Space
Marines are indestructuable soldiers of war. They have two hearts and three
lungs, are 7 and a half feet tall and are physically and mentally superior to
all other forms of humanity. They number less than 1 for every star in the
Imperium but their number is enough for the task at hand.
Size:
Medium.
Ability Score Adjustments: +4 Strength, +4 Dexterity, +4 Constitution, +4
Intelligence, +4 Wisdom, +4 Charisma.
Skill Adjustments: None
Starting Feats: 2
Bonus Feats: Armour Proficiencies (light, medium, heavy), Personal
Firearms Proficiency, Advanced Melee Weapons Proficiency.
Special Abilities:
The special abilities (and the
statistical adjustments indicated above) are derived from the genetic
alteration that they undergo. There are nineteen stages of genetic modification
corresponding to the nineteen different super-human organs which are surgically
implanted into the Space Marine.
The nineteen organs created by the
ancient technicians of the Emperor are described below. Each of these organs is
extremely complicated and because many of the organs only work properly when
another organ is present, the removal or mutation of one organ may affect the
exact functioning of the others. For these reasons, implants must be constantly
monitored, and many Marines have to undergo corrective surgery or chemo-therapy
to re-balance their metabolisms.
Phase 1 - Secondary Heart. 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. The phase 1 implant
enables Marines to survive low oxygen concentrations and traumatic injury. This
gives the Marine a plus 5 bonus on Massive Damage Threshold.
Phase 2 - Ossmodula.
This is a tubular shaped or whose small size belies its complex structure. The
ossmodula monitors and secretes hormones affecting epiphiseal fusion and
ossification of the skeleton. At the same time, the specially engineered
hormones encourage the forming bones to absorb ceramic based chemicals
administered in the Marine’s diet. Two years following implantation, this will
have caused considerable strengthening of the long-bones, extreme ossification
of the chest cavity (caused by growth of the ribs forming a solid mass of
inter-laced bone plates) and a general increase in the size of the recipient’s
skeleton. This size increase provides many of the physical ability boosts
ascribed to the Space Marine.
Phase 3 - Biscopea. This
organ is implanted into the chest cavity. It is small, approximately circular
and, like the Ossmodula, its primary action is hormonal. The presence of the
biscopea stimulates muscle growth throughout the body. This muscultaure
increase provides a part of the Space Marine’s Strength boost.
Phase 4 - Haemastamen.
This tiny organ is implanted into a main blood vessel. The haemastamen serves
two purposes. It monitors and to some degree controls the phase 2 and 3
implants. The organ also alters the constituent make-up of the recipient’s
blood. As a result, Marine blood is considerably more efficient than ordinary
human blood. This provides a +2 bonus on Fortitude checks to stabilize when
dying.
Phase 5 – Larraman’s Organ. This is a liver shaped, dark, fleshy organ about the size
of a golf-ball. It is implanted into the chest cavity along with a complicated
array of blood vessels. The organ generates and stores special ‘larraman
cells’. If the recipient is wounded, these cells are released into the blood
stream. They latch onto leucocytes in the blood and are transported to the site
of a wound. Once in contact with air the larraman cells form a skin substitute
of instant scar tissue, staunching the flow of blood and protecting any exposed
wound area. This is the organ that causes Marine’s to heal so rapidly. A Space
Marine heals x times as fast as an ordinary human where x is the Space Marine’s
constitution modifier. Many heal twice as rapidly as humans.
Phase 6 - Catalepsean Node. This brain implant is usually inserted Into the back of the
skull via a hole drilled into the occipital bone. The pea-sized organ
influences the circadian rhythms of sleep and the body’s response to sleep
deprivation. Normally, a Marine sleeps like any normal man, but if deprived of
sleep, the catalepsean node ‘cuts in’. A man implanted with the node is capable
of sleeping and remaining awake at the same time by switching off areas of the
brain sequentially. This process cannot replace normal sleep entirely but
increases a Marine’s survivability by allowing perception of the environment
whilst resting. If he chooses to a Marine may continue to make Listen and Spot
checks with no penalty even while sleeping. (He keeps one eye open, literally.)
