ADEPTUS ASTARTES

 

The Adeptus Astartes, otherwise known as the Space Marines, are the finest fighting force humanity has to offer. They are superhuman warriors that have the best guns, equipment and armour the Imperium can afford. You are probably thinking "the PCs can be Space Marines!?" Well, it's up to the GM and the scenario he is doing. But as far as Space Marine PCs are concerned they should only be allowed if there is a campaign specially tailored for them. This is because, as they are the finest human warriors and probably the best in the entire universe, they are quickly dispatched against the deadliest of enemies, not against some gang from a scummy hive world (unless there's a catch in it, of course). The bottom line is that when there is a Tyranid invasion or a renegade Imperial Commander or a troublesome Ork warlord to get rid off, the Space Marines will be dispatched to deal with them with ruthless speed and efficiency. This section will describe some background details about Space Marines and then it will go over Space Marine NPCs.

THE CHAPTERS

Every Space Marine belongs to a Chapter, which is effectively the army he belongs to, and to which he devotes his entire life. There are a thousand of these Chapters scattered throughout the galaxy. Each Chapter consists of a thousand Space Marines which also consists of ten Companies each numbering a hundred Space Marines.

The Master of each Space Marine Chapter is its leader and spiritual head. A Space Marine Master not only leads his troops into battle, but he also has to act as the figurehead for the entire Chapter. As some Chapters rule entire planets, a Space Marine Master may act as the head of a government as well - effectively as the Imperial Commander of a whole planet.

A Space Marine Chapter includes a substantial organisation designed to provide everything needed by the Space Marine squads. This includes armouries and weapon shops, space fleet, vehicle construction and maintenance sites, research laboratories, information repositories, communication offices and cult chapels. These organisations employ many more people than squads, but only a small proportion are actually Space Marines. The majority are hereditary slaves of the Chapter. These slaves are born to serve the Chapter. They are well treated, receive a fine education, and fulfil a vital role within the Chapter. Slaves regard themselves as part of the Chapter, and their loyalty is beyond doubt.

The most famous of the Chapters of the Imperium are: Dark Angels, Space Wolves, Imperial Fists, Ultramarines, Blood Angels, White Scars, Iron Hands, Raven Guard and Salamanders. These were amongst the original Chapters of the First Founding that weren't seduced by Horus to fight for the forces of Chaos in the Primarch's doomed heresy. More details can be found in Warhammer 40,000, the Space Marine Codex and White Dwarf.

SPACE MARINE SQUADS & COMPANIES

A company is led by a Space Marine Captain and each squad, typically consisting of ten Space Marines, is led by a Space Marine Sergeant or veteran. There are Devastator, Tactical and Assault squads that make up most of the Companies. The Devastator pack heavy weapons, the Tactical squads are used in a general combat role and the Assault squads use close combat weaponry. Although all Space Marines are trained in the use of these weapons it is necessary to have different squads for different combat roles.

The First Company is made up of the finest warriors of the Chapter. These will be the oldest and the most battle-hardened of all the Space Marines of the Chapter. It is the senior and most respected of Companies and its members are allowed to use (and are honoured to use) the Terminator Tactical Dreadnought Suits or Terminator armour, as well as other Space Marine equipment.

The Tenth Company forms a training company. Its sergeants are older veterans but its fighting Space Marines are the Chapter's least experienced warriors. These will commonly be Space Marine Scouts. After a period in the training company, Space Marines are allotted to other companies to replace battle casualties.

THE ATTRIBUTES OF THE SPACE MARINE

Advantages: The 19 Implants (+302). Combat Reflexes (+15). Double jointed (+5). High Pain Threshold (+10).  Impertubable (+10). Longevity (+5). Military Rank (Varies).  Patron (Space Marine Chapter Grandmaster +50).
Disadvantages: Enemy (Chaos Space Marines -80). Enemy (Orks -60).  Enemy (Tyranids -40). Enemy (Heretics, Mutants and Traitors -20). Code of honour (-15). Bloodlust (against enemies only) -10.
Quirks:  none

A Space Marine begins his training when he is little more than a boy, or a girl if she is training for the Adepta Sororitas. Although battle-sisters have less implants than the Space Marines who are entirely male. When the boy is so young the implants can continue to grow as part of his body's natural growth process. The boy also undergoes hypnotherapy and physical training to harness the implants. It has to be said that these implants will not fully work in a fully grown adult.

