The Space Marines or Adeptus Astartes are foremost amongst the defenders of humanity, the greatest of the Emperor of Mankind's warriors. They are barely human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to Man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor's Angels of Death, and they know no fear.
The Astartes are physically stronger, far more resilient and often mentally far removed from the lot of most normal human beings. In the presence of the Astartes, most people feel a combination of awe and fear, and many cultures on the more primitive worlds simply worship them outright as demigods or angels of the God-Emperor made flesh. They should feel so, for many Space Marines feel little compassion for those they have sometimes termed "mortals" in comparison to themselves, seeing the very people they were created to protect as little more than obstacles to a more efficient eradication of the Imperium's enemies. This is an attitude sometimes taken by whole Chapters. They see normal humans as frail, weak creatures given to the follies of temptation, avarice, greed, lust and cowardice -- all emotions they rarely feel, if ever. Yet there are some Astartes who remember why they were created by the Emperor, who avoid the trap of hubris which the Space Marines are so prone to and which has seduced so many of their number to serve the Ruinous Powers of Chaos. They are the final guardians of Mankind, the saviours of last resort. They were intended not to lead humanity, but to defend it, sometimes even from itself. At the heart of that mission lies the limitless compassion the Emperor extended to every man and woman in the galaxy when He willingly chose to condemn himself to more than 10,000 years of imprisonment within a dying prison of flesh for their sake. Some Astartes sneer at compassion, seeing it as one more human weakness that has been purged from their superior bodies and minds. But the wisest of the Space Marines know that in the end compassion is their only salvation, as it is for all men. In that, they have proven themselves to be fully human.
These Human warriors reach around 10 feet.
Gene-Seed
The gene-seed of an Astartes is the foreign genetic material originally engineered using one of the Primarchs' genomes as a foundation. The gene-seed develops into the special organs that are then implanted into a potential Space Marine's body. These gene-seed organs are responsible for most of a Space Marine's physical enhancements over baseline human capability.
All Space Marine gene-seed was originally cultivated by the Emperor Himself from the DNA of the Emperor's 20 genetically-engineered sons (each son being the Primarch of one of the 20 Space Marine Legions of the First Founding), and is a rare and precious resource for the Space Marines of the Imperium, even in death.
The biotechnology necessary to create new gene-seed was long forgotten or lost to humanity in the millennia before the creation of the Primaris Space Marines; therefore, it had to be cultivated after being retrieved from dead/dying Astartes warriors and returned to the Chapter's Apothecaries, who oversaw the creation of new Astartes from the Chapter's raw recruits.
The gene-seed is the very essence of a Space Marine Chapter and it carries each of the characteristics that are particularly unique to a given Chapter, be they mental, physical, spiritual, or martial.
Unfortunately, Space Marine gene-seed is vulnerable to mutations over time, which can phenotypically manifest in various ways. In addition, there are various genetic flaws that have developed in the gene-seed, the majority of which derive from the particularities of each Primarch's genetic code.
It is these mutations that led to the emergence of the Flaws in the Blood Angels' gene-seed (specifically their susceptibility to the conditions known as the Black Rage and the Red Thirst), the "Mark of the Wulfen" for the Space Wolves or the rapidly increasing rate of mutation that afflicts the Renegade Soul Drinkers Chapter.
It must also be noted that the presently existing Space Marine Chapters are more numerous than the original 20 Space Marine Legions, excluding those two Legions that were removed from Imperial records. Only the original 9 Legions that remained loyal to the Emperor during the Horus Heresy produced the numerous Space Marine Chapters of the Second Founding who share traits with their founder Chapter, which is itself the remnant of one of the Loyalist Legions.
During the recruitment and enhancement process, some Aspirants may not survive the rigours of training and the later medical treatments one must undergo to become a full-fledged Battle-Brother of the Chapter.
