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. | — |