Warhammer 40,000: Space Marine achievements
3,343
(1,235)

Warhammer 40,000: Space Marine

3.8 from 2228 votes

There are a maximum of 59 Warhammer 40,000: Space Marine achievements (50 without DLC) worth 3,343 (1,235)

28,459 tracked gamers have this game, 423 have completed it (1.49%)

643
(235)
4.3 from 11 votes

Buy now from the Xbox LIVE Store

1,731 tracked gamers have this dlc pack, 592 have completed it (34.20%)

There are a maximum of 9 achievements worth 643 (235)

There are no reviews | Estimated completion: 4-5 hours

Achievement Details

Blood for the Blood God in Warhammer 40,000: Space Marine

Blood for the Blood God33 (15)

This is a rare achievementComplete Chaos Invasion Arena 2.

  • Unlocked by 1,435 tracked gamers (83% - TA Ratio = 2.20) 1,731  

Achievement Guide for Blood for the Blood God

AuthorSolution
Ragescreamer889
345,744 (187,080)
Ragescreamer889
Achievement won on 21 Dec 11
TA Score for this game: 3,343
Posted on 24 December 11 at 01:53, Edited on 25 December 11 at 07:18
This solution has 3 positive votes and 1 negative vote. Please log in to vote.
Continuing my breakdown of the enemies of Chaos in Arena 1.

Wave 6-10

Wave 6 = Orks, Guard and Space Marines
Wave 7 = Orks, Guard
Wave 8= Orks, Guard, Space Marines, and two capture points, one in the building on the upper floor, the other is opposite of the first.
Wave 9 = Orks
Wave 10 = Orks, Guard, Space Marines and a capture point on the balcony in the back

Most enemies have carried over from Arena 1 with several additions.

Orks:

Ork Berserkers - 2 swings from a maul (1 direct hit with killing blow), 3-4 with swords and around 15-18 bolt rounds (less if using heavy bolter) will put down these orks.

Shootas - 1 hit with the maul, 2-3 with a sword or 3 shots from a bolt weapon with drop these ranged xenos.

Ork Boys - 3 shots from any bolt weapon, 1 swing for the maul and 2-3 for swords will kill the mainstay of the Ork horde.

'Ard Boys - These are the orks that carry the shields. 2 hits with the maul (1 direct hit with Killing Blow), 5-7 with the sword and Swordsmans Zeal is recommended against them. Unfortunately, I do not know how many shots it takes to down them with bolt weapons.

Rokkit Launchas - These are big cause of annoyance. They have arcing rockets that have a high degree of accuracy even for a leaping Assault. They take 4 bolt rounds, 1 hit from a maul or 2-3 from a sword.

Nob - These are the mace wielding ones. They can be beaten alone with a chainsword and Zeal but it is up to chance since they swing faster that their bigger variants and some of the swings stun. On the other gauntlet, they can be killed quickly with 3-4 hits with the maul (2-3 with Killing Blow) and 3/4 of a Bolter clip (Kraken Rounds) and 30-40 for a heavy bolter.

Shoota Nobs - These hulking brutes are fairly devastating at range especially in small groups. In melee they take 3 hits with the maul (same with Killing Blow), and 6-8 for a sword. At range they can take 20-30 bolt rounds and roughly the same with a heavy bolter plus or minus a few rounds.

Rokkit Nobs - These will replace the Shoota Nobs above in later Waves and Arenas. They fire rokkits more frequently that thier smaller variants and have a melee attack that pushes you back slightly. 4 hits with a maul (same with Killing blow) and roughly 8-9 with the swords. Bolt weapons can kill them with surprisingly little ammo, 15-25 bolter rounds (Kraken), same for the heavy bolter.


Imperial Guard: All the units have carried over along with variants of Space Marines.

Guardsmen - These little humans are easy to kill. 1 hit with the maul, 2 with the swords and 4 in the chest or 3 in the head with a bolt weapon.

Stormtroopers - Come in two variants upon close examination of the guns. Melta guns and granade launchers, both take the same hits as the standard guardsman.

Chainsword guardsman - In small groups, these human can do damage to both armor and health. Same hits as melee but 6-7 shots for bolt weapons.

Sanctioned Pyskers - These are the staff weilders that fire the lightning. The have a quick stun melee attack and the lightning. Melee does little damage to armor while the lightning drains it and can do good damage if left unchecked. 3 hits with the maul (1 direct hit with Killing blow), 5-7 with the swords and bolt weapons hit a shield so unknown number of bullets needed.

Space Marines:

Bolter Marines - At range, they can do good damage to both armor and health but in close combat, they have a slow swing with a power axe much like with the campign chaos marines. They have armor like you but it takes less punishment. 2-3 swings with the maul and 7-9 with swords, bolt shells need to break the armor so roughly a clip and a half to kill for a bolter (Kraken rounds) and anywhere between 35-45 for a heavy bolter.

Plasma Cannon Marines - You will quickly learn to hate these lapdogs of the corpse emperor. Exactly like their chaos variants in the campaign, these marines shoot 7-9 uncharged plasma cannon shots for good damage to both armor and health, a word of warning is that they can and will fire at point blank range hurting them and most likely killing you. No melee attack. 1 swing with the hammer, 4-6 for swords and same for bolt weapons.

Chainsword Marines - Much like the Guardsman variant, these take thier speed and add on the armor and power of a Space Marine. Usually spawning in small group of 1-3, they can devastate armor and health and have a stun attack that is followed up by another stun attack leaving you open and vulnerable. 2-3 swings with the Maul (Killing Blow), 5-7 with the swords (zeal is essential), slightly fewer bolts rounds are needed to kill these marines.

That concludes my breakdown of Chaos Invasion Arena 2. You're halfway to Deamonhood, keep killing for the Dark Gods.

BLOOD FOR THE BLOOD GOD!!!
Please log in to comment on this solution.
Do you have a question about this achievement? Please post it in the Warhammer 40,000: Space Marine Forum