First and foremost, a potential Space Marine recruit must be male, as the gene-seed and the developing Space Marine organs are compatible only with male hormones and genetics. Trying to implant a woman with Space Marine gene-seed would result only in a painful, agonising death. The three following requirements also apply:
Space Marine Aspirants must be adolescents or very young adults, as the implants must be able to coordinate with a human male's natural growth hormones during adolescence to stimulate the growth and development of the various unique physiological features of a Space Marine. In specific terms, the recruit must be about 10-16 Terran years of age, although the process has been documented to still work in recruits as old as 20 as long as they have not yet reached their full adult growth.
Much like a blood transfusion or organ transplant, there must be immunogenetic compatibility between the recruit and the implants; otherwise organ failure may result, causing the recruit to die or simply degenerate into a state of madness as their own tissues come under autoimmune attack.
The mental state of a potential Space Marine must also be susceptible to the various training and psycho-conditioning regimes of the Chapter and cannot already be tainted by the Ruinous Powers of Chaos.
These three main criteria bar all except a minuscule percentage of human males within the Imperium of Man from becoming Space Marines.
If all the tests prove successful, the Space Marine recruit transforms from a Neophyte into a Scout Marine or even a full Initiate depending on the Chapter's individual organisation.
The recruit is then taken to live at the Chapter's fortress-monastery where he is instructed in the ways of battle and taught the values and history of the Chapter. At this stage, organ implantation, psycho-conditioning, and physical training begin.
Each step in this stage has its own dangers, ensuring that only the truly worthy initiates become Space Marines. After several standard years of training, conditioning, and implantation surgeries the Initiate becomes a true Astartes, undergoes his Rites of Fire in his first combat action, and becomes a true Battle-Brother of his Chapter.
Nineteen genetically-engineered organs grown from the Chapter's gene-seed are implanted in a Firstborn Space Marine Neophyte's body to further bolster his combat and survival ability should he live to become a full Battle-Brother and Initiate of the Chapter.
Many of these organs are cultured in vitro from the gene-seed, whilst others require that the gene-seed be injected into the Aspirant's body and then grow into a new organ using the implantee's own physiological processes.
All Space Marine Chapters use the gene-seed organs to unleash and control the metabolic processes that transform an ordinary mortal into a Space Marine.
The gene-seed itself is encoded with all the genetic information needed to reshape ordinary human cell clusters into the special organs Space Marines possess in those instances where they are not directly implanted after being cultured outside the body.
The gene-seed contains genetically-engineered viral machines which rebuild the male human body according to the biological template contained within it and created by the Emperor. However, even from the beginning of the Astartes' existence, there was never a set way to activate these transformative functions of the gene-seed.
Astartesorgans
The Anatomie Astartes, schematic of the order and location of Astartes gene-seed organ implants.
During the First Founding of the 30th Millennium when the Space Marine Legions were first created, the process was still highly experimental and many different ways of controlling and managing the transformation from mortal into Astartes were tried.
This led to the Space Wolves using the ritual known as "Blooding," the Imperial Fists using the process known as the "Hand of Faith," the White Scars conducting the "Rites of the Risen Moon" and the Blood Angels using the ritual of "Insanguination."
Each implant has a high margin of catastrophic metabolic failure and physiological rejection and so only a small number of Neophytes live to become Initiates of the Chapter and enter the 10th Company as Scout Marines.
Many Chapters have lost the knowledge needed to culture new versions of some of these implants, and therefore, must ensure this gene-seed is recovered from dead Battle-Brothers.
Amongst the crucial implants are the Interface, better known as the Black Carapace, and the Progenoid Glands, without which a Chapter would die out fairly quickly.
The gene-seed organs must be implanted into an adolescent human male for the process to have the greatest chance of success no later than his 16th year, though it is medically possible to begin the process as late as 18 standard years of age before full growth has been reached in the early 20's.
However, a gene-seed organ implantation procedure done at this late stage in the boy's growth will as likely kill him as not. In general, most Space Marine Chapters prefer to begin the process sometime between the ages of 10 and 14 Terran years.
