contents for preview

Transcription

contents for preview
CONTENTS FOR PREVIEW
The following Table of Contents only reflects what’s in this preview guide.
Walkthrough - Inquistitor
Walkthrough - Battlements
Developer Interviews
Characters and Weapons
Servo Skull Collectibles
Multiplayer
Concept Art
The complete Warhammer ® 40,000 ®: Space Marine ®
Prima Official Game Guide is 240 pages covering• Single player walkthrough complete with collectible
locations
• Developer interviews
• In-depth description of characters and weapons for the
Warhammer 40,000 fan
• Complete transcripts from ALL servo skull collectibles
• Experience points, unlocks, and perks in the Multiplayer
mode
• Amazing concept art section with commentary from the
Game Director
Covers: Xbox 360®,
PlayStation®3, PC
Warhammer 40,000: Space Marine - Copyright © Games Workshop Limited 2011. Space Marine, the Space Marine logo, GW, Games Workshop, the
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characters, products, illustrations and images from the Warhammer 40,000: Space Marine game and the Warhammer 40,000 universe are either ®,
TM and/or © Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world, and used under license. All Rights
Reserved. Developed by Relic Entertainment. THQ, Relic Entertainment and their respective logos are trademarks and/or registered trademarks of THQ
Inc. All rights reserved. All other trademarks, logos and copyrights are the property of their respective owners.
PART II: THE INQUISITOR
CHAPTER 5:
AGAINST ALL ODDS
CHAPTER OVERVIEW
Servo Skulls
New Weapons
Guardsman
Alexander (3/5)
Power Axe
New Enemies
None
pg. 51
Achievements
Lexicanum
pg. 53
pg. 48
Inquisitor Drogan
(1/5) pg. 53
Chapter Start
Objective: Find a way to stop the Orks laying siege to the Manufactorum Ajakis.
You have stopped the Ork ram from
breaching the manufactorum. However,
the Orks won’t rest until they have
entered the structure to get the weapons
inside. You cannot allow that to happen.
Make your way from the train to the ground below. There, a servo skull (not a
collectible one) is looking for a live person to deliver a message. The Inquisitor
is still alive and needs help preventing the Orks from reaching an experimental
weapon. You are his only hope for now.
Advance into the building and pick up some ammo from a
cache. Then open a door that drops down to form a bridge.
Overhead you see a giant crane the Orks are using to try to
force their way into the manufactorum. Move across the
bridge to get into the action.
Servo Skull
Journal: Guardsman Alexander (3/5)
Situation: A young Imperial Guardsman
records a journal entry.
ALEXANDER
Personal message cache, Guardsman
Alexander.
Today was a good day.
We were clearing a foundry of Orks when
I heard banging from inside the furnace.
Good thing I didn’t throw a grenade inside,
because it was full of civilians—starving,
scared, some no more than kids, but still
alive. It cheered everyone up to see them.
Gives us something worth fighting for, you
know?
Now we’ve just got to keep the Orks away
from them.
Down in a lower
area with lots of
crates, a horde
of Orks is milling
about. Open fire
with your bolter
and kill as many
as possible before
moving in with
your chainsword.
The next room consists of several catwalks. You immediately
take fire from a Shoota Boy. Follow the tracers from his weapon
to locate him, and then silence him with some fire of your own.
Advance along the catwalks leading around the room’s perimeter, killing a few more Shoota Boyz along the way.
Continue across the middle of the room
toward the control room. Lob a grenade
or two into a horde of Boyz and a Nob
that comes at you from the control room.
By now, you should have no trouble
killing a Nob.
After you kill all
the Orks, move
through the crates
toward a ramp.
Before heading
up the ramp,
look behind some
crates to the right
to find a cache of
grenades and a
servo skull.
Head up the ramp
and enter a building where more
Boyz are waiting.
Blow them away
with your bolter
and other ranged
weapons, but
don’t get into a
melee just yet.
More Boyz will
arrive shortly, and you don’t want to be in the middle of the fight when they do.
As the Ork reinforcements start pouring
in, use grenades and vengeance
launcher charges to blast holes in their
horde and to damage the Nob that
accompanies them. This is a good time
to activate your Fury and then move in
to kill the Nob before finishing off the
Orks. After you kill them all, head up
the ramp that the Orks had advanced
down and continue into the building.
