
Warhammer 40K: Space Marine 2 Requisition and Armory Data Farming Guide
How to farm Requisition and Armory Data fast in Space Marine 2, plus where to spend them and how to respec without wasting resources.
Requisition and Armory Data run the whole multiplayer side of Space Marine 2. Requisition buys your class perks, weapons, and chapter cosmetics. Armory Data is what pushes a gun from its stock version up through Master-Crafted, Artificer, and Relic tiers. Neither one is hard to earn once you know which missions to lean on, but the storage caps are tight and the respec rules catch people off guard. The whole setup is built to make you pick a lane early, so it helps to know where the currency comes from and where it actually goes before you start spending.
Fastest Operations for Requisition Grinding
Operations are the main Requisition engine, and the payout scales hard with threat level. A clean clear pays out like this:
| Threat Level | Requisition | Suggested Class Level | |---|---|---| | Minimal | 35 | 1 | | Average | 55 | 5 | | Substantial | 95 | 10 | | Ruthless | 165 | 15 |
So one Ruthless clear is worth nearly five Minimal runs. The catch is that you only get paid if the squad extracts. Fail the mission, and you walk out with nothing, which is why a steady farm on a lower threat often beats a shaky Ruthless run that wipes at the boss.
Decapitation on Ruthless is the speedrun pick
Decapitation is the go-to for raw Requisition per hour. The objectives are short, a lot of the sections can be sprinted past once your team is coordinated, and it ends with a single boss fight instead of a long drawn-out defense. A stacked group can knock it out quick, and at 165 a pop on Ruthless that adds up fast. It's a Chaos mission though, so bring a loadout that handles melee pressure and Thousand Sons ranged fire at the same time.
Inferno for an easier, more reliable farm
If Ruthless is too spicy, Inferno is the gentler pick. It's the first Operation, the map is mostly linear, and you're fighting Tyranids instead of Chaos, which most folks find less annoying to deal with. You'll earn less per run since you'll probably play it on Average or Substantial, but the clear rate is way higher. A run you actually finish beats a Ruthless attempt you bail on.
Eternal War for a steady drip
PvP isn't most people's first thought for farming, but Eternal War has one big advantage: you earn Requisition win or lose. The three modes, Annihilation, Seize Ground, and Capture and Control, run short, a few minutes each, so you can knock out several in the time it takes to finish one Operation. The payouts are smaller per match and they scale with your personal performance, so a stomp where you barely contributed pays poorly. But if you're queuing solo and Operations feel slow, PvP keeps the counter creeping up.
Trials for the early lump sum
Don't sleep on class Trials. Each of the six classes (Tactical, Assault, Vanguard, Bulwark, Sniper, Heavy) has three short challenges in the Armouring Hall, and a B rank pays 25 Requisition each. That works out to roughly 450 Requisition total just for ticking them off, which is a meaningful chunk early on when perks are cheap. Score an A rank and you get a Master-Crafted Armory Data instead, which is arguably the better reward since green data is exactly what you need for the first weapon tier. Either way, Trials are one-and-done, so clear them early when the rewards matter most.
One cap note before you grind too hard. Requisition tops out at 2,000 now (it was 999 at launch and got raised in a later patch). If you're sitting near the cap, spend some before you queue, because anything over the limit just vanishes. Finishing a Ruthless clear and getting zero because you forgot to buy a perk is a rough feeling.
Armory Data Sources and Weekly Caps
Quick honest answer up front: Space Marine 2 doesn't do weekly lockouts the way a lot of live-service games do. There's no "you can only earn this much per week" timer. What it does have is a tight storage cap and a one-per-mission spawn rule, which ends up acting like a soft pace limit. You farm as much as you want, whenever you want, you just can't hoard forever. If you've heard talk about a weekly Armory Data limit, that's really people describing the storage cap plus the single-skull-per-mission rule, not a weekly timer.