The full list of 19 gene-seed organs, presented in the order in which they must be implanted within a Firstborn Space Marine Neophyte, is as follows:
Secondary Heart (The Maintainer) - This is the first and least difficult implant to install. The Secondary Heart increases blood supply and pumping capacity and is capable of taking over entirely should the primary heart fail. It may also pump steroids and adrenaline into the first, primary heart to give the Astartes an extra "rush" of energy on the battlefield.
Ossmodula (The Ironheart) - This implant strengthens and greatly accelerates the growth of the skeleton of a Space Marine by inducing his bones to absorb a ceramic-based mineral administered in every Astartes Neophyte's diet. Within two standard years after the surgery, the Space Marine's skeleton will be larger and exponentially stronger than a normal man's with growth having topped out at around 7-7.5 feet (2.1 to 2.3 metres) in height with an equivalent amount of skeleto-muscular mass. An Astartes' rib cage will also be fused into a solid bone plate to provide greater protection from injury for the internal organs.
Biscopea (The Forge of Strength) - Implanted into the chest cavity, this implant massively bolsters skeletomuscular development and muscle fiber density throughout the Astartes' body to increase physical strength by unleashing a wave of human growth hormones. This gene-seed organ is commonly implanted at the same time as the Ossmodula since it is necessary to successfully regulate the Ossmodula's hormonal secretions.
Haemastamen (The Blood Maker) - Implanted into a main blood vessel like the aorta, femoral artery or the vena cava, the Haemastamen alters an Astartes' blood's biochemical composition to carry oxygen and nutrients more efficiently. The actions of the Haemastamen turn a Space Marine's blood a brighter shade of red than that of normal humans because of its greatly increased oxygen-carrying capacity. It also acts to biochemically regulate the actions of the 2nd and 3rd gene-seed implants, the Ossmodula and Biscopea.
Larraman's Organ (The Healer) - Shaped like the human liver but only the size of a golf ball, this gene-seed organ is placed within the chest cavity and manufactures the synthetic biological cells known as Larraman Cells.These biosynthetic cells serve the same physiological purpose for an Astartes as the normal human body's platelets, serving to clot the blood lost from wounds, but they act faster, more efficiently and more effectively. When a Space Marine is wounded and incurs blood loss, Larraman Cells are released by his circulatory system, attached to the body's normal leukocytes (white blood cells). At the site of the injury, they form scar tissue in a matter of seconds, effectively preventing massive blood loss and infection of the wound. The action of this organ is one of the reasons that the Space Marines are seen as nearly invincible and so difficult to kill despite the terrible wounds they sometimes endure.
Catalepsean Node (The Unsleeping) - Implanted into the back of the cerebrum, this implant allows a Space Marine to avoid sleep, instead entering an almost comatose trance where their minds "recharge". It also allows one half of the brain to rest while the other hemisphere remains alert, thus removing the need for the unconsciousness required by normal sleep. The longest any Space Marine has ever been on active combat duty without rest is 328 hours, achieved by a squad of the Crimson Fists Kill-team during the battle against the Orks for Rynn's World.
Preomnor (The Neutraliser) - The Preomnor is essentially an organic decontamination chamber that is implanted inside the chest cavity and connected to the digestive system, above the original stomach so that no actual digestion occurrs in the Preomnor. It is capable of biochemically analyzing ingested materials and neutralizing most known biochemical and inorganic toxins. The Preomnor enables the Astartes to eat normally inedible substances and resist any poisons he may ingest.
Omophagea (The Remembrancer) - Implanted into the upper spinal cord so that it becomes a component of the central nervous system, this organ is designed to absorb information and any DNA, RNA or protein sequences related to experience or memory. This enables the Space Marine to gain information, in a survival or tactical sense, simply by eating an animal indigenous to an alien world and then experiencing some of what that creature did before its death. Over time, mutations in this implant's gene-seed have given some Chapters an unnatural craving for blood or flesh.
