Warhammer 40,000: Space Marine achievements

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 3,349 (1,235)

28,944 tracked gamers have this game, 430 have completed it (1.49%)

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There are a maximum of 9 achievements worth 644 (235)

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Achievement Details

Let the Heavens Bleed in Warhammer 40,000: Space Marine

Let the Heavens Bleed142 (40)

This is a rare achievementDefeat the Chaos Invasion bonus wave.

  • Unlocked by 571 tracked gamers (33% - TA Ratio = 3.54) 1,755  

Achievement Guide for Let the Heavens Bleed

350,455 (188,860)
Achievement won on 04 Jan 12
TA Score for this game: 3,349
Posted on 23 December 11 at 06:41, Edited on 22 October 15 at 20:34
This solution has 16 positive votes and 8 negative votes. Please log in to vote.
Confirmed that the Deff Dreds can leave the center area due to a patch. (Thank you Nonfaith)

The wave is comprised of Orks centralized around one unique set of enemies. Everyone
remember the ork walker from the old Space Marine trailers?

They are called Deff Dreds and are essentially Ork Dreadnoughts. They have several attacks, two melee, one ranged and a clumsy charge. The melee consists of a quick slice attack which will drop your armor and roughly 1/3 of your health but is survivable. The other is an overhead slam that either kills you outright or drops all your armor and roughly half your health. The ranged attack is a heavy duty machine gun barrage that is literally announced by a very loud and kinda annoying screech as the gun starts up. Hiding behind anything is safe but it can kill you easily if caught in the open. The charge isn't worth mentioning because its easy to dodge and limited to the center area.

The wave starts off with one Deff Dred in the center of the arena . Once you do some damage to it, a second Deff Dred, Ork berserkers and rokkit launchas spawn. You can take as long as you want fighting the orks as long as you do not kill at least 1 of the Dreds.

Second part of the wave happens after 1 Dred is dead and you start hitting the second. 2 Dreds, alot of Ard Boys (Shields), squigs and more rokkits spawn. Same process as above, take all the time as you want killing the orks as long as the Dreds are left alone. (Any noticeable damage will signal the next wave)

Third part is a challenge. After you kill 2 of the 3 current Dreds on the field, 3 more Dreds spawn for a total of 4 on the map. Along with this are a mix of Nobs, both Shoota and the melee ones that carry a mace and a large amount of squigs. Again same process as above. After you kill 1 or 2 of the 4 Dreds. Hell breaks lose.

Fourth part of the wave consists of another 1 or 2 Dreds spawning bringing the total up to four again. Accompanying them is 5-6 Uba Nobs (the big axe wielding ones from your nightmares) and anywhere from 6-8 of the Rokkit Nobs.


There is actually a fifth part that consists of more large Nobs and squigs. Same as above.

Classes and perks for our winning team:

Assault - Deamon Maul, Bolt Pistol, Killing Blow, Impenetrable

Assault - Power Sword/Chainsword, Bolt Pistol, Zeal, Impenetrable

Tactical - Bolter, Plasma Gun, Kraken Rounds, Weapon Versatility

Devastator (Essential) - Lascannon, Lascannon Capacitors, Feel no Pain

The Devastator is your MVP, he is your best weapon against the Nobs because his weapon can pierce through the crowd that will follow him.

Good Luck and may the Dark Gods protect you.
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302,130 (156,170)
Achievement won on 07 Feb 12
TA Score for this game: 3,349
Posted on 29 January 12 at 03:38, Edited on 04 February 12 at 03:30
This solution has 9 positive votes and 1 negative vote. Please log in to vote.
This is not so much as a solution (so read Ragescreamer's for that), but it's a potentially helpful tip.

Apparently, you can lure the Killa Kans off of the walkways and allow them to fall to their dooms. I was able to do it to the first two Kans.

On that platform by the open pit, there is a ramp on the left side that goes up towards the Default Spawn point. What I did was shoot the Kan in the face with the Bolt Pistol to get his attention. He did his charge attack down the ramp, but he was slightly angled away from the platform behind the pipes. He managed to go over the railing as I Evaded towards the platform. I repeated on the second Kan and the same thing happened. Did not have a chance to try on the third as we ran out of lives.

This is not something I would normally recommend as it is a team-based achievement and wouldn't want to be cause for other people to not get it. But if your group is agreeable, it might be something to consider, especially if you are running low on ammo.

Oh, but make sure to eliminate the other Orks first.

Edit - This definitely works. The Kans are actually pretty easy to get to go over the edge, but there is a better spot for it.

In the area that you have to capture a point in Wave 19, there is a set of stairs that go down from the center area. If one is careful and just sticks their head up over the level of the center floor, a Kan should come charging partway down the stairs. Depending on the angle, they can run over the railing and go down the pit.

If necessary, the taunting Marine can hide behind the canisters to the right of the staircase. They block the Kan's automatic fire very well.

The downside to this method is the fact that you do not get points for the destruction of the Kans that way. However, it can also save you a significant amount of ammunition.
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215,347 (115,430)
Achievement won on 27 Apr 12
TA Score for this game: 3,349
Posted on 27 April 12 at 21:14
This solution has 12 positive votes and 4 negative votes. Please log in to vote.
Hi there. There's not much to say in addition to the solutions above. They're perfectly detailed. I just wanted to add my two cents sharing with you guys what our loadout was.

Tactical (4): Melta Gun, Assault Bolter, Extra Fussion ammo, Weapon versatility, also with frag greneades.

It works like a charm. We did it on our second try with two of us with no previous experience. If you think you lack long range firepower in the early stages, I would suggest taking this loadout in the final stage (rounds 16-20 and the extra one). The real and main problem is when the heavy armored marines gets near to close combat. It is when the melta guns do their work perfectly. With the four of you melting them, they fall quick and cleanly, leaving you almost untouched.

In the bonus, make sure to take down first every single ork before taking care of the Killa Kans.
Be specially careful with the Nobs and the Tough Boyz teleporting to the platforms every time one Killa Kan gets heavily damaged; we waited them with the melta guns ready. With this advice and some luck and skill, it can be done with no real problems.

Hope it helps. My very first solution, so please, be merciful :)
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