Warhammer 40,000: Space Marine achievements
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Warhammer 40,000: Space Marine

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

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Achievement Details

Skulls for the Skull Throne in Warhammer 40,000: Space Marine

Skulls for the Skull Throne36 (15)

This is a rare achievementComplete Chaos Invasion Arena 3.

  • Unlocked by 1,206 tracked gamers (70% - TA Ratio = 2.40) 1,729  

Achievement Guide for Skulls for the Skull Throne

AuthorSolution
Ragescreamer889
345,687 (187,080)
Ragescreamer889
Achievement won on 21 Dec 11
TA Score for this game: 3,343
Posted on 24 December 11 at 01:59, Edited on 24 December 11 at 05:24
This solution has 3 positive votes and 4 negative votes. Please log in to vote.
Continuing my breakdown of the enemies of Chaos in Arena 2.

Most enemies have carried over from Arena 2 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 suicide 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.

'Uba Nobs - These are the heart stoppers. These large axe wielding nobs can take enormous punishment at range so it isnt recommended to waste the ammo unless you know they are about to die. In melee with a maul, they cannot be killed alone, but if you have 2 Assaults with mauls at the same time, it take 6-7 swings between you two (Killing Blow). With a sword and Swordsman Zeal, you can actually hold you own if nothing else is attacking you but my teams tactic is to have a swordsman hit it first and hold it while the Maul wielders kill it.

Squig - More annoying and fatal than the Nobs by far. These little suicide ....... things follow the other ork groups and run up to you and do horrendous damage to you, usually draining all your armor and 1/3 of your health which usually means death in battle. Thy come either alone in the midst of ork groups or in small groups without ork cover. A swing or 1 round of anything kills them but they are annoying nonetheless.

Imperial Guard: All the units have carried over with 2 more 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 but take the same hits as any other guardsman.

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.

Lascannon Marines - Devastating damage but long recharge between shots and no melee attack. 2 swings from a maul (1 with Killing Blow), 4-5 with swords and same as above with bolter weapons.

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.

Marine Champions - The Loyalist scum version of the maul wielding Chaos Champions in the campaign. These marines take an enormous amount of punishment because of the Iron Halos they wear. This makes bolter weapons useless but the melta gun should work. Thier swings are slow and can be interrupted but they are very powerful. 5-7 hits with the maul (Killing Blow), 12-15 with the sword (Zeal is needed).

That concludes my breakdown of Arena 3. Stay focused and kill for the Dark Gods.
SKULLS FOR THE SKULL THRONE!!!
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