The Orks have managed to power up the gun suspended from
the crane. If they fire it, the cannon will blast a hole into the
manufactorum. Move to the crane control panel and activate a
switch that releases the gun, dropping it onto the Orks below
and destroying the cannon in the process. Now that you have
slowed down the Orks’ efforts, head to the side to retrieve
ammo from a cache and weapons if you need them.
After the Gun
Objective: Get to the Manufactorum Ajakis to secure the Titan war machines.
Open the door near the cache and
advance into the rubble below. There
are several Shoota Boyz among the
crates. In addition to firing at you, they
also throw grenades. Fire as you move
toward them, and then kill them with
melee attacks. There is also an ammo
cache in this area, so after you clear
out some of the enemy, load up your
weapons.
TIP
The Bomb Squigs might get close enough
to cause damage in this area since they
tend to use the crates as cover as they
run toward you. If they do explode near
you, your armor should take the brunt of
the damage. Quickly get behind cover and
wait for your Armor meter to fully recover
before resuming the fight. Also get in some
executions to help raise your health if
necessary.
More Shoota Boyz
attack from the
right. The Orks
also send in Bomb
Squigs to attack.
Kill them before
they get too close.
Try using the
stalker bolter to
snipe at the Shoota
Boyz, and try to
score some headshots. However, if you hear the grunt of a Squig, switch to your
bolter and blow them away. As the Orks start throwing grenades, move in close for
melee combat.
As you move
toward some
larger and higher
crates, watch for
Shoota Boyz atop
the crates. They
shoot and throw
grenades. Back out
of grenade range
and snipe at them
with your stalker
bolter.
After clearing out
all of the enemies,
move though the
barricades and
down a series
of ramps to a
cargo bay. Pick up
some ammo and
grenades before
continuing into the
cargo bay.
Cargo Bay
Walk along the
catwalks in the
cargo bay until
you come to a
damaged section
and can drop to
the floor. Move
to the shrine and
exchange your
chainsword for a
power axe. You are
going to need it shortly.
Pick up some grenades from a cache by
the high crates, then drop into a lower
area. Hordes of Gretchin come charging
at you. Save your ammo by either killing
them with melee attacks or shooting
one of the explosive containers as they
move near it. Shoota Boyz fire at you
from the walls, so after clearing out a
horde of Gretchin, take out the Shootas.
Once it is clear, head up the ramp and
go right to grab some ammo.
As soon as you
have the power
axe, get ready for
an attack. The lift
you are waiting
for is next to the
shrine. However,
before it arrives,
you must defeat
a massive Ork
charge. Start off by
firing five vengeance launcher charges in a line across the middle of the cargo hold
and detonating them as the lead Orks come at you.
Power Axe
The power axe is sheathed in a sparking power field and delivers devastating
blows able to crack open heavy armor. It
is a very effective melee weapon.
Chain your power axe attacks to increase
damage. Press the Strike button once for
a light damage strike. Press it a second
time to perform a medium-damage
backhand strike. Press it a third time for a
medium-heavy damage chop, and press
it a fourth time to jump-strike for heavy
damage. Two strikes followed by a stun
provides a heavy stunning shoulder bash
that affects a large wedge in front of you,
while three strikes and a stun results in
an overhead smash that causes superheavy stuns all around you.
Blast a few with your bolter, and then
this fight turns into a free-for-all melee.
Your new power axe slices through the
Orks. You also want to build up fury.
Hit them with four-strike chain attacks
or three strikes followed by a stun.
However, if your Fury meter maxes out,
don’t activate it just yet. The first wave
of Orks consists only of Boyz, so slash
away and get in a few executions.
Continue through the next area where you fight some Boyz.
This is a good opportunity to get some executions after you
stun them and restore your health.
Keep advancing until you come across several Shoota Boyz
up ahead. Clear out the Boyz and take cover behind these
large armor plates. Use grenades and vengeance launcher
charges to thin out some of the enemies, and use the stalker
bolter to get those up high. If you have Fury built up, activate
it and go into Marksman mode. As time slows, you can take
out a lot of enemies with your stalker bolter.