Multi-lung (The Imbiber) - The Multi-lung is a third lung implanted into an Astartes' pulmonary and circulatory systems in the chest cavity that is able to absorb oxygen from environments usually too poor in oxygen to allow normal human respiratory functioning. Breathing is accomplished through a sphincter implanted into the trachea, allowing all three lungs to be used at full capacity. In toxic environments, a similar muscle closes off the normal lungs, thus oxygen is absorbed exclusively by the Multi-lung, which then filters out the poisonous or toxic elements.
Occulobe (The Eye of Vengeance) - Essentially, the Occulobe is a gene-seed organ that enhances an Astartes' eyesight after being implanted along the optic nerve and connected to the retina, granting him exceptional vision and the ability to see normally in a low-light environment.
Lyman's Ear (The Sentinel) - This gene-seed organ implant renders a Space Marine immune to dizziness and motion-induced nausea, and enables an Astartes to consciously filter out "white noise" or resist other sonic attacks.
Sus-an Membrane (The Hibernator) - This implant allows a Space Marine to enter a catatonic or "suspended animation" state and is implanted within the brain near the pituitary gland as a part of the body's endocrine system. It can allow a mortally wounded Astartes to survive his injuries, and bring the metabolism to a standstill until he can receive full medical care. Only the appropriate chemical therapy or hypnotic auto-suggestion can revive a Space Marine from this state. The longest recorded period for this form of hibernation was endured by Battle-Brother Silas Err of the Dark Angels Chapter, who was in Sus-an hibernation for 567 standard years.
Melanochrome - Linked into the endocrine system via the lymphatic system, this gene-seed organ alters the pigment cells in the skin, which allows the Astartes' skin to shield him from otherwise dangerous levels of radiation and heat. Different levels of radiation cause variations of skin color in different Chapters due to mutations in the Melanochrome organ's gene-seed. This can be related to the unusually pale skin of the Blood Angels and their Successor Chapters and the dark black skin and red eyes of the Salamanders.
Oolitic Kidney (The Purifier) - This gene-seed organ works in conjunction with the Preomnor, filtering the blood to remove toxins that have been ingested or breathed into the body. However, this detoxification process renders the Astartes unconscious once it begins, so it can be very dangerous if required during combat. Under normal circumstances, the Oolitic Kidney also acts as a regulatory organ for the Astartes physiology, maintaining the efficient action of the Space Marine's advanced circulatory system and the proper functioning of his other organs, implanted or otherwise.
Neuroglottis (The Devourer) - This gene-seed organ implanted in the mouth allows an Astartes to biochemically assess a wide variety of things simply by taste or smell, biochemically testing various objects for toxicity and nutritional content, essentially determining if the substance is edible or poisonous. From poisons to chemicals to animals, a Space Marine can even track his quarry by taste or smell alone, much like the average canine bred for tracking.
Mucranoid (The Weaver) - This gene-seed organ is implanted within the central nervous system and responds to specific chemical stimuli in the environment, causing the Space Marine to secrete a waxy protein substance similar to mucus through his pores that seals his skin. The gland's operations must first be activated by an external chemical treatment, usually self-administered, before it will activate. Space Marines are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum and other extremes of temperature, particularly deeply frigid environments.
Betcher's Gland (The Poison Bite) - Actually consisting of 2 separate glands implanted into multiple locations inside an Astartes' mouth, including the inside of the lower lip, in the salivary glands or in the hard palette, these two glands work in tandem to transform a Space Marine's saliva into a corrosive, blinding acid when consciously triggered. An Astartes trapped behind iron bars, for example, would be able to chew his way out given a few hours. These implants' more common use is to aid in the digestion of unusually difficult or impossible things to digest, such as cellulose. In the gene-seed of several Primarchs, like that of Rogal Dorn, this organ has atrophied and is no longer as effective or has simply ceased to function entirely in the Astartes of the Chapters that use those Primarchs' gene-seed.
