Creation of a Space Marine
It takes a considerable amount of time to transform normal humans into Space Marines. They receive implants known as gene-seed which transform their bodies and give them superhuman abilities - making them capable of spitting corrosive venom, absorbing the memories of the dead by eating their flesh, darkening their skin to protect it from radiation, and operating for long periods without sleep by switching off parts of their brains at a time.[1][2a][3] Wounds suffered by a Space Marine that would take a baseline human months to heal, if they ever healed at all, take only days to recover from.[17]
Recruits are subjected to psycho-indoctrination and conditioning, strengthening their resolve and honing them into dedicated and merciless warriors. Not all recruits survive the brutal training, of course, and not all are accepted.[1]
Contents
- 1 Recruits
- 2 Implants
- 2.1 Canis Helix
- 2.2 Secondary Heart
- 2.3 Ossmodula
- 2.4 Biscopea
- 2.5 Primaris Implants
- 2.6 Haemastamen
- 2.7 Larraman's Organ
- 2.8 Catalepsean Node
- 2.9 Preomnor
- 2.10 Omophagea
- 2.11 Multi-lung
- 2.12 Occulobe
- 2.13 Lyman's Ear
- 2.14 Sus-an Membrane
- 2.15 Melanchromic Organ
- 2.16 Oolitic Kidney
- 2.17 Neuroglottis
- 2.18 Mucranoid
- 2.19 Betcher's Gland
- 2.20 Progenoids
- 2.21 Black Carapace
- 2.22 Insanguination
- 3 Conditioning
- 4 Trivia
- 5 Sources
Recruits
Due to the inherent scarcity of geneseed, potential recruits are always subjected to some testing by all Space Marines, loyalist or otherwise. Some tests are to attempt to ensure the potential recruit satisfies the minimum necessary requirements, while others are a matter of preference.[1]
Requirements
Recruits must be fairly young, because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. They must be male because the geneseed zygotes are keyed to male hormones and genetic structure. Only a small percentage of people are compatible with the implants and hypno-suggestion necessary to turn them into Marines. Before the process of implantation begins, the potential recruit receives tissue compatibility tests and psychological screening. If the testing proves successful, the recruit becomes an aspirant. After the organ implantation process begins, he becomes a neophyte. When the final implant is in place and the requisite training and hypnotherapy complete, he becomes a full brother.[1][2a][3]
Even once the organs are implanted they are generally inactive or useless without associated training, hypnotherapy, and chemical treatment. Most recruits join the ranks as a brother between the ages of 16–18 years.[2b]
Selection
Recruits are typically chosen from the best warriors among humanity, within the acceptable age and sex group. Naturally, this makes Death and Feral Worlds prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However, hive worlds are considered the ideal source of potential recruits; while the populace of the lower levels are often composed of some of the most murderous scum in the human Imperium, more importantly, the higher the population of a world, the higher the chance to find truly impressive individuals. Whole gangs of hive scum are sometimes hunted down and captured for recruitment, although chapters typically prefer volunteers. Among the most valued traits in a recruit are aggression and psychotic-level killer instinct. More rarely, certain civilised worlds are also recruited from.[4]
Implants
The 19-22 (plus, rarely, 1) implanted organs are very complicated, and because several of them only work properly or at all in the presence of other implants, the removal, mutation, or failure of one organ can affect the precise functioning of the others.[1][2a][3] Because of this, and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.
Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology.
Listed below is the complete set of implants used:[1][2a][3]
- If the Marine is from a chapter that drinks something derived from their gene-seed, as Space Wolves and Blood Angels do, this is done either before (as in Space Wolves) or after (as in Blood Angels) every other phase.
- Phases 1-3 can be introduced at the same time, ideally between 10 and 12 years of age; Phase 1 remains ideal until age 14, but 13-14 are not ideal for Phases 2 or 3.
- If the Marine is receiving Primaris implants, the Sinew Coils and Magnificat are introduced between Phases 3 and 4, in that order or simultaneously; their ideal age is 12-13. The Belisarean Furnace is presumably introduced during this time as well, but in what order, and at what ideal age, is unknown; apparently all three are always introduced across at most 2 steps, so the Furnace is presumably always simultaneous with at least one of the other two. These 1-2 phases are unnumbered, and are instead known as the Primaris Alpha and Primaris Beta phases.
- Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age.
- Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age.
- Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old.
- Phases 10 and 11 are also ideally implanted between the ages of 14 and 16.
- Phases 12 and 13 are ideally implanted between the ages of 15 and 16.
- Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age.
- Phases 15 to 19 are then ideally introduced to the recipient between the ages of 16 and 18.