Some Shoota Boyz
come next. They
tend to move to
the sides of the
cargo bay and
shoot at you from
the flanks. Go
after them with
your bolter or your
power axe and
clear them out;
otherwise they can really damage you during the melee in the middle.
When the lift
arrives at your
destination, follow
the walkway to
find a servo skull.
Servo Skull
Encrypted Report: Inquisitor Drogan (1/5)
Situation: Inquisitor Drogan records an
update to his superiors in the Inquisition.
INQUISITOR
Encoded transmission from Inquisitor Drogan
to Inquisitor Lord Sharpe.
As we’d hoped, my lord, Forge World Graia
is an ideal location to focus on my work.
Though helpful, the techpriests of the
Adeptus Mechanicus are forever curious.
Interest can easily turn to interference. . . . I
will be cautious about involving them in my
experiments.
TIP
Keep an eye on your health during this fight.
If the screen starts to go black and white,
you are nearly dead. Pull back to the flanks
and let your armor recover. Then stun a
few Boyz so you can execute them and get
your health back up quickly. Also, there is
an ammo cache near the lift if you need to
restock during the fight—or afterward.
At least, for now.
Achievement/Trophy
Continue along the walkway and grab some ammo from a weapons cache if
you need it. Then head up the ramp at the end to enter the manufactorum and
complete your objective.
More Boyz come in the next wave, along with two Nobz! Now
is the time to activate your Fury. Throw a couple of grenades
into the horde and then rush in with your power axe swinging.
As soon as you can stun a Nob, execute it and then go after
the other Nob.
After you defeat all the Orks, the
Imperial Guard bring up the lift. Walk
onto it and it carries you down to the
entrance to the manufactorum.
TITAN FACTORY CRANE
If you have found all of the servo skulls
so far, you have ten and earn the
Lexicanum award. Good Job!
Battlements
NOTE
The jump-pack allows you to make
short jumps into the air. Press and hold
the Jump button to fire the jump-pack.
Releasing the button cuts the thrust and
you glide back down. The jump-pack cuts
off after a couple seconds, so you can’t
jump too far. While up in the air, look
down to see a yellow reticule below you.
Press the Strike button and you will blast
to the ground, damaging and stunning
any nearby enemies. While wearing a
jump-pack, you can use only a bolter or
bolt pistol and your melee weapon.
Head down the
ramp and open
another door to
continue into the
battlements. Walk
over to the assault
support pod and
pick up a jumppack. You need
it to get through
the next area. Take
some time to practice using the jump-pack in this area.
Once you are used
to the jump-pack,
walk toward the
door leading into
the next area.
Jump onto the wall
while the rest of
your squad goes
through the door.
The area near the
door is clear, so
practice some ground pounding onto platforms as you advance. While your squadmates stay low, jump from platform to platform.
Once again, take
the high road while
the rest of your
squad stays low.
There are several
enemies on the
upper platforms.
Use the same
tactics as before
and lay waste to
the hordes.
Achievement/Trophy
To earn the Into the Breach
Achievement/Trophy, you must fight
your way to the crashed Rok. Get to
the end of this chapter and accept
your award.
After you kill all the enemies, join your squadmates and move through the breach
into the fortress created by the crashed Rok.
There are several Shoota Boyz on the
platforms on the area’s other side. Jump
up and pound into them. Clear off a
platform and then jump to the next one
to take out more Orks. These Shoota
Boyz are armed with rocket launchers,
so be careful—a hit from one of these
inflicts a lot of damage. After clearing
out the platforms, fire down on the Orks
below to help your squad or jump and
ground pound them.
Finally, kill the Shoota Boyz near the door at the area’s end
and any other remaining enemies. Now head through the
door. There are ammo and grenades on the other side—as
well as more Orks.
PLANETARY DEFENSE GUN
DEVELOPER
INTERVIEWS
MEET
RELIC ENTERTAINMENT
Q&A with Raphael van Lierop, Game Director
Q
First off, why create Space Marine? Relic’s pedigree is in RTS games,
and the Dawn of War series has been extremely successful for you.
Why branch out into third-person action?
A
Exploration is part of Relic’s DNA. We’ve never been satisfied to sit on
our laurels, and with every game, we’ve tried to push out and explore
beyond our comfort zone. Space Marine is a result of that—taking a fictional
universe we are really comfortable with but trying to deliver a fresh experience in that universe, to show it from a completely different point of view. It
was important to explore something new in 40k.