Phase 7 - Preomnor. The
preomnor is a large implant which fits into the chest cavity. It is a
pre-digestive stomach which allows the Marine to eat a variety of otherwise
poisonous or indigestible materials. No actual digestion takes place in the
preomnor. Individual sensory tubes assess potential poisons and neutralise them
or, where necessary, isolate the preomnor from the rest of the digestive tract.
A Marine can feed on almost any organic material including grass if he chooses
to. This organ provides a +2 bonus on Fortitude checks against poisons and
toxins that are ingested or transmitted by contact.
Phase 8 - Omophagea.
This is a complicated implant. It really becomes part of the brain, but is
actually situated within the spinal cord between the cervical and thoracic
vertebrae. Four nerve sheaths called neuroclea are implanted between the spine
and the preomnoral stomach wall. The omophagea is designed to absorb genetic
material generated in animal tissue as a function of memory experience. This
endows the Marine with an unusual survival trait. He can actually learn by
eating. If a Marine eats a part of a creature, he will absorb some of the
memories of that creature. This can be very useful in an alien environment.
Incidentally it is the presence of this organ which has created the various
flesh and blood drinking rituals for which the Marines are famous, as well as
giving the names to chapters such as the Blood Drinkers, Flesh Tearers etc. A
space marine that drinks the blood of a creature that has died within the last
hour it will be able to recall the last 1d4 hours of its life before it died.
These memories fade slightly faster than normal human memories unless thought
about repeatedly (and moved to the brain) because the neuroclea is quite a
small memory storage organ.
Phase 9 - Multi-lung.
This is another large implant. The multi-lung, or ‘third’ lung, is a tubular
grey organ. Blood is pumped through the organ via connecting vessels grafted
onto the recipient’s pulmonary system. Atmosphere is taken in by means of a
sphincter located in the trachea. In toxic atmospheres, an associated sphincter
muscle closes the trachea and restricts normal breathing, thus protecting the
lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or
poisonous air. Most importantly, it is able to do this without suffering damage
thanks to its own efficient toxin dispersal, neutralisation and regeneration
systems. This provides a +2 fortitude bonus against gas attacks or airborne
poisons and allows a +2 bonus on fortitude checks against asphyxiation.
Phase 10 - Occulobe.
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 does not itself improve a 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. A Space Marine has low-light vision and a +2 innate bonus on Spot
checks.
Phase 11 – Lyman’s Ear.
The organ enables a Marine to consciously enhance and even filter certain types
of background noise. Not only is hearing improved, but a Marine cannot become
dizzy or nauseous as a result of extreme disorientation. +4 on saves to avoid
any sort of deafness effect and a +2 innate bonus on Listen checks.
Phase 12 - Sus-an Membrane. This flat, circular organ is implanted over the top of the
exposed brain. It then grows into the brain tissue until completely merged. The
organ is ineffective without subsequent chemical therapy and training. However,
a properly tutored Marine may then enter into a state of suspended animation.
This may be a conscious action, or may happen automatically in the event of
extreme physical trauma. In this condition a Marine may survive for many years,
even if bearing otherwise fatal injuries. Only appropriate chemical therapy and
auto-suggestion can revive a Marine from this state - a Marine cannot revive
himself. The longest known period of de-animation followed by successful
re-animation is 567 years in the case of brother Silas Err of the Dark Angels
(d. 321 M.27).
Phase 13 - The melanochrome. Also called the melanochromic organ, is hemispherical and
black. It functions in an indirect and extremely complicated manner. It
monitors radiation levels and types bombarding the skin, and if necessary sets
off chemical reactions to darken the skin to protect it from ultraviolet
exposure. It also provides limited protection from other forms of radiation.