Where Armory Data comes from
Three tiers exist, Master-Crafted (green), Artificer (purple), and Relic (gold), and each one maps to a weapon rarity tier. Inside an Operation you can pull up to two pieces per run:
- One Servo-Skull. These floaty little skulls spawn in fixed-but-random spots around the map, behind tents, near generators, in dead-end corridors. There's only ever one per mission, and when one player grabs it, the whole squad gets the data.
- One Terminus boss drop. Big mini-bosses like a Carnifex, Neurothrope, or Helbrute can spawn during a run. The spawn is random, so some runs you'll see none at all. Drop one and extract, and you get a second data piece for the mission.
The tier you receive is locked to the threat level. Minimal and Average drop green, Substantial drops purple, and Ruthless drops gold. So if you need Relic data, Ruthless is the only direct source. Class Trials give you one more avenue, since an A rank drops a Master-Crafted piece, but only once per trial. Siege mode is another option some players lean on, where hitting certain wave milestones on Normal hands out guaranteed green and purple data in bundles of three.
The real cap: 20 per tier
Here's the part that surprises people. Each tier of Armory Data has a hard storage cap of 20. Hit 20 green and any extra green you'd earn just doesn't get added to your total. Same deal for purple, same for gold, tracked separately. So unlike Requisition, where you want a big buffer saved up, Armory Data forces you to spend as you go or the drops go to waste.
Data Refinement: the fix for being capped
A post-launch update added a Data Refinement system, and it's the answer to both the cap problem and the gold-data-locked-behind-Ruthless problem. There's a Tech-Priest standing on the right side of the Arming Hall who converts your data two ways:
- Upgrade: three of a lower tier become one of the next tier up. Three green into one purple, three purple into one gold.
- Cash out: trade data straight for Requisition. A green is worth 40, a purple 60, a gold 90.
The upgrade path is a big deal. It means you can farm green data on easy missions, refine it upward, and unlock Relic-tier weapons without ever setting foot in Ruthless. The cash-out is more of a last resort, for when you're swimming in data you don't need and would rather have cosmetics.
Prioritizing Weapon Unlocks and Upgrades
This is where the two currencies meet, and it's also where most players burn resources on the wrong things.
How weapon progression actually works
A weapon has a few things going on at once: its base unlocks (which come from leveling your class), its tier (Master-Crafted, Artificer, Relic), and its Mastery Points (the perk slots on each tier). Pushing a gun to the next tier has two gates. First you have to earn enough weapon XP by actually using it in missions. Then you spend Armory Data to flip it to the next tier, which bumps its stats, more damage, better accuracy, larger magazines, that kind of thing. Once it's sitting at a tier, you fill its perk slots with Mastery Points.
Mastery Points: earn them or buy them
Mastery Points unlock the individual perks on a weapon tier, and you get them naturally from weapon XP as you use the gun. But here's the shortcut, you can also flat-out buy a Mastery Point with Armory Data. That skips the grind of dragging an under-leveled weapon through missions just to perk it out. For a gun you already know you like, buying the points is usually worth the data. For something you're only testing, hold off.
What to spend Armory Data on first
Two schools of thought here, and both are reasonable. The first is to tier up your main gun first, since getting your workhorse to Relic gives you the biggest raw stat jump and the high-tier perks tend to be the strongest ones. That's the power move. The second is to buy Mastery Points to fill out perks first, because a gun sitting at a tier with empty perk slots can feel worse than a lower-tier gun that's fully kitted. Most players land somewhere in the middle.
The thing to avoid is spreading your data across five different weapons at once. You'll end up with a bench full of half-tiered guns and none of them actually strong. Pick one primary per class, push it to Relic with its perks filled in, then move to the next.
Requisition spending order
For Requisition, the spend order most of the community settles on is pretty stable: class perks first, then weapons, then heraldry (cosmetics). Perks give you the biggest feel difference for the cost, and a lot of them are cheap early in a class tree. Weapons come next because tier upgrades are real, tangible stat gains. Cosmetics go last, since a fresh paint job doesn't help you extract on Ruthless.