Q
Why name the game Space Marine? Does that come across as a generic
title, given the industry joke about the bald space marine?
A
“Our hero isn’t a
space marine, he’s
THE Space Marine.”
In 40k, the Space Marines are something very specific. It’s not that we
were ignorant to the perception of space marines in the market, but
we were more concerned about delivering a compelling fantasy in a blockbuster action expression of 40k. Since the 40k Space Marine has been around
for nearly 25 years, he is likely the inspiration for a lot of the other heroes in
other science-fiction action games we’ve played. In a way, naming the game
Space Marine was a statement toward appropriating the convention of that
character and showing that it has specific meaning beyond a simple generic
label. Our hero isn’t a space marine, he’s THE Space Marine.
Q
A
What kinds of challenges did you face in creating a third-person
action game?
Relic’s expertise is in creating award-winning RTS games, so taking
on a blockbuster third-person action-shooter was a big step for us. It
required learning a whole new set of skills, building new technology, bringing new people and fresh ideas into the studio. We created new roles in
the studio, developed a lot of new processes for creating content such as
art resources and missions, and developed the technology and gameplay
mechanics around a completely new kind of combat system that seamlessly
blends melee and shooting. In many ways, looking at our starting point, Space
Marine is a game that should never have been green-lit! But, our passion for
40k and our innovative spirit has helped us to navigate the various pitfalls
and challenges we’ve encountered along the way.
Q
What were the challenges you faced with adapting Warhammer
40,000 to the action-blockbuster experience?
A
The 40k setting is immense and rich, and really there is so much
about the IP that really lends itself to this kind of epic blockbuster treatment. But, of course this adaptation was not without its
challenges. These varied in scale from things such as how to make the
Space Marine move naturally considering the scale of his body and the
armor he wears, and how to permit enough freedom of movement so
that he could look powerful and responsive in combat without sacrificing the sense of weight and presence in the world, all the way to
how to portray difficult nuances in relationships between the various
“classes” that exist in the society of 40k—for example, how to make an
Imperial Guard address the Space Marines with a sense of reverence,
without sounding weak or obsequious.
One of the greatest challenges we faced, interestingly, was in the
delivery of dialogue—finding the right actors, the right tone and
delivery to capture all the nuances of their relationships, the power
dynamics between the various groups, and then being able to hint at
hidden depths in the story without giving too much away. Whether or
not this translates in the end, it’s something we and Games Workshop
dedicated an enormous amount of energy to, because it was so
integral to staying true to the values of the 40k universe.
In the end, though, the fact that the tagline for 40k is “In the grim
darkness of the far future, there is only war” gave us a lot to craft an
action game around. The mythos of the Space Marine character is deep
and compelling, the enemies are legion, the weaponry is devastating,
the backdrops are epic—this really is the stuff of legends.
Q
A
Where did the idea of the combat system come from?
The starting point for most decisions in the game was the character
of the Space Marine itself. Who is this character? What motivates
them? How do they think? How do they fight? What defines them as a
military force? And then, what is the backdrop they exist against? In the
far, far future of 40k, the universe is a dark and forbidding place where
humanity is always on the brink of utter destruction by the nearly endless
alien hordes trying to cross its doorstep. Being constantly surrounded by
threats is a metaphor that we latched on to in our gameplay design—
so every battle fighting as a Space Marine hero referred back to this
much larger conflict, and the situation faced by humanity as a whole.
The Space Marines are highly trained and possess the most powerful
weaponry of their time, so it was clear to us that the combat needed
to be hugely satisfying and over the top. The brutality of the fights had
to stay true to the portrayal of combat you see in the signature artwork
of the tabletop rulebooks, where you often see Space Marine heroes
with a gun in one hand and a chainsword in the other. This was the
iconic imagery of the Space Marine hero, and the desire to let the player
instantly switch between melee and shooting was partly an outcome of
that portrayal—having immediate access to whatever weapon is needed
at any given point to deal with whatever enemy happens to be mobbing
you at the time.
“The mythos of
the Space Marine
character is deep
and compelling […]
this really is the
stuff of legends.”
