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Space Marines

Revision as of 06:51, 22 December 2005 by 70.72.141.155 (talk)

The Space Marines, also known as the Adeptus Astartes, are superhuman warriors, genetically engineered to be better in every way than a normal human, equipped with the finest weapons the Imperium can provide and with an unfaltering loyalty to the Emperor. The Space Marines are divided into Chapters, each Chapter has its own unique heraldry and traditions. Most Chapters follow the Codex Astartes however not all do, notable exceptions are the Blood Angels, Space Wolves and Dark Angels.

Creating a Space Marine

Implantations

The creation of a Space Marine requires two things, a young (pre-teen) healthy recruit and a sample of the Chapter's gene-seed. Because a Chapter's gene-seed belongs to that Chapter alone different Chapters display different characteristics and implants. However listed below is the most common transition from human to superhuman (using the Ultramarines gene-seed):

Phase 1 - Secondary Heart- This implant allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments.

Phase 2 - Ossmodula - This organ alters the way the Space Marine's bones grow and develop. Two years after this implant is first put in the subjects long bones will have increased in size (along with most other bones) and the rib cage will have been fused into a solid mass of bone.

Phase 3 - Biscopea - Inserted into the chest cavity this organ stimulates muscle growth.

Phase 4 - Haemastamen - Implanted into the main circulatory system this implant increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red.

Phase 5 - Larraman's Organ - This implant causes the subjects blood to form a kind of scar tissue on contact with air, cauterizing any wounds the Space Marine may suffer.

Phase 6 - Catalepsean Node - Implanted into the brain this implant allows a Space Marine to rest parts of his brain whilst awake, this means that a Space Marine needs no more than 4 hours of sleep a day, and can go for 2 weeks without any sleep at all.

Phase 7 - Preomnor - This is essentially an extra stomach that can digest (more accurately process) otherwise poisonous or indigestible foods.

Phase 8 - Omophagea - This implant allows a Space Marine to 'learn by eating', by consuming the flesh of an animal the Space Marine can gain some of the creatures memories.

Phase 9 - Multi-lung - This additional lung allows a Space Marine to breathe in low-oxygen or poisoned atmospheres, and even water.

Phase 10 - Occulobe - This implant allows the Apothecaries to adjust the sensitivity of the eye, the net result being that Space Marines have superior vision.

Phase 11 - Lyman's Ear - Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to filter out and enhance certain sounds.

Phase 12 - Sus-an Membrane - With sufficient training a Space Marine can use this implant to enter a state of suspended animation, keeping the Marine alive for years, even if he has suffered mortal wounds.

Phase 13 - Melanochrome - This implant allows a Space Marine to control the amount of melanin in his skin, exposure sunlight will result in the Marine's skin changing the melanin levels to the appropriate levels, changing the Marine's skin colour.

Phase 14 - Oolitic Kidney - In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons.

Phase 15 - Neuroglottis - This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone.

Phase 16 - Mucranoid - This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme cold. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum

Phase 17 - Betcher's Gland - This allows a Space Marine to spit poisonous acid.

Phase 18 - Progenoids - There are two of these glands, which take time to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.

Phase 19 - Black Carapace - This is a kind of inner skin that allows a Space Marine to interface directly with his Power Armour and use all of the additional features on the armour, such as medical information.

Further Treatment

Implantation goes hand-in-hand with chemical treatment, psychological conditioning and subconscious hypnotherapy. All of these are essential if the Marine is to develop properly, and acquire full use of the implants. These conditioning methods include:

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the intiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensers.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a Hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural images in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.

Daily Rituals of a Space Marine

0400 - Morning Prayer - Led by the Company Chaplain the Space Marines renew their oaths to The Emperor. This time is also used to give out orders, announcements and other administrative tasks.

  • 0500 - Morning Firing Rites - The Space Marines engage in target practice with their personal and squad weaponry.
  • 0700 - Battle Practice - Generally this is close quarters oriented, however live fire or hazardous environment training may be done instead (or as well).
  • 1200 - Midday Prayer - In addition to prayer any injured Space Marines can report to the Apothecary.
  • 1300 - Midday Meal - Normally local wildlife killed during the morning activities.
  • 1315 - Tactical Indoctrination - This can take many forms, from information on a new alien species or technology to strategy. A debrief of the morning's battle is common as well.
  • 1500 - Battle Practice - This focuses more on combined tactics than the morning session and may include a trial of a new tactic introduced during the tactical indoctrination.
  • 2000 - Evening Prayer - In addition to prayer, gene-seed testing may occur at this point.
  • 2100 - Evening Meal - A feast (by normal human standards) is provided by the Chapter serfs, and some Chapter Masters may allow alcohol to be consumed.
  • 2130 - Night Firing Exercises - If there is no 'night' where the Space Marines currently are other training is undertaken, for example, zero-gravity combat.
  • 2315 - Maintenance Rituals - Each Space Marine is expected to maintain his own power armour and weapons, and it is often checked by the Chapter's Techmarines.
  • 2345 - Free Time - Space Marines are permitted this time to reflect upon their duty to The Emperor, however many Chapter Masters regard free time as a frivolous waste.
  • 0000 - Rest Period - Space Marines are allocated 4 hours in which to sleep.

Notable Space Marine Chapters

Space Marine Weaponry

Space Marines make use of a very wide variety of weapons. These range from ancient slug firing weapons to huge tank busting lascannons. They can also use a variety of close combat weapons.

Ranged Weapons

Close Combat Weapons

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