This gives a +4 bonus to fortitude checks against radiation.
Phase 14 - Oolitic Kidney. This red-brown and heart shaped organ improves and modifies the Marine’s
circulatory system enabling other implants to function effectively. The oolitic
kidney also filters blood extremely efficiently and quickly. The secondary
heart and oolitic kidney are able to act together, performing an emergency
detoxification program in which the Marine is rendered unconscious as his blood
is circulated at high speed. This enables a Marine to survive poisons and gases
which are otherwise too much for even the multi-lung to cope with. This organ
provides a +2 bonus on Fortitude checks against poisons and toxins. This bonus
stacks with the one provided by the Preomnor if contacted or ingested and with
the bonus from the Multi-lung if the toxins are air-borne
Phase 15 - Neuroglottis.
Although the preonmor protects a Marine from digesting anything too deadly, the
neuroglottis enables him to assess a potential food by taste. The organ is
implanted into the back of the mouth. By chewing, or simply by tasting, a
Marine can detect a wide variety of natural poisons, some chemicals and even
the distinctive odours of some creatures. To some degree a Marine is also able
to track a target by taste alone. A Space Marine’s highly developed sense of
taste gives it a +2 innate bonus on Survival checks.
Phase 16 - Mucranoid.
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 themo-therapy is
standard procedure on long space voyages and when fighting in vacuum or near
vacuum. This provides a +4 bonus on Fortitude checks against the effects of
weather and temperature.
Phase 17 – Betcher’s Gland. Two of these identical glands are implanted, either into
the lower lip, alongside the salivary glands or into the hard palette.
Betcher’s gland works in a similar way to the poison gland of venomous reptiles
by synthesising and storing deadly poison. Marines are rendered immune to this
poison by virtue of the gland’s presence. The gland allows the Marine to spit a
blinding contact poison. The poison is also highly acidic and corrosive. A
Marine imprisoned behind iron bars could easily chew his way out given an hour
or so. A Marine that deals unarmed damage with a bite also deals 1d6 points of
acid damage. The acid damage does not ignore hardness or damage reduction but
always deals a minimum of 1 point of damage even if damage reduction would
normally reduce this to 0. A Space Marine can spit for 1d6 points of Acid
damage at a range of 10ft.
Phase 18 - Progenoids.
There are two of these glands, one situated in the neck, the other deep within
the chest cavity. These glands are important to the survival of the Marine’s
chapter. Each organ grows within the Marine, absorbing hormonal stimuli and
genetic material from the other implants. After five years the neck gland is
mature and ready for removal. After ten years the chest gland becomes mature
and is also ready for removal. A gland may be removed anytime after it has
matured. These glands represent a chapter’s only source of gene-seed. When
mature, each gland contains a single gene-seed corresponding to each zygote implanted
into the recipient Marine. Once removed by surgery, the progenoid must be
carefully prepared, its individual gene-seeds checked for mutation, and sound
gene-seeds stored. Gene-seeds can be stored Indefinitely under suitable
conditions.
Phase 19 - Black Carapace. This is the last and the most distinctive implant. It looks like a film
of black plastic when it’s growing in the tanks. This is removed from its
culture-solution and cut into sheets which are implanted directly beneath the
skin of the Marine’s torso. Within a few hours the tissue expands, hardens on
the outside, and sends invasive neural bundles deep inside the Marine. After
several months the carapace will have fully matured and the recipient is then
fitted with neural sensors and transfusion points cut into the hardened
carapace. These artificial ‘plug-in’ points mesh with features integral to the
powered armour, such as the monitoring, medicinal and maintenance units.
Without the benefit of a black carapace a Space Marine’s armour is relatively
useless. This implant is not reserved strictly for Space Marines and does not
require the other organs to function. Anyone wearing Space Marine armour
(including Sisters of Battle) must have one. In the case of Space Marines only
this grants automatic proficiency with all armours.