Q
You talk about a massive planetary
invasion, but the player experiences
a smaller-scale conflict. Why is that?
A
The planetary invasion was always
a backdrop for the events of Space
Marine. It was important that the player
didn’t get lost within a massive conflict or
feel that their actions were insignificant
compared to the scale of the larger fight.
In the end, we wanted the player to feel
that the things they were discovering and
experiencing in the game were the most
important things happening on the planet
at that point, even though there are clearly
hundreds of other major stories that could
be happening simultaneously.
Q
A
What do you see for the future of
Space Marine?
The game was always conceived with
the hope that it would be the first of
a franchise. We invested a lot of time and
energy into creating a set of characters we
hope will resonate with players—and for
most of them, Space Marine is not the end
of the story. Titus in particular has a lot more
road to travel. We also find ourselves in
that often-frustrating position of shipping
a game right around the point where you
have become quite competent at making
it, and we’d like to be able to build on the
momentum to create even stronger Space
Marine games in the future. It will come
down to how strongly the game does in
the market and whether fans buy into the
fantasy we have created for them. But, rest
assured, if the interest is there, there is a lot
more to be done with this game.
CHARACTERS AND
WEAPONS
Ultramarines
Captain Titus
Captain Titus of the Ultramarines has fought for the Imperium for more than 150
years. Although considered a relatively young Space Marine, he is a decorated
veteran of major campaigns waged across the galaxy—his exploits have earned
him a reputation as one of the mightiest Ultramarines in recent memory.
Early Years
Titus was born on the world of Tarentus. Young Titus made it through basic
training, excelling at every challenge to become the best of the recruits. When he
became an Ultramarine scout and finally faced his first battle against aliens, Titus
knew he had found his place in the world. Combat was as natural as breathing, and his spirit soared knowing that he was fighting a holy battle against the
enemies of the Imperium.
Rank: Ultramarines Captain
During his early years as an Ultramarine, Titus struggled to overcome his temper. On
the battlefield, giving in to anger led to too many close calls where only his natural
fighting ability saved his neck. In time, he learned to keep his temper under control,
but even today that control breaks when faced with a situation—or person—that
stubbornly blocks his ability to do what he knows needs to be done. Outside of
combat, his temper shows itself in a burst of cutting words and in steamrolling over
the opposition to take (what he thinks is) the right course of action.
Age: 175 years old
Titus still mourns the recent loss of his own mentor, Captain
Trajan, who was killed by Eldar in a routine mission gone
horribly wrong. Titus held Trajan to be the ideal representation of Ultramarine nobility and honor. Now that he has
inherited command of Trajan’s company, Captain Titus
aspires to be the kind of honorable, intelligent, and inventive
leader that Trajan was.
Unexpected Resilience
Under the Enemy’s Skin
Knowing it meant his death, Titus launched himself at the
enemy, stabbing his power sword deep into the Sorcerer’s
chest even as the Sorcerer blasted him with Warp energy.
The last thing Titus felt was vengeance at seeing the Sorcerer
breathe his last, and then all went dark.
From his first battlefield encounters, Titus became interested
in the thinking behind his enemy’s attack. While his Space
Marine training gave him the big-picture understanding of
alien strategy, Titus wanted to understand more about how
small groups of enemies fight on the ground. When looking
a bloodthirsty Ork Boy in the eye, what will it do?
With every battle, he experienced firsthand how differently
each alien species and Daemon horde fought on the ground,
and gradually, patterns of tactics emerged. To know more
about the enemy—to understand their motivations—gives
him insight into their strengths and weaknesses and into
how to exploit those weaknesses in battle.
Creatures of Chaos are among the most formidable enemies
Titus has faced. In one of the darkest days in his memory,
Titus and his squad went up against a Chaos Sorcerer who
wielded blasts of Warp energy like malicious lightning. The
energies struck down the Ultramarines one by one, until only
Titus remained to face the Sorcerer.
Titus should have died. But he didn’t.
To the bewilderment of the Ultramarines apothecaries, Titus
healed from his severe injuries. They could not discover the
reason why he survived. Although Titus understands why
they must be vigilant, he still feels resentment over the
fact that anyone could doubt his proven devotion to the
Ultramarines.