Progenoid Glands (The Gene-Seeds) - Implanted into both the neck and the chest cavity, these reproductive glands serve to collect, gestate and maintain the gene-seed from a Space Marine's body, and to safeguard it for the continuity of a Chapter. These organs hormonally respond to the presence of the other Astartes gene-seed implants in the body by creating germ cells with DNA identical to that of those implants through a process very similar to cellular mitosis. These germ cells grow and are stored in the Progenoid organs, much like sperm cells or egg cells are stored in the testes and ovaries of normal men and women. When properly cultured by the Apothecaries of a Space Marine Chapter, these germ cells can be gestated into each of the 19 gene-seed organs needed to create a new Space Marine. Thus, for most Astartes, their Progenoid Glands represent the only form of reproduction they will ever know, though the DNA passed on will be that of their Primarch, not their own. The neck gland can be removed after 5 years, and the chest gland after 10 years; both are then used to create new gene-seed organs for the development of the next generation of Space Marines.
The Black Carapace (Interface) - The last and possibly most important of all gene-seed implants, this neuroreactive, fibrous organic material is implanted directly under the skin in the chest area of the hardened and shell-like ribcage of the Astartes Neophyte. Invasive fibre bundles that serve as neuron connectors then grow inward from the implant and interlink with the Space Marine's central nervous system. Points pre-cut into the Carapace before its implantation by the Apothecary are effectively neural connection points, allowing an Astartes to directly interface his central nervous system with his suit of Power Armour's Machine Spirit so that the suit can provide enhanced protection and combat maneuverability unavailable to an unaltered human wearing the same armour.
Throughout the implantation process, a Space Marine Neophyte must undergo multiple regimens of chemical and hypno-therapy treatments in order for the implanted organs to develop normally and function properly so that they integrate without mishap into the new Astartes' physiology.
Too many Neophytes have been lost during the implantation process as their bodies proved critically unable to meet the new biochemical and hormonal stress being placed upon them.
For these unlucky individuals, the only recourse is usually euthanasia or being reduced to a mindless cybernetic Servitor who can still prove to be of at least marginal use to the Chapter. The full course of implantation surgeries begins under ideal conditions between the ages of 10-14 Terran years as outlined below:
Age 10-14: The Secondary Heart, Ossmodula and Biscopea are implanted, with the Ossmodula and the Biscopea usually being implanted during the same surgical procedure.
Age 12-14: The Haemastamen and the Larraman's Organ are implanted. This surgery can be difficult for Neophytes at the older end of this age range, who have less
time to recover from the previous surgeries and the effects of the implants upon their rapidly growing adolescent bodies.
Age 14-17: Once the Catalepsean Node is implanted at the sixth stage of the process, the Neophyte begins his hypno-therapy conditioning in the device known as a Hypnomat.
Age 14-16: The Preomnor, Omophagea, and Multi-lung are all implanted within the Neophyte simultaneously in the same surgical procedure, some time during this age range but after the Catalepsean Node has been implanted and hypno-therapy has already begun. The Occulobe, Lyman's Ear, and the Sus-an Membrane can also be implanted at any time during this age range, also usually during the same surgical procedure.
Age 15-16: The Melanochrome, Oolitic Kidney, and Neuroglottis are ideally implanted during this age range, all during the same surgical procedure.
Age 16-18: The remaining gene-seed implants, the Mucranoid, Betcher's Gland, Progenoid Glands and the Black Carapace, are implanted in that order at any time between the ages of 16 to 18 standard years. The idea is to be able to introduce a Neophyte into a Chapter's company of Scout Marines by the time his adult growth has been reached, usually around 18 years of age, though some Neophytes have become Scouts as early as the age of 16 if their implantation process began at the young end of the age ranges given here.
The Primaris Space Marines are a new breed of transhuman warriors developed across the span of ten thousand standard years by Archmagos Dominus Belisarius Cawl on Mars on the order of Primarch Roboute Guilliman in the days immediately after the Second Founding in the early 31st Millennium.