With organ implantation comes a routine of physical and spiritual training. This is achieved by means of hypnotic suggestion, prolonged meditation, vigorous spiritual tests and gradual initiation into the cult rites of the Chapter. All of this serves to increase a Marine's mental powers and sharpen his senses.

Below I've listed all nineteen of the implants together with any bonuses they give a Space Marine. There are so many circumstances in which they can be used so you'll have to improvise in some cases, like when should the Sus-an Membrane be put into action?

Secondary Heart - Phase 1

The simplest and most self sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. This also enables Marines to survive low oxygen concentrations and traumatic injury.

Properties: Gain Health II (HT +2, +20).

Ossmodula - Phase 2

This is the bone strengthener. It is a small implant put into the lower part of the brain and affects bone growth. Space Marines have incredibly strong bones and their rib cage is fused into a solid protective shell.

Properties: Toughness  II (DR 2, +25)

Biscopea - Phase 3 

This organ is implanted into the chest cavity. It is small, approximately circular and, like the Ossmodula, it's primary action is hormonal. The presence of the Biscopea stimulates muscle growth throughout the body.

Properties: Gain Strength I (STR+1, +10).

Haemastamen - Phase 4

This tiny organ is implanted into a main blood vessel. It makes a Marine's blood more efficient than ordinary human blood.

Properties: (+10) No Blood (The marine does have blood, but the affects are the same as this advantage) ans Sanitised metabolism (pg.C65).  

Larraman's Organ - Phase 5

When a Space Marine is wounded the blood forms an instant layer of scar-like tissue, staunching blood flow and protecting the wound. This organ is responsible for producing the special blood cells called Larraman cells which make this possible.

Properties: (+25) This is a permanent Time Release Toxin: Hypercoagulin (HT pg97/108) drug with the following changes.  The Marine suffers no negative side affects from the drug.  The implant does not need to be refilled (implant manufacturers drug from the Marines body chemistry).  When the Marine is injured the implant automatically injects a Hypercoagulin into his system.  The Hypercoagulin stops bleeding within 1d+4 seconds and restores 1 Health (HT).  The Marine has no control over when the injection occurs and suffers NO SIDE EFFECTS from multiple injections.  

Catalepsean Node - Phase 6

Space Marines can rest half of their brain at once, and thus stay awake for days at a time. The Catalepsean Node which makes this possible is implanted into the brain where it controls rhythms of sleep and the response to sleep deprivation.

Properties: (+10) Reduced Sleep (pg.C64).  

Preomnor - Phase 7

This is a second stomach which allows a Marine to eat otherwise poisonous or indigestible materials. Deadly poisons are either neutralised or isolated from the digestive tract.

Properties: (+15) Cast Iron Stomach (pg.C51).  This works in conjunction with the Oolitic Kidney.

Omophagea - Phase 8

Space Marines can gain part of a person or creature's memory by eating its flesh. This special organ is implanted between the thoraic vertebrae and the stomach wall. It works by absorbing genetic material from the meal itself.

Properties: in the gaming environment Int tests should be made to gather any information from a dead creature and how much is given is up to the GM.

Multi-Lung - Phase 9

Space Marines have three lungs and can close off their normal lungs in favour of the bio-engineered multi-lung. The multi-lung allows the Marine to breath poisonous atmospheres or even in water. It is one of the largest implants.

Properties: (+32) Effects of Bionic Gill (pg UT107), Reducing Respirator, Respirator (UT pg26), Filter Lung (pg.C56) and Breath Holding I (pgC21)..  Does not require UB (energy taken from body) but effects only last 12 hours before the Marine needs to get back to a normal atmosphere.