Canis Helix
Phase 0: Unique to the Space Wolves chapter, their aspirants drink something derived from their Chapter's gene-seed prior to the rest of the process, in an intricate procedure involving this "Canis Helix" called the Test of Morkai; despite having received their first implant, they remain an aspirant until they pass this test. See also Insanguination, the Blood Angels equivalent which happens at the end.[26]
Secondary Heart
Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood flow around the Marine's body, allowing them to survive traumatic injury.[1][2a][3][11]
Ossmodula
Phase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet. This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid, bulletproof mass of interlocking plates.[1][2a][3][11][Note 1] Contrary to this popular opinion, the truth is that a Space Marine's ribcage is several pieces, not a single solid piece.[38]
- Known mutations:
- Blood Angels have retractable fangs that are dubbed the Angel's Teeth.[26]
- Space Wolves have elongated canines.[27]
- Black Dragons have a mutated Ossmodula, resulting in bony growths on their foreheads, elbows, and/or forearms.[28]
- The Sons of Antaeus have abnormally strong bones.[29]
Biscopea
Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.[1][2a][3][11]
- Known mutations:
- Storm Giants have abnormally high strength; whether this is a mutation of the Biscopea or not is not known, as the chapter has refused to allow their gene-seed to be examined.[30]
Primaris Implants
In addition to the above, the new line of Primaris Space Marines are given three additional implants that allow for their superior size and strength in addition to a greater level of genetic stability.[8] The Primaris implants take place between Phases 3 and 4, known as the Primaris Alpha and Primaris Beta phases. Both phases can be introduced simultaneously.[10]
Sinew Coils
Phase 3 Alpha: Also known as the Steel Within. The Space Marine's sinews (tendons and ligaments) are reinforced with durametallic coil-cables that contract with incredible force, dramatically[16] magnifying the subject's strength beyond that of a regular Space Marine and giving another layer of interior defense,[9] which greatly increases their durability.[16]
Magnificat
Phase 3 Beta: Known as the Amplifier, this small thumbnail-sized lobe is inserted into the brain's core. The implant secretes hormones that increases the body's growth functions while also intensifying its advanced systems, especially the ossmodula and biscopea. In truth, this implant is but half of the true, dual-valve immmortis gland (the "God-Maker") which the Emperor made for the Primarchs. Belisarius Cawl was able to build the "dextrophic" lobe (right half) but discovered that information on the "sintarius" (left half) had been wholly eradicated by an unknown force.[9]
Belisarian Furnace
Phase Unknown: Known as the Revitalizer, this dormant organ connects to both hearts. In times of extreme stress or trauma, it expels self-manufactured chemicals similar to combat stimms that also aid in regeneration. After activation, the gland will fall dormant again, taking some time to build itself up for activation once more.[9] While information is scarce on when this implant normally occurs, it appears to lack its own phase, instead implanted with either the Sinew Coils, Magnificat, or both.
Haemastamen
Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.[1][2a][3]
Larraman's Organ
Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells', which are released into the blood stream if the recipient is wounded. They attach themselves to leukocytes (white blood cells) in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer - acting like platelets, only better.[1][2a][3] Despite this, foreign objects, such as embedded metal shrapnel or blades, can restrict scar tissue from forming properly and the wound will continue to bleed.[37]
Catalepsean Node
Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marine's survivability by allowing perception of the environment while resting[1][2a][3]. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.[1][2a][3]
Preomnor
Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.[1][2a][3]
- Known mutations:
- The preomnor of the Mantis Warriors will react to a mindset of sufficient penance and piety by releasing a potent neurotoxin which permanently alters the Marine, radically increasing reaction time and strength and inducing permanent tunnel vision.[31]
Omophagea
Phase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural cravings for blood or flesh.[1][2a][3][6]
- Known mutations:
- Blood Angels have an overactive Omophagea.[26]
- Blood Drinkers are a Blood Angels successor who suffer an even more extreme form of the Red Thirst from The Flaw; this is known to be caused by their Omophagea being even more mutated.[32]
- Blood Angels have an overactive Omophagea.[26]
Multi-lung
Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.[1][2a][3] The multi-lung even allows Space Marines to breathe water.[19][20] Space Marines are also able to hyper-oxygenate their blood by employing their third lung through panting. By doing this, a Marine can, for example, avoid passing out during a drop pod insertion onto a planet.[23]
Occulobe
Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.[1][2a][3] The enhanced eyesight also allows Space Marines to clearly see targets at a distance of a couple of kilometres, making out enemy details with ease.[17]
- Known mutations:
- Salamanders can see in at least part of the infrared spectrum.[33]
