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{{cite}}[[fileFile:SManatomy.jpg|thumb|right|300px|Anatomy of a Space Marine{{Fn|5}}]]
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{{SpaceMarinesPortal}}
It takes a considerable amount of time to transform normal [[human]]s into [[Space Marine]]s. 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.{{Fn|1}}{{Fn|2a}}{{Fn|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.{{Fn|17}}
==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.{{CME}}
===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]].{{Fn|1}}{{Fn|2a}}{{Fn|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.{{Fn|2b}}
===Selection===
Recruits are typically chosen from the best warriors among humanity, within the acceptable age and sex group. Naturally, this makes [[Death World|Death]] and [[Feral World]]s prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However, [[hive world]]s 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 [[civilized civilised world]]s are also recruited from.{{Fn|4}}
==Implants==
*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.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
{{clear}}
===Canis Helix===
'''Phase 0:''' Unique to the [[Space Wolves]] chapter, their [[aspirant]]s 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.
===Secondary Heart===
===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.{{Fn|1}}{{Fn|2a}}{{Fn|3}} 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.{{Fn|1}}{{Fn|2a}}{{Fn|3}} It is not clear how a Space Marine's (non-implanted) lungs operate without a rib cage that can expand and contract.
*Known mutations:
**[[Blood Angels]] have retractable fangs that are dubbed the '''Angel's Teeth'''.{{CME}}**[[Space Wolves]] have elongated canines.{{CME}}**[[Black Dragons]] have a mutated Ossmodula, resulting in bony growths on their foreheads, elbows, and/or forearms.{{CME}}**The [[Sons of Antaeus]] have abnormally strong bones.{{CME}}
===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.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
*Known mutations:
**[[Storm Giants]] have abormally 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.{{CME}}
===Primaris Implants===
'''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.{{Fn|1}}{{Fn|2a}}{{Fn|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.{{CME}}
===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.{{Fn|1}}{{Fn|2a}}{{Fn|3}}{{Fn|6}}
*Known mutations:
**[[Blood Angels]] have an overactive Omophagea, but whether or to what extent this is relevant to [[Blood_Angels#The_Flaw|The Flaw]] is unclear.{{CME}}***[[Blood Drinkers]] are a Blood Angels successor who suffer an even more extreme form of the Red Thirst from [[Blood_Angels#The_Flaw|The Flaw]]; this is known to be caused by their Omophagea being even more mutated.{{CME}}
===Multi-lung===
===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.{{Fn|1}}{{Fn|2a}}{{Fn|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.{{Fn|17}}
*Known mutations:
**[[Salamanders]] can see in at least part of the infrared spectrum.{{CME}}
===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. To such an extent that a Marine is able to distinguish a human heartbeat from a kilometre away.{{Fn|22}} The Lyman's Ear completely replaces a Marine's original inner ears. It is externally indistinguishable from a normal human ear.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
*Known mutations:
**[[Space Wolves]] have hyper-acute hearing.{{CME}}
===Sus-an Membrane===
*Known mutations:
**The [[Imperial Fists]] have entirely lost their Sus-an Membrane.{{CME}}
===Melanchromic Organ===
'''Phase 13:''' 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.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
*Known mutations:
**[[Raven Guard]] grow paler and paler until their skin turns white, while their eyes and hair darken until both are pitch black. {{CME}}***[[Carcharodons]] do this as well, and in addition, their skin will develop denticles.{{Fn|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.{{CME}}**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.{{CME}}**[[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.{{CME}}
===Oolitic Kidney===
'''Phase 15:''' This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste or smell alone.{{Fn|18}} A Marine can even track a target like a hound by taste{{Fn|1}}{{Fn|2a}}{{Fn|3}} or just sampling air.{{Fn|18}} This also has the effect of enhancing the flavour of consumables, such as wine.{{Fn|18}}
*Known mutations:
**[[Space Wolves]] have a hyper-acute sense of smell.{{CME}}
===Mucranoid===
'''Phase 16:''' This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
*Known mutations:
**The [[Raven Guard]] have entirely lost their Mucranoid.{{CME}}
===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.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
*Known mutations:
**The [[Imperial Fists]] have entirely lost their Betcher's Gland.{{CME}}**The [[Raven Guard]] have entirely lost their Betcher's Gland.{{CME}}
===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.{{Fn|1}}{{Fn|2a}}{{Fn|3}}
These take time (5 years in the first case, 10 in the latter){{Fn|1}}{{Fn|2a}}{{Fn|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.{{Fn|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.{{CME}}
<gallery mode="packed" heights="180px">
===Black Carapace===
[[File:Calgar Black Carapace.JPG|thumb|right|300px|[[Marneus Calgar]] being implanted with the 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.{{Fn|1}}{{Fn|2a}}{{Fn|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.{{Fn|7}} A similar [[imperial bionics|cybernetic]] used by the [[Imperium of Man]] is the [[Mind Impulse Unit]].