Occulobe - Phase 10

This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The Occulobe itself doesn't help to improve the Marine's eyesight, but it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as in daylight.

Properties:(+35) Acute Vision V, Night Vision and Infravison. 

Lymans Ear - Phase 11

Space Marines do not have the normal internal organs of a human ear. These are removed and replaced by the Lymans Ear. Their hearing not only becomes sharper, but they can filter out or enhance specific sounds. The organ also affects balance, so a Marine is unlikely to become dizzy or disorientated as a result of motion.

Properties: (+10) Acute Hearing V.

Sus-an Membrane - Phase 12

This flat, circular organ is implanted over the top of the exposed brain. It then grows into brain tissue until completely merged. This allows a properly tutored Marine to enter a state of suspended animation and survive for centuries if necessary. Sometimes this organ can be triggered by subjection to extreme physical trauma. Only appropriate chemical therapy and auto-suggestion can revive a Marine from suspended animation - a Marine cannot revive himself.

Properties: (+10) Metabolism Control II (pg C60).

Melanchrome - Phase 13

This is a hemispherical organ and is black. It reacts almost instantly to the strength of sunlight and protects the skin from radiation for a limited time.

Properties: (+3) Temprature Tolerance III (pg.C30). 

Oolitic Kidney - Phase 14

This is an extra kidney which filters out any harmful substances from the blood. It enables the Marine to survive poisons and toxins that otherwise even the multi-lung couldn't cope with.

Properties: (+15) Immunity to Poison (pg. C58). Against Tyranid or other unknown poisons or toxins, a Marine gains a +5 bonus to all skill tests.

Neuroglottis - Phase 15

By chewing, tasting or smelling a substance a Space Marine will be able to test it for toxicity and nutrition content. The organ also allows the Space Marine to identify subtle odours in the same way as a tracker dog.

Properties: (+15) Acute Taste and Smell V (pg. B19). Allows the Space Marine to follow any trail as long as their is sufficient odour to sniff along the way. Int tests should be made depending on the circumstances. Remember the Space Marine is as effective as a tracker dog! If the space marine has the tracking (pg.B57) ability he gets a skill bonus of +5 to his skill roles.  He gets no bonus on windy planets/climes.

Mucranoid - Phase 16

This small organ is implanted in the lower intestine where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid therapy is standard procedure on long space voyages and when fighting in vacuum or near vacuum.

Properties: (+27) Vacuum Adaption (pg.C69).  This is NOT in constant affect.  The Marine must turn it on, it takes 10 RL minutes of not moving for this implant to take affect.

Betchers Gland - Phase 17

Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. It allows the Space Marine to synthesise a poison which is highly acidic. Not only does this make a Marine able to spit poison but also allows him to eat through metal or even gradually burn through strong metals.

Properties: (+20)  allows recipient to spit poison (Viral Solvent, pg.UT84) up to 12 metres away against a single target. A recipient can only spit poison up to 4 times a day. 

Progenoids - Phase 18

These are the gene-seeds that are either implanted in the neck or chest. The organ responds to the presence of other implants in the body by creating germ cells corresponding to those implants. These germ cells grow and are stored in the Progenoid organs. Mature Proganoid organs can be removed, and new implants artificially cultured from them. This is the only way new implants can be created, so a Chapter depends upon its Space Marines to create other Space Marines.

Interface - Phase 19

This is the last implant which covers the hardened shell-like rib cage of the Space Marine with a stiff membrane. Neurone connectors from the membrane penetrate the Space Marine's spine and connect his motor nervous system to the interface. Connectors on the interface link up to the Marine's power armour suit, or to other types of armour, equipment controls or monitors. This allows the Space Marine to control an armoured suit just as if it were his own body. It also allows the Space Marine's heart rate and other vital-signs to be read off from a connector point on his armour.

Properties: (+20) Dermal Armour (pg.UT108) and Neural Interface Implant (Power Armour) (pg.UT109).