Chapter Bonuses
Space Marines get a bonus according
to their Chapter:
Dark Angels & Successor Chapters: Dark Angels are the most religiously fervous of the Space
Marines. They gain a further +2 bonus to Will saves. This stacks with Iron
Will.
White Scars: White Scars
use lightning raids as their homeworld is pretty much endless prairies. They
all get +10ft movement. They are all used to riding motor bikes and buggies and
as such all White Scars get a +2 to their Drive skill.
Space Wolves: Space
Wolves have a naturally keen sense of smell and hearing. They get a +4 to their
Listen skill and automatically get the Scent ability.
Imperial Fists and Crimson Fists: The Imperial Fists progenator chapter and its successor the
Crimson Fists are the most well spoken of the chapters and are the most
diplomatically liked of the Space Marine chapters because of this. They get –2
Constitution but +2 Charisma and Wisdom.
Black Templars: Although
they are a successor chapter of the Imperial Fists they have developed a rich
and unique tradition since then. They are most vigilant in their hunt of the
deamon. Black Templars gain a bonus of +2 to Knowledge (Warp) and Knowledge
(Chaos).
Blood Angels: Blood
Angels and successor chapters have abnormally long lifetimes and each life
category is 10 times the value of that for a normal Space Marine. Red Thirst
and Black Rage; Blood Angels can regain hit points by drinking blood. Each HP
drained from an unconscious target regains 1hp for the Blood Angel until
targets slips below -10 and dies. 1 HP can be drained per turn. Non-human or
Chaotic blood cannot be drunk in this way. Every time a Blood Angel commits the
act of the Red Thirst then he must take a Will save DC 10 the first time and +1
each following time or succumb to the Black Rage. A Space Marine in the Black
Rage will continue to fight until he reaches -10 HP and then he’ll die. There
is no unconscious stage. Furthermore his Wisdom will drop by 1 point each day
as he succumbs to the Rage more and more till he becomes little more than a
ravaging beast. When this value hits 0 he becomes a monstrous NPC controlled by
the DM. There is a way to cure the Black Rage as the grand Librarian Mephiston
did - but it requires several months in isolation with little or no food to
subside on till the cravings for blood pass.
Iron Hands: The Iron
Hands and their successor chapters (Red Talons, Brazen Claws and Sons of
Medusa) are like to recruit on civilized worlds. Unlike other chapters they do
not like to get close to the enemy. Instead they prefer to keep their distance
and pick them off with their guns. +2 Dexterity but –2 Constitution.
Ultramarines: The
Ultramarines and their succesor chapters gain a +2 bonus to Leadership because
their’s is one of the most influential chapters.
Salamanders: Salamanders
are naturally more technologically adept but the high gravity on Nocturne has
gotten them adjusted to moving more slowly and being more resiliant than normal
Marines to conserve energy. As such they get +2 Constitution but a –2 to
Dexterity. Also they get a bonus of +2 on all Craft checks.
Raven Guard: The Raven
Gaurd progenator chapter and its successor Chapters (Black Guard, Revilers and
Raptors) perform similarly on the battlefield. They believe in reducing
casualties by ducking and weaving to close in for the kill. Their emblem The
Bird represents how close they like to swoop down to their foes. Avoiding
bullets is of utmost importance while shooting is limited to up close so
accuracy is less important. They get a +5 bonus to Armour Class but have less
hand-eye coordination and suffer a -2 penalty to Dexterity.
Space Marine Ranks
Level 1–4
Character :: Average Rank is Space Marine or Scout
Level 5–8
Character :: Average Rank is Sargeant
Level 9–12
Character :: Average Rank is Veteran Sargeant or Leader
Level
13–16 Character :: Average Rank is Commander
Level
17–20 Character :: Average Rank is Force Commander
Level Adjustment: +5, Warning: It is very difficult to balance a Space Marine
with any ‘LA: +0’ character.