Cawl used the genetic template of the original Space Marines created by the Emperor for His Great Crusade as the starting point for the development of these new Astartes.
However, Primaris Space Marines are bigger, more resilient, physically more powerful and possess faster reaction times than their original Astartes counterparts, now often referred to as the "Firstborn."
Primaris Astartes are also implanted with 22 rather than 19 gene-seed organs, and their gene-seed is more resistant to mutation than that of their predecessors.
They were deployed across the galaxy by Guilliman and Cawl during the Indomitus Crusade after the opening of the Great Rift in the Era Indomitus where they were used as reinforcements for existing Chapters of Astartes or to found all-new Chapters comprised solely of Primaris Marines.
Primaris Gene-Seed and Organs
Though they now stand a step above their Firstborn Astartes brethren, all Primaris Space Marines were still created using the original gene-seed of their Primarchs, like all other members of the Adeptus Astartes.
Some voices within the Imperium now worry how this new type of transhuman warrior will react to the many genetic quirks and flaws found in the gene-seed of some of the more unusual Chapters, particularly given the long history of fiascoes that have resulted from attempts to alter the Emperor's original work.
In the pursuit of his attempt to improve upon the original Space Marine template, Archmagos Belisarius Cawl collected samples of the genomes of all twenty of the original Primarchs, including those deemed Lost or Traitors, though Roboute Guilliman made clear to his overeager servant that Primaris Marines were to be created only from the lines of those of his brothers who led the nine Loyalist Space Marine Legions.
It is known that in addition to the general advancements in their gene-seed, Primaris Space Marines possess three additional gene-seed implant organs compared to their Firstborn brethren and that their gene-seed is far more genetically stable than that of their forerunners.
Primaris Space Marine gene-seed has only a .001% chance of genetic deviancy from the original baseline with the passage of each generation, which makes it nearly immune to the severe genetic instability suffered by Chapters such as the Blood Angels and Space Wolves over the course of their existence.
Nearly every Firstborn Space Marine created since the First Founding possesses nineteen specialised organs derived from this gene-seed.
The Primaris Marines, however, are implanted with a further three additional organs. It was the Sangprimus Portum, a device containing potent genetic material harvested from the Primarchs, that allowed for this breakthrough.
Entrusted to Cawl by Guilliman shortly after the Second Founding in the early 31st Millennium, this device resulted in a new breed of Adeptus Astartes that were deployed en masse in the Ultima Founding of ca. 999.M41.
Due to Cawl's interpretation of his orders and the millennia-spanning labour of his task -- during which Guilliman was injured and suspended in stasis -- the secrets of these new Primaris organs were not released until late in the 41st Millennium.
The Primaris Marines possess all of the nineteen gene-seed implant organs that have been gifted to their Firstborn Astartes brothers, as well as three more that only they possess, for a total of twenty-two.
These new gifts of Belisarius Cawl's genius further enhance their transhuman status and ability to bring the Emperor's justice to a galaxy shrouded in darkness and despair. These additional implanted organs include:
Sinew Coils (The Steel Within) - The Primaris Space Marine's sinews are reinforced with durametallic coil-cables that can contract with incredible force, magnifying his strength as well as giving his body another layer of defence. A Primaris Space Marine can crush a man's skull in his hand, break Flak Armour to flinders, or even bite through a metal cable should the need arise.
Magnificat (The Amplifier) - A small, thumbnail-sized lobe that is inserted into the brain's cortex. The Magnificat secretes hormones that increase the body's growth functions whilst also intensifying the function of its other transhuman implants, especially those of the Biscopea and the Ossmodula. In truth, the Magnificat is but half of the true, dual-valve Immortis Gland (the so-called "God-Maker") that the Emperor created for His Primarchs. However, Archmagos Cawl could only find materials and genetic blueprints to build the Dextrophic Lobe (the right half of the Immortis Gland), while plans for the Sintarius (the left half) that would complete the original super-organ had been wholly eradicated from Imperial records of the Primarch Project. Whether this was done by the Emperor's own hand or by some nefarious source, Cawl could not tell.
