemy HP is doubled.
Empathy Negative 10 Yes HealthMutatorsPool 100% Damage is shared among all players.
Great Responsibility Negative 10 Yes HealthMutatorsPool, RedirectToOnePlayerMutatorsPool, NOLimitedRespawnMutatorsPool A randomly chosen player will have 150% more Health, but all Damage taken by the team redirects to them. If they die, the Mission fails.
Killer Instinct Negative 5 Yes AbilitiesMutatorsPool Ability Charge is restored only by kills.
Strike Out Negative 10 Yes None Gun Strike cannot be used. Gunstrikes cannot be activated in any circumstance.
Reinforced Cranium Negative 5 Yes HeadshotDamageMutatorsPool Headshots no longer deal additional damage. All enemy health is reduced by 35%. Enemy HP is multiplied by 0.65.
Extreme Challenge Negative 10 Yes ESDMutatorsPool The number of Extremis enemies spawned is increased, and they are encountered more frequently.
Major Challenge Negative 5 Yes ESDMutatorsPool The number of Majoris enemies spawned is heavily increased. The number of Minoris enemies spawned is heavily reduced.
Meat for the Slaughter Negative 5 Yes ESDMutatorsPool The number of Minoris enemies spawned is heavily increased. The number of Majoris enemies spawned is reduced.
Hunted Negative 5 Yes None An unkillable Lictor constantly pursues you. Dealing enough Damage scares it away for a brief time.
Mine Field Negative 5 Yes None Spore Mines spawn periodically and travel to players.
Summoner Negative 5 Yes None Every uninterrupted Call for Reinforcements summons an Extremis enemy.
Effective Taunt Negative 3 Yes None Every wave has enraged Majoris enemies.
Tsunami Negative 3 Yes None All enemy waves are massive waves, but waves are less frequent.
Clever Foe Negative 5 Yes None A small number of Majoris-level enemies can be shielded from all Damage for a short time.
Coordinated Calls Negative 5 Yes None Reinforcements are called by several enemies simultaneously.
Depleted Armour Negative 10 Yes None No Armour Boosts are available, and Squad Members only have one Armour Segment.
Scavenger Negative 10 Yes AmmoMutatorsPool, NOEnemiesToEquipmentMutatorsPool No Ammo Caches and Ammo Boxes are available, but each melee kill restores 2% of your Primary and Secondary Weapons’ Ammo.
Rationing Negative 5 Yes AmmoMutatorsPool, NOEnemiesToEquipmentMutatorsPool No Ammo Caches are available, but Ammo Boxes drop more frequently.
Equipment Malfunction Negative 5 Yes EquipmentMutatorsPool, NOEnemiesToEquipmentMutatorsPool Equipment cannot be used.
No Apothecaries Negative 5 Yes HealingInjectorsMutatorsPool, NOEnemiesToEquipmentMutatorsPool No Medicae Stimms are available.
Detonation Risk Negative 5 Yes None Exploding objects are more common and much more dangerous in terms of radius and Damage.
Press the Attack Negative 10 Yes HealthRegenMutatorsPool, NOFinisheraMutatorPool Not performing a finisher for 20 seconds will start draining your Health down to 30%, but finishers restore Health.
Squad Unity Negative 10 Yes ContestedHealthMutatorsPool When you do not maintain close proximity to Squad Members, Armour and Contested Health restoration are disabled.
Split Up Negative 10 Yes ContestedHealthMutatorsPool, HealingAtCloseDistanceMutatorsPool When you maintain close proximity to Squad Members, Armour and Contested Health restoration are disabled.
Atrophy Negative 10 No HealthMutatorsPool, NOLimitedRespawnMutatorsPool Incapacitations don't kill but reduce maximum health by 25% (limited to 10% of its original value). Does not apply if you have a mortal wound or are the last man standing.
On the Clock Negative 5 No None The Mission has a timer, which can be extended by kills and checkpoints. If the timer runs out, the Mission is aborted.
Hazardous Environment Negative 5 Yes None Enemies spread Toxic or Corruption zones (depending on faction) around themselves.
Armour Malfunction Negative 5 Yes None Dodges cause you to take a small amount of Damage (1 per dodge; perfect dodge deals no damage).
Suspicious Behaviour Negative 5 Yes None Friendly fire Damage from firearms and explosives is enabled.
Booby Trap Negative 5 Yes None Majoris-level and higher enemies explode upon death and deal Damage to Squad Members.
Warp Storm Negative 5 Yes None A psychic storm periodically hits.
Shadow of the Warp Negative 5 Yes None Squad Members can only see 30 metres in front of them. The rest is covered in darkness.
Microreactor Breach Negative 3 Yes None When a Squad Member dies, they deal significant Damage to other Squad Members around them.
Enduring Foes Negative 10 Yes ForFinishersMutatorsPool Enemies don't enter Incapacitation and cannot be Executed. All enemy health is reduced by 35%. Enemy HP is multiplied by 0.65. No effect on player's damage output.
Fatal Contamination Negative 10 Yes None Corruption and Intoxication cause instant Incapacitation, but their build-up takes 50% longer.
Battlefield Instincts Negative 5 Yes None The user interface is disabled.
Spoils of War Negative 5 Yes EnemiesToEquipmentMutatorsPool There are no pickups on the missions. Kill enemies to acquire pickups.
Corrupted Relic Negative 10 Yes RelicsMutatorsPool A random player receives the Cursed Relic. While holding it, enemies prioritize attacking the holder, and the holder's damage dealt is reduced by 25%. Hold the Relic to avoid mission failure. While holding the Cursed Relic, all standard melee and ranged damage is reduced 25%.
Twice the Foe Negative 5 Yes None There are twice as many Terminus-level enemies.
Coordinated Elimination Negative 5 Yes None Enhanced enemies periodically spawn and must be killed with focused fire from multiple Squad Members.
Posthumous Proliferation Negative 5 Yes None Slain enemies spawn Spores or Chaos Skulls (depending on faction).
Personal Quarry Negative 5 Yes None Each Player is assigned an enemy that only they can kill.
SM2 Melee Calculator Calculate exact damage for any weapon, variant, and perk combination against any enemy on any difficulty.
Open Calculator →