Lyman's Ear
Phase 11: Not only does this implant make a Space Marine immune to dizziness or motion sickness, it also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original inner ears. It is externally indistinguishable from a normal human ear.[1][2a][3][11] This might allow a Space Marine to distinguish a human heartbeat from a kilometre away.[22][Note 2]
- Known mutations:
- Space Wolves have hyper-acute hearing.[27]
Sus-an Membrane
Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years[1][2a][3] (d.321.M37)[11][Conflicting Source 1]
This organ is also known as the hibernator implant.[13]
- Known mutations:
- The Imperial Fists have entirely lost their Sus-an Membrane.[34]
Melanchromic Organ
Phase 13: Also called the Melanochrome,[25] this implant controls the amount of melanin in a Marine's melanin-possessing organs (skin, hair, and eyes). Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.[1][2a][3] Blood composition is also adjusted alongside skin pigmentation according to radiation monitored by the implant.[25]
- Known mutations:
- Raven Guard grow paler and paler until their skin turns white, while their eyes and hair darken until both are pitch black.[35]
- Carcharodons do this as well, and in addition, their skin will develop denticles.[24]
- Death Spectres also grow paler, but they become albinos - their eyes turn blood red. Usually they lose all of their hair, but if they do retain it, it will turn white or very light, due to their albinism.[36]
- The melanchromic organ of Salamanders will react to the radiation of Nocturne by turning their skin jet black and giving them bright, burning eyes. It also provides even more radiation tolerance than usual for a Space Marine.[33]
- Space Wolves sometimes have pale yellow eyes and normally have hair that turns grey and then white as they age. They also grow extra hair.[27]
- Raven Guard grow paler and paler until their skin turns white, while their eyes and hair darken until both are pitch black.[35]
Oolitic Kidney
Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.[1][2a][3] This blood filtration and detoxification also neutralises inorganic toxins.[25]
The organ is also spelled as Oolithic Kidney.[25]
Neuroglottis
Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common harmful chemicals by taste. The organ is implanted into the back of the mouth.[1][2a][3][18][25] Its abilities also extends to tasting the air.[18][Note 3] A Marine can even track a target like a hound by tasting or chewing on something,[1][2a][3] or even by just sampling air.[18] This also has the effect of enhancing the flavour of consumables, such as wine.[18]
- Known mutations:
- Space Wolves have a hyper-acute sense of smell.[27]
Mucranoid
Phase 16: This implant allows a Space Marine to sweat an oily, naturally cleansing substance that coats the skin and offers resistance to extreme heat and cold.[1][2a][3][25] This oil from the modified sweat glands can even provide some protection for the marine in a vacuum. This can only be activated by outside chemo-therapy treatment, and is standard procedure when Space Marines are expected to be fighting in the vacuum of space. The Mucranoid organ is implanted at the base of the lower intestine where its hormonal secretions are absorbed through the colon.[1][2a][3]
- Known mutations:
- The Raven Guard have entirely lost their Mucranoid.[35]
Betcher's Gland
Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands, or into the hard palate. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away "strong" metals, given sufficient time.[1][2a][3]
- Known mutations:
- The Imperial Fists have entirely lost their Betcher's Gland.[34]
- The Raven Guard have entirely lost their Betcher's Gland.[35]
Progenoids
Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured, each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.[1][2a][3]
These take time (5 years in the first case, 10 in the latter)[1][2a][3] to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has recently been able to harvest gene-seed at a rate previously unseen.[8]
- Known mutations:
- Ultramarines have remarkably stable gene-seed, far more than the "norm" set by the other first founding chapters. The exact cause of this is unknown.[21]
One of Fabius Bile's Surgeon Acolytes harvesting a progenoid gland.[14]
Black Carapace
Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface.[1][2a][3] This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, a special spinal interface plugged into the power armour and Black Carapace provides the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle.[7] A similar cybernetic used by the Imperium of Man is the Mind Impulse Unit.
The Black Carapace was originally developed during the Unification era by the Terran scientist Amar Astarte. However, it was flawed, and could not be utilized until Ezekiel Sedayne perfected the technology. Director Sedayne stated that this unusual part of the Astartes program required the carapace to be grafted in substantial pieces, as it couldn't be grown internally from seed germs, like some other organs. Once in place, it encourages the human body to adopt it as its own, and it spreads. It is an engineered, controlled cancer.[12]
Insanguination
Phase 20: Unique to the Blood Angels chapter, their neophytes drink something derived from their Chapter's gene-seed after the rest of the process, in a very involved process called Insanguination. See also Canis Helix, the Space Wolves equivalent which happens at the beginning.