The Black Carapace was originally developed during the [[Unification Wars|Unification era]] by the [[Terra]]n 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.{{Fn|12}}
==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.{{Fn|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.{{Fn|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.{{Fn|1}}
*'''Physical Training''' - Physical training stimulates the implants and allows them to be tested for effectiveness.{{Fn|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.{{Fn|1}}
==Sources==
*{{Endn|1}}: [[White Dwarf 98 (UK)]] (1988) - ''The Origins of the Legiones Astartes'' by [[Rick Priestley]]
*2: [[Warhammer 40,000: Compendium]]:
**{{Endn|2a}}: pgs. 7-9
**{{Endn|2b}}: pg. 10
*{{Endn|3}}: [https://web.archive.org/web/20080907081612/http://uk.games-workshop.com/spacemarines/initiation/2 GW Online: Rites and Initiation: The Creation of a Space Marine] ''(Archived archived 7 September 2008, last accessed 26 July 2025)''
*{{Endn|4}}: [[Warhammer 40,000: Rogue Trader]], pg. 153
*{{Endn|5}}: [[Codex: Black Templars (4th Edition)]], pg. 10
*{{Endn|6}}: [[Codex: Space Marines (5th Edition)]], pg. 8
*{{Endn|7}}: [[Imperial Armour Volume Two - Space Marines and Forces of the Inquisition]], pgs. 9-10
*{{Endn|9}}: [[Codex: Space Marines (8th Edition)]], pg. 11
*{{Endn|10}}: [[White Dwarf August 2017]], pg. 42 - ''[[Index Astartes]]: Rites of Initiation : The Creation of a Space Marine''
*{{Endn|11}}: [https://web.archive.org/web/20200128213549/https://www.warhammer-community.com/2016/11/16/rites-of-initiation-the-making-of-a-space-marine/ Warhammer Community - Rites of Initiation – The Making of a Space Marine (posted 16 Nov /11/2016)] ''(archive archived 28 January 2020, last accessed 22 July 2025)''
*{{Endn|12}}: [[Belisarius Cawl: The Great Work (Novel)]], Chapter 19
*{{Endn|13}}: [[Deathwatch: Bad Blood (Short Story)|Bad Blood (Short Story)]] - [[Deathwatch: Ignition (Anthology)]]
*{{Endn|14}}: [https://www.warhammer-community.com/2020/06/07/sunday-preview-zoats-and-spiders/ Warhammer Community: Sunday Preview Zoats and Spiders (posted 6/7/2020)] ''(last accessed 6/7/2020)''*{{Endn|15}}: [https://web.archive.org/web/20241009160528/https://www.warhammer-community.com/en-gb/articles/vQZHyGeD/the-tithes-episode-1-a-deadly-return-to-the-pariah-nexus/ Warhammer-Community: The Tithes Episode 1 – A Deadly Return to the Pariah Nexus (posted 21 Aug 2024)] ''page saved to archive 9 October 2024, original link: (archived from [https://www.warhammer-community.com/en-gb/articles/vQZHyGeD/the-tithes-episode-1-a-deadly-return-to-the-pariah-nexus/ (the original] 09 October 2024, last accessed 1 01 January 2025)''
*{{Endn|16}}: [[Codex: Space Marines (10th Edition)]], pg. 7
*{{Endn|17}}: [[Salvation (Short Story)]] — [[Into the Maelstrom (Anthology)]]
*{{Endn|20}}: [[Warhammer 40,000: Conquest Magazine]] - (Space Marines Chapters 1.1)
*{{Endn|21}}: [[Index Astartes I]], pg. 8
*{{Endn|22}}: [[Saturnine (Novel)]] , Part 1 , Chapter 1*{{Endn|23}}: [[The Silent King (Novel)]], Chapter ThrityThirty*{{Endn|24}}: [[Carcharodons: Red Tithe (Novel)]], Chapter I
[[Category:Space Marines]]