Fortunately, Captain Trajan appreciated Titus’s attempts to
understand their foes. His ability to predict how a group of
enemies would attack saved many Ultramarines lives over
the years. Now that he’s a captain, Titus works to instill the
same critical thinking in the men under his command.
Height: 7’2”
Weight: 750 lb
Weapons: Bolt pistol,
chainsword (initial loadout)
Gameplay tip: Chain closecombat strikes to maximize
damage to the enemy.
Comrade, Commander
So many Ultramarines have fallen over the past 150 years that the relationships
with his surviving comrades are even more important to the hero. As captain of
an Ultramarines company, the men under his command are dearer to him than his
own life—if one of them is killed, Titus will not stop until the enemy responsible
has paid in blood.
His closest Battle Brother is Veteran Sergeant Sidonus, who became a Space Marine
a few decades before Titus. What started as a rookie/vet relationship soon became
a fast friendship. Sidonus has seemingly seen it all, and his “been there, done that,
no problem” attitude instantly serves to defuse tense situations. Titus turns to
Sidonus as a common-sense sounding board.
To the young Space Marine, Leandros, Titus is a mentor figure—a warrior who can
do no wrong. Titus knows that Leandros quotes the Codex and jumps into situations with such zeal because he wants to impress his commander. Titus remembers
what those first heady years as an Space Marine were like and doesn’t rebuke
Leandros too harshly for his enthusiasm.
WARHAMMER 40,000: SPACE MARINE // PRIMA OFFICIAL GAME GUIDE
As the years passed, Titus gained experience and renown both on the battlefield
and off. He is a trusted comrade, and his connection to his battle brothers has
grown stronger with each campaign.
159
Power Axe
Weapons
Weapons are the Space Marine’s tools.
With them, you can inflict damage
against enemies of the Imperium and
leave destruction in your path. As
mentioned earlier, there are two main
categories of weapons—melee and
ranged.
POWER AXE CHAIN ATTACKS
The power axe is sheathed in a sparking power field
and delivers devastating blows able to crack open
heavy armor. It is a very effective melee weapon. Chain
your power axe attacks to increase damage.
Chain
Effect
Strike
Backhand
Strike
Chop
Strike
Strike + strike
Light damage + Fury gain
Medium damage + Fury gain
Strike + strike +
strike
Strike + strike +
strike + strike
Stun
Strike + stun
Medium-heavy damage + Fury
gain
Heavy damage + Fury gain
Jumping
Strike
Backhand
Kick
Light stun to single target
Medium stun to targets in a
narrow wedge
Shoulder Bash Strike + strike
Heavy stun to targets in a large
+ stun
wedge
Overhead
Strike + strike + Super-heavy stun to all enemies
Smash
strike + stun
in radius around you.
Thunder Hammer
Melee Weapons
THUNDER HAMMER CHAIN ATTACKS
Melee weapons are designed for close combat. It takes strength and courage to
wield a melee weapon in combat and emerge victorious.
Combat Knife
COMBAT KNIFE CHAIN ATTACKS
Attack
Chain
Effect
Slash
Heavy Slash
Heavy Stab
Strike
Strike + strike
Strike + strike +
strike
Stun
Strike + stun
Light damage + Fury gain
Medium damage + Fury gain
Heavy damage
Backhand
Kick
Attack
Light stun to single target
Medium stun to targets in a
narrow wedge
You begin with a combat knife for your melee weapon.
The combat knife is the least damaging of the melee
weapons, so upgrade it to a chain sword as soon as
possible.
Chainsword
The mighty thunder hammer is the rarest of Space
Marine melee weapons. Each blow discharges a powerful blast from the hammer’s dedicated power field.
Ranged weapons are limited to pistol and bolter when
wielding the thunder hammer.
Attack
Chain
Effect
Swing
Heavy Swing
Super Heavy
Swing
Backhand
Strike
Strike + strike
Strike + strike +
strike
Stun
Medium damage + Fury gain
Heavy damage + Fury gain
Very heavy damage + Fury gain
Kick
Strike + stun
Shoulder Bash Strike + strike
+ stun
Medium stun to targets in a
narrow wedge
Heavy stun to targets in a large
wedge
Very heavy stun to all enemies in
radius around you.