There's a natural order inside the weapon tab too. The guns every class leans on, bolt rifles, the heavy bolter, plasma weapons, are safe early picks because you'll always get mileage out of them. Niche picks and sidearms can wait until you've got currency to spare.
Perk Reset and Respec Costs
The respec rules in Space Marine 2 are a little uneven, and that's putting it kindly. Some resets are free, one type costs Requisition, and the game doesn't go out of its way to tell you which is which.
Weapon perks: free to reset
This is the good news. Respeccing your weapon perks costs nothing. On the weapon perk screen there's a reset button at the bottom, and you can hit it as often as you want. Picked a perk you don't like? Reset it, choose something else, no penalty. That's a great setup, because weapon perks are the thing you're most likely to want to fiddle with as you learn how a gun plays.
Class perks: free to swap
Class perks work the same way. To change one, you just pick a different perk in the same column. No cost, no item, no cooldown. The only constraint is that you have to have unlocked the perk through class leveling first. So between missions, you can experiment with your class build freely, swap things around, see what clicks.
Prestige perks: this one costs Requisition
Here's where it gets annoying. Once you start Prestige-ing a class (which opens up after you max it), you unlock Prestige perks, and those are the ones that aren't free to change. Resetting a Prestige perk runs you Requisition, with players commonly citing somewhere around 750 per reset. That stings, especially when Requisition is already paying for perks, weapons, and cosmetics.
The practical takeaway: go wild swapping your regular class and weapon perks, they're free. But treat Prestige perk picks more carefully. Prototype your build using only the free-to-change perks first, and only lock in a Prestige perk once you're confident it belongs in your loadout. Otherwise you're paying Requisition to undo a guess.
Efficient Loadout Testing Before Committing Resources
Because the resource caps are tight and one flavor of respec costs Requisition, it pays to test before you commit. Here's how to kick the tires on a build without lighting your Armory Data on fire.
Use Trials as a free test bed
Class Trials are underrated as a testing tool. They're short, they're controlled little scenarios, and they cost nothing to retry. If you're toying with a new weapon or perk combo, run the relevant class Trial a few times to feel it out. You won't earn much, but you'll get a fast read on whether a build clicks before you spend data tiering it up. Think of Trials as the shooting range the game never quite gives you otherwise.
Lean on the free respecs while experimenting
Since weapon and regular class perks reset for free, you can prototype a build almost risk-free. Load into an Operation on a lower threat level, try a perk spread, and if it feels bad, reset and try again back at the Armoury Hall. Save your Armory Data purchases for after you've settled on a build, not during the experiment phase. Buying Mastery Points for a perk setup you end up hating is the single easiest way to burn green data.
Don't tier up a weapon until you're sure
The biggest waste in this game is pushing a gun to Relic tier and then deciding you don't actually like how it handles. Tier upgrades are the expensive part of progression, and you can't un-tier a weapon and get the data back. So get a gun up a tier or two using cheap green data, run it for a while, and only invest the purple and gold once you know it's your main. A decent rule of thumb: if you haven't taken a weapon into three or four Operations, you don't know it well enough to Relic it.
Match your data income to what you can actually use
There's no point forcing Ruthless runs for gold data if your gear and perks can't support a clean clear, you'll just feed wipes and earn nothing. Match your farming to your comfort level. If you're solid on Substantial, you'll be swimming in purple data, which is perfect for getting weapons to Artificer and buying Mastery Points along the way. Push into Ruthless only when your build can hang there. And remember the Tech-Priest, if you're stuck farming lower tiers, refine that data upward instead of banging your head against a threat level you're not ready for.
Keep your Requisition under 2,000, keep each Armory Data tier under 20, spend green data on early weapon tiers and refine the surplus upward, and you'll rarely feel like the game is wasting what you earned.