A UNN Marine is one of the three classes in System Shock 2. For the more combat-inclined characters, the Marines is the branch of choice. First on the ground in a fight, a Marine trainee learns either a lot about standard weapons or a little about more unusual weapons, as well as learns a technical skill, and bulks up on statistics.

Unlike many games, classes in System Shock 2 do not actually limit the types of weapons or ability a player can use, but determine the priorities one can use them. As the costs of upgrades increase along with difficulties, players should consider carefully on Hard or Impossible.

Tour of Duty

Upon selecting this class, you head to the Wake Island Station, a space station in orbit around Earth to begin your 3 year training. You are automatically given +1 in Standard Weapons.

Year One

2111 - February 12, 2112

You have one of three options to choose from:

Training Facility Stats Gained Abilities Gained
UNN Gallo
Ordnance Master's Mate
+2 Strength -
Io Survival Training School
Survival Training
+2 Endurance -
Guadacanal Station
Zero-G Training
+2 Agility -

Year Two

February 12, 2112 - February 23, 2113

You have one of three options to choose from:

Training Facility Stats Gained Abilities Gained
UNN Antigua
Gunnery Mate
+1 Cybernetic Affinity +1 Energy Weapons
JM-432 Station
Asteroid Pickets
+1 Cybernetic Affinity +1 Heavy Weapons
Port MacArthur
Staff Assistant / Weapons Range
- +2 Standard Weapons

Year Three

February 23, 2113 - February 9, 2114

You have one of three options to choose from:

Training Facility Stats Gained Abilities Gained
UNN Home Office
Honor Guard / MP
+1 Maintenance -
Polidies Station
Quash Rebellion
+1 Modify -
UNN Antigua
Ship's System Consultant
+1 Repair -


  • If one intends to use Energy Weapons or Heavy Weapons and uses them early, then without a doubt, Marine should be the best choice of classes.
  • If the player focuses on Standard Weapons, the differences between a Marine and a Navy are not very noticeable, as both of the classes can provide Standard Weapons skill level 3.
  • A Navy recruit must choose among "+1 Hacking", "+1 Repair" and "+1 Modify". If a player is not planning to use any of these skills, he should choose Marine instead. Obtaining a skill that one would never use is wasteful, as the player loses 12 Cybernetic Modules in the process.
  • If one does hack, on the other hand, Navy would be a better choice as it is the only class provides Hacking skill. It also provides "+2 Cybernetic Affinity".
  • You' re probably going to get multiple skills during your run. On higher difficulty settings it makes sense to pick the choices that cost the most cybernetic modules. On impossible, standard weapons costs 2 modules less than the other choices. The other choices are all equal. The maximum free modules (impossible) one can pick with marine is 62, for navy it is 65.


  • During your third year of character training on the space station, don't hurry off to a new mission right away. Turn left, and spend a while watching the Protocol Droid through the window.

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