While it is very powerful, the thunder hammer is also
the slowest of the melee weapons. A single blow
can kill an Ork Boy, and a few hits can stop a Nob.
Instead of quick slashes like other weapons, you must
find a slower rhythm when fighting with the thunder
hammer. However, it can destroy Orks like no other
melee weapon—especially when you chain the attacks.
CHAINSWORD CHAIN ATTACKS
The Mk XI Hell’s Teeth Chainsword is the close-combat
weapon of choice among Space Marines. Combining
terrifying power and great speed, its motorized biting
teeth are capable of slicing through bulkheads and
thick armor—as well as flesh and bone. The chainsword
provides more power for melee attacks. Chain your
strikes for more damage.
Attack
Chain
Effect
Strike
Backhand
Strike
Slash
Strike
Strike + strike
Light damage + Fury gain
Medium damage + Fury gain
Strike + strike +
strike
Strike + strike +
strike + strike
Stun
Strike + stun
Medium-heavy damage + Fury
gain
Heavy damage + Fury gain
Spinning
Slash
Backhand
Kick
Light stun to single target
Medium stun to targets in a
narrow wedge
Shoulder Bash Strike + strike + Heavy stun to targets in a large
stun
wedge
Foot Stomp
Strike + strike
Super-heavy stun to all enemies
+strike + stun
in radius around you.
Ranged Weapons
These weapons allow you to attack enemies at a distance. Some ranged weapons
are effective only at short range while others allow you to kill at great distances.
Bolt Pistol
The bolt pistol is the basic sidearm of the Space Marines. While not
as powerful as other weapons, it has the advantage of unlimited
ammunition. Therefore, you can always fall back on this weapon
if your more-powerful weapons run out of ammo. The bolt pistol
holds eight rounds in its clip. It takes several of these .75-caliber
rounds to kill an enemy, so aim and fire several times. Since this
weapon is semiautomatic, each time you press the Fire button, the
bolt pistol shoots a single round.
Servo skull
collectibles
APPENDIX
Servo Skulls
Throughout the campaign, you can find 48 servo skulls
scattered about. Collecting them earns you two different
achievements/trophies, and each servo skull contains an
audio recording made by people on Graia prior to the arrival
of Captain Titus and the squad of Ultramarines. The recordings provide a glimpse into the lives of the people of the
Forge World. It also provides some interesting backstory into
the events in which you are engaged during the campaign.
After you collect a servo skull, you can access the recordings
at any time by selecting “Audio Log” in the Pause menu.
Some recordings are divided among three or more skulls, so
you need to find them all to get the complete story.
This section helps you find all of the servo skulls in the
campaign. We reveal the locations of each and give you
access to the complete transcripts for each recording,
organized by the person or persons who recorded the log.
SERVO SKULL LOCATIONS (IN ORDER OF APPEARANCE IN CAMPAIGN)
PRIMAGAMES.COM
Recording Name
198
Campaign Chapter #/
Checkpoint
Location
Audio Log: Workshift
465 (1/5)
2: Chapter Start
Behind explosive hazards, immediately after encountering
the first set of Gretchins
Journal: Guardsman
Alexander (1/5)
2: Chapter Start
After reuniting with Leandros, as you head into the trenches
Audio Log: Medicae
Station Ventris (1/5)
2: The Trenches
After exiting the Imperial Guard command bunker, in the
second bunker in the trenches
Battlefield Log: 2nd Lt.
Mira (1/5)
2: No Man’s Land
In the last of a series of ruined rooms after using sniping at
Orks up on buildings
Journal: Guardsman
Alexander (2/5)
2: No Man’s Land
First bunker in the Ork-held trenches
Duty Log: Transmechanic Petronius (1/5)
3: Chapter Start
Gun battery entrance area, in the room to the right with rubble
blocking the doorway
Battlefield Log: 2nd Lt.
Mira (2/5)
3: Armory
After getting off the lift on the lower floor, the skull is straight
ahead by an ammo cache
Audio Log: Medicae
Station Ventris (2/5)
4: Train Station
Along the first train station walkway; upstairs and to left, on a
raised platform
MULTIPLAYER
Space Marine features a fast-paced
competitive multiplayer mode that will
pit Space Marines vs. Chaos Space
Marines in 8 vs. 8 matches. Multiplayer
also features a full-customization
system, weapon and perk unlocks,
and challenges to keep even the most
hardcore player coming back for more.