Conditioning
- 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 initiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. Marine power armour contains monitoring equipment and drug dispensers to aid in this.[1]
- Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new abilities. 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 stimuli in order to awaken their minds to their unconscious metabolic processes.[1]
- Indoctrination - Just as their bodies receive 19-22 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.[1]
- Physical Training - Physical training stimulates the implants and allows them to be tested for effectiveness.[1]
After all of these implants and alterations to the human body, there is a serious debate whether or not Space Marines are human. While they indubitably serve humanity, they are at least two meters tall and can breathe poison and eat through metal.[1]
Trivia
Notes
- Note 1: It was not originally clear how a Space Marine's (non-implanted) lungs could operate without a ribcage capable of expanding and contracting. This was eventually addressed in some sources as a popular misunderstanding (in-universe); these clarified that the ribcage of an Astartes is still multiple pieces of bone.[38]
- Note 2: It is unknown whether Camba Diaz of the Imperial Fists located the squad of human troops by their actual heartbeats alone or was simply citing his superhuman hearing as the squad attempted to remain stealthy while traversing the ruins. It is also unspecified whether Diaz can hear a human heartbeat up to or beyond a hundred metres with or without the aid of their helmet's equipment, as he was wearing one upon encountering the guardsmen and making said comment.[22]
- Note 3: The senses of smell and taste are closely linked.
Conflicting Sources
- Conflicting Source 1: The 567 years of de-animation experienced by Silas Err is timestamped as (d.321 M27) in some sources[1][2a][3] and (d.321 M37) in other sources.[11]
Sources
- 1: White Dwarf 98 (UK) - The Origins of the Legiones Astartes
- 2: Warhammer 40,000: Compendium:
- 3: GW Online: Rites and Initiation: The Creation of a Space Marine (archived 7 September 2008, last accessed 26 July 2025)
- 4: Warhammer 40,000: Rogue Trader, pg. 153
- 5: Codex: Black Templars (4th Edition), pg. 10
- 6: Codex: Space Marines (5th Edition), pg. 8
- 7: Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pgs. 9-10
- 8: Dark Imperium (Novel), Chapter 12
- 9: Codex: Space Marines (8th Edition), pg. 11
- 10: White Dwarf August 2017, pg. 42 - Index Astartes: Rites of Initiation : The Creation of a Space Marine
- 11: Warhammer Community - Rites of Initiation – The Making of a Space Marine (posted 16/11/2016) (archived 28 January 2020, last accessed 22 July 2025)
- 12: Belisarius Cawl: The Great Work (Novel), Chapter 19
- 13: Bad Blood (Short Story) - Deathwatch: Ignition (Anthology)
- 14: Warhammer Community: Sunday Preview Zoats and Spiders (posted 6/7/2020) (last accessed 6/7/2020)
- 15: Warhammer Community: The Tithes Episode 1 – A Deadly Return to the Pariah Nexus (posted 21 Aug 2024) (archived from the original 09 October 2024, last accessed 01 January 2025)
- 16: Codex: Space Marines (10th Edition), pg. 7
- 17: Salvation (Short Story) — Into the Maelstrom (Anthology)
- 18: Luther: First of the Fallen (Novel) - The Tale of the Book
- 19: Deathwatch Core Rulebook - ``Space Marine Implant Game Rules`` pg. 36
- 20: Warhammer 40,000: Conquest Magazine - (Space Marines Chapters 1.1)
- 21: Index Astartes I, pg. 8
- 22: Saturnine (Novel), Part 1, Chapter 1
- 23: The Silent King (Novel), Chapter Thirty
- 24: Carcharodons: Red Tithe (Novel), Chapter I
- 25: The Horus Heresy Book One - Betrayal, pg. 28
- 26: Codex: Blood Angels (9th Edition), pgs. 10-11
- 27: Codex Supplement: Space Wolves (10th Edition), pgs. 10-12
- 28: White Dwarf 279 (UK) – pg. 50
- 29: Chapter Approved 2004 – pgs. 8-9
- 30: Codex: Space Marines (8th Edition, 2nd Codex), pg. 59
- 31: Warrior Brood (Novel) – Chapter 1
- 32: White Dwarf 98 (UK) – pg. 14
- 33: Codex Supplement: Salamanders (8th Edition) – pg. 10
- 34: Space Marine (Novel) – Chapter 4
- 35: Codex: Space Marines (4th Edition), pg. 17
- 36: Flayed (Short Story)
- 37: Fabius Bile: Primogenitor (Novel), Chapter Twenty
- 38: Fabius Bile: Clonelord (Novel), Chapter Nineteen
- 39: Deathwatch: Core Rulebook, pg. 16