Belisarian Furnace (The Revitaliser) - This is a dormant organ that connects to both Astartes hearts. In times of extreme stress, or should the warrior's body undergo violent, damaging trauma, it expels great blurts of self-synthesized chemicals -- a hyper-cocktail that simulates the biological action of combat stimms while also aiding in the rapid regrowth of tissue, bone and muscle. The gland then falls dormant again, and takes some time to metabolically build itself up once more for the next usage.
The Primaris implants are normally introduced between the implantation of the Biscopea and the Haemastamen, steps 3 and 4 above. These procedures are known as the "Primaris Alpha" and "Primaris Beta" phases of the gene-seed organ implantation process. Both phases can be introduced simultaneously.
Conditioning
In addition to the extensive implantation process for the gene-seed organs, both Firstborn and Primaris Neophytes undergo chemical treatment, psychological conditioning, and subconscious hypnotherapy, all the while spending every waking solar hour honing their combat skills with ceaseless combat training.
Until their acceptance as a full Initiate and Battle-Brother of their Chapter, a Neophyte must submit to constant tests and examinations by the Chapter Apothecaries.
The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of corrupt or deviant development treated. This chemical treatment is reduced after completion of the initiation process, but it never ends.
Space Marines undergo periodic drug treatment for the rest of their lives in order to maintain a stable metabolism. To this end, Space Marine Power Armour contains extensive physiological monitoring and drug dispensation equipment.
As the super-enhanced body grows, the recipient of the gene-seed organs must learn how to use his new skills. Some of the implants, specifically the Catalespean Node and Occulobe, 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 Space 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. Space 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.
A Space Marine is more than just a human being with extraordinary powers. Just as their bodies receive 19 or 22 separate gene-seed implants, so their minds are altered to release the latent powers that lie within all human minds, and these are not the psychic powers of the Warp but the intrinsic capabilities of every human brain. These mental powers are, if anything, more extraordinary than even the physical powers endowed by the gene-seed implants.
For example, a Space Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill a normal man. A Space Marine can also think and react at lightning speeds.
Memory training is an important part of the Astartes' psycho-indoctrination as well and some Space Marines develop photographic memories in the course of their psychoconditioning and hypnotherapy.
Space Marines, of course, vary in intelligence as do other men, and their individual mental abilities vary to some degree, as their implants do not reshape their core neural architecture and psyches, though the hypnotherapy does act to "smooth out" many personality quirks.
This indoctrination also includes psychological conditioning which is intended to reinforce a Space Marine's respect for authority and his willingness to follow orders regardless of his own desires, as well as to harden his mind to the corruptive temptations offered by Chaos.
It is no exaggeration to say that many Astartes truly no longer know fear. At the end of this process, if all goes well, an adolescent human male will have been transformed into a superhuman Astartes. Yet, in many ways he will no longer truly be human, having sacrificed his own humanity so that he might protect that of others.
Power Armour is an advanced form of powered combat armour, worn primarily by the Space Marines and the Chaos Space Marines, though suits have been created to be worn by mere mortals. It is a completely enclosed suit of combat armour composed of shaped Adamantium and Plasteel plates, encased in a Ceramite ablative layer.
Each suit possesses a full suite of life-support functions for operation in hostile environments, an automated medicae system to provide some level of first aid to a wounded wearer and a highly advanced and fully integrated tactical targeting and threat analysis system known as Auto-senses.
The suit would be heavy and cumbersome to wear but for the electrically-motivated fibre bundles within the armour that replicates the wearer's movement and enhances his strength beyond its already considerable superhuman baseline (for Space Marines). Whilst Power Armour is most commonly associated with the Space Marines of the Adeptus Astartes, the Sisters of Battle and many Inquisitors also use powered armour of one sort or another.