WEAPONS AND EQUIPMENT: CHAOS SPACE MARINE
Chaos bolter
Chaos melta gun
Daemon eye bolter
Chaos twin bolter
Chaos plasma gun
Vengeance launcher
Devastator/Havoc
The Devastator and Chaos Havoc are experts in ranged combat and are the only
classes that can wield the most devastating heavy weaponry. Each of these heavy
weapons has its own powerful alternate fire mode, such as a deadly charged shot
or a braced stance, allowing for rapid fire. Weapons unique to this class include the
heavy bolter, plasma cannon, and lascannon. In melee, this class can only kick.
Classes
This class acts as your team’s base of fire. Since they don’t move fast, Devastators
and Havocs are best used for inflicting heavy damage from medium to long range.
They are great for defending positions and can support other classes as they go on
the offensive. You must be Level 2 in order to play as this class.
In Space Marine multiplayer, you can choose from three different classes. Each class
has its own strengths and unique weapons and perks available to it. Since each of
the three classes are quite different, they require different tactics and play styles in
order to maximize their destructive potential.
TIP
Tactical Space Marine/Chaos Space Marine
The Tactical Space Marine strikes a balance between ranged combat and close
combat. Unique weapons to this class are the plasma gun, stalker pattern bolter,
storm bolter, mechanicus vengeance launcher, and gun. In melee, the Tactical class
wields the combat knife.
Everyone starts out as a Tactical Space Marine or Chaos Space Marine. This class
offers a good balance between ranged and melee combat, though you are a bit
stronger in the ranged area. The bolter is your initial weapon; however, as you
earn experience through battle, you can unlock more powerful weapons. When
playing as this class, focus on using your ranged weapon and engaging enemies at
medium range.
WEAPONS AND EQUIPMENT: DEVASTATOR
Heavy bolter
Lasacannon
Plasma cannon
TIP
Use different tactics when fighting against other classes. When going against an Assault
Marine or Raptor, don’t let them get in close. Shoot them at medium to long range since they
have the advantage in melee combat. On the other hand, when you must take on a Devastator
or Havoc, you are better off getting in close—if you can. If possible, use blind grenades to
stun them and then sprint in for melee combat.
WEAPONS AND EQUIPMENT: TACTICAL SPACE MARINE
Bolter
When playing as a Devastator or Havoc, it is important to keep the enemies at a distance. That
is where you have the advantage. Don’t let enemies in close, especially Assault Marines or
Raptors, or you are in trouble. Because your weapons require two hands to operate, you don’t
have any melee weapons. Instead, you can only kick at your enemies.
WEAPONS AND EQUIPMENT: HAVOC
Chaos heavy bolter
Chaos lasacannon
Melta gun
Chaos plasma cannon
Stalker-pattern bolter
Storm bolter
Plasma gun
Vengeance launcher
COnCept Art
Featuring commentary by Raphael van Lierop,
Game Director of Warhammer® 40,000®: Space Marine®
Creating the World
Creating the world of Space Marine was a process of
reverse archaeology. First, all the painstaking research
required an understanding of what the world needed to
be—from the largest-scale piece of architecture to the
incredibly detailed minutiae that would create a sense of
authenticity in the setting. Then there was the formidable
task of constructing Graia and ensuring it felt as real and
dedicated to the promise of 40k as possible, as well as
living up to the lofty expectations of the legions of fans
who have only been able to imagine this setting for the
past 25 years. And finally, the process of destroying it all—
creating the sense that a planet-sized factory has just been
invaded by a powerfully destructive force of nature, with
no respect for the monumental task of constructing such
a vast center of manufacturing and resource exploitation.
In the end, we showed only a fraction of the world we
explored in our minds, but we hope the attention to detail
and passion we poured into the creation of the environments—and all the drama that unfolds within them—
helps transport players into a world that is deep and rich.
215
THE COMPLETE
WARHAMMER 40,000 : SPACE MARINE
®
®
®
PRIMA OFFICIAL GAME GUIDE
IS AVAILABLE SEPTEMBER 6TH!
PRIMA
OFFICIAL
GAME GUIDE
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