Total Cost of implants: 302

VETERAN SPACE MARINE

Once a Space Marine has fought and survived many campaigns his reputation steadily grows within the Chapter. When a Space Marine gets his first service stud, often implanted above the temple, it is evidence of 20 years experience and so automatic acceptance into the Chapter's coveted First Company. But, as all Space Marines are brilliant fighters, there are always a handful of Marines that continue to distinguish themselves in missions and battles and, regardless of their age, they join the First Company of their Chapter. It is a great honour for a Space Marine to be accepted into the First Company for its members are allowed to wear the ancient suits of Terminator armour and carry the deadly Storm bolter. However, it is the squads of the First Company that undergo the most difficult of campaigns, even for a Space Marine. They are often teleported into the heart of battle taking the enemy by surprise or they teleport onto great space hulks to deal with Genestealer infestation.

Veteran Space Marines are also chosen to lead squads of other Marines into the combat zone and they often have the rank of Sergeant to complement this. Some of the much older veterans, those over three centuries old, lead small squads of Space Marine Scouts into battle.

Skills/Advantages/Disadvantages: Apart from an increase in Military Rank the character recieves no extra skills that he has not paid for himself.

Trappings: complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Bolt gun; Bolt pistol; Frag grenades; Power sword; or complete suit of Terminator Armour; Storm Bolter; Power Glove or Power Sword or Chain Fist.

APOTHECARY

Apothecaries are extremely important to a Space Marine Chapter as they rescue the gene-seeds from fallen Brothers. Without these highly trained Marine medics all the Chapters of the Adeptus Astartes would surely die. Space Marines rarely go into battle without an Apothecary not least for their combat skills and bravery. They will storm a position to rescue a seriously injured Brother or if that is not possible the Apothecary will administer a quick death for him, but even a dead Brother can live on through his gene-seed.

Skills/Advantages/Disadvantages: Gifted Medic. Manual Dexterity V (pg.C27+15).

Trappings: complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Infra-Red Visor; Bolt pistol; Chainsword; Frag grenades; Bolt gun; Medi-pack; Rad Counter; Scanner; Web Solvent.

 

TECHMARINE

Every Chapter sends a proportion of its young recruits to Mars where they are trained by the Tech-Priests of the Adeptus Mechanicus.

Skills/Advantages/Disadvantages: Manual Dexterity V (pg.C27+15). Mechanical Telepathy (+120).

Trappings: complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Infra-Red Visor; Bolt pistol; Chainsword; Frag grenades; Bolt gun; Medi-pack; Rad Counter; Scanner; Web Solvent.

 

CHAPLAIN

Chaplains form the priesthood of the Space Marine Chapters. There are many religious practises in each Chapter and each one is more or less unique and it is a Chaplain that will preside them. They administer the rites of their Chapter, performing the ancient ceremonies of Initiation and Vindication, as well as leading their brethren through the prayers of faith and sacred psalms of the Emperor. They are inspirational Space Marines as they lead their brothers into battle.

Skills/Advantages/Disadvantages: Clerical Investment (+5). Pious (+5). Extreme Fanaticims (-15). Discipline of Faith (Monasticism -10). Trivial Vow (Tithe -1). Major Vow (Only use "blunt" hand-to-hand weapons -10).Great Vow ("to kill the traitor, to burn the mutant, to absolve the heretic").

Trappings: complete suit of Power Armour with Communicator, Respirator & Auto-Senses; Infra-Red Visor; Bolt pistol; Chainsword; Rosarius; Frag grenades; Bolt gun; Medi-pack.

 

LIBRARIAN

The Librarian is a gifted psionic marine.  Any marine found to have psi talent is inducted into the librarian arm of the Chapter and given extensive training.

Skills/Advantages/Disadvantages: Psionic Power

Trappings: complete suit of Power or Terminator Armour with Communicator, Respirator & Auto-Senses; Infra-Red Visor; Bolt pistol; Chainsword; Rosarius; Frag grenades; Bolt gun; Medi-pack.