Typically, however, these armours may not contain the same strength-enhancing properties or life-support functions of Space Marine Power Armour, nor do they always provide the same level of protection.
The enclosing suits of armour worn by Space Marines are made from thick ceramite plates and would be cumbersome but for electrically motivated fibre bundles that replicate the movements of the wearer and supplement his strength. The last gene-seed organ to be implanted in a Space Marine -- the Black Carapace -- rests beneath the skin, itself fitted with neural sensors and transfusion ports.
These plug-in points mesh with Space Marine Power Armour, linking the wearer's nervous system to his suit's mind impulse controls, turning the suit into a second skin that moves with all the speed and precision of the Battle-Brother's own body. Without the Black Carapace, Space Marine Power Armour is almost useless, and it is therefore the most distinctive feature of a Space Marine and the true mark of the Adeptus Astartes.
There are several patterns (or "marks") of Power Armour, whose appearances differ significantly. Many older marks have special associations for certain Chapters and are often worn by their ceremonial Honour Guards or elite units. Power Armour is maintained by skilled Artificers who are not Space Marines, but servants who spend their lives working for the Chapter. Especially talented Artificers are justly celebrated, and examples of their work highly prized.
Elements of ancient armour are religiously hunted down, for they carry both the history of the Chapter and the deeds of heroic individuals. Such pieces are lovingly restored and painstakingly engraved with new designs. As a result, it is quite common to find Power Armour that combines pieces from different marks, every greave and gorget a recollection of mighty deeds and battles won.
Power Armour is fully sealed, isolating the wearer from the outside environment and protecting him from chemical and/or biological weapons and toxic atmospheres. It also commonly includes numerous auxiliary systems such as radio frequency communicators, auto-senses, etc. Space Marines go through an arduous process where they receive various biogenetically-engineered implants culminating with the implantation of the Black Carapace which allows the Astartes a direct and instinctual neural interface with his Power Armour, transforming it into effectively a second skin.
The advanced systems of Space Marine Power Armour also monitor the Astartes' biological functions, feeding the collected medical information to the wearer and, if necessary, to the Chapter's Apothecaries when he is wounded. The armour's backpack contains the suit's main power source -- a sub-atomic microfusion generator and a back-up solar power converter and 100 solar cell batteries to store the absorbed solar energy. The backpack also contains the armour's environmental and life support systems and additional movement stabiliser thrusters for low and zero-gravity combat.
Common Components of Space Marine Power Armour
An Adeptus Mechanicus schematic of the common components that make up a set of Mark VII Aquila Power Armour
All patterns of Adeptus Astartes Power Armour possess the following components:
Helmet - The armoured reinforced headgear that protects an Astartes head.
Auto-senses - A Space Marine's helmet contains most of his armour's combat systems, all of which are referred to by one title -- Auto-senses. These include thought-activated comm-augers and audio-filters, targeting reticules and range finders, tactical displays and Auspex-links, and a host of other features that further enhance the Space Marine's already superhuman senses.
Photolenses - The photolenses are the reinforced eye guards in the helmet that protect the Space Marine from dazzling light bursts. They also allow him to see into the infrared and ultraviolet ranges, as well as enabling vision in low-light conditions.
Respirator Vox Grill - The Vox grill can amplify a Space Marine's battle cries to deafening volumes. It also contains a respirator to filter out toxins and can be shut off with a thought, drawing instead upon an internal oxygen supply.
Gorget - Part of the armour that protects the throat.
Pauldron - The auto-reactive shoulder guards are shaped to deflect as well as absorb incoming blows, these shoulder plates typically display Adeptus Astartes identification markings, including Chapter symbols, company and squad markings, as well as many other honour badges.
Gauntlet - The armoured glove that protects both the hand and the wrist.
Cuisses - The part of the armour that protects the thigh.
Plastron - The armoured chestplate that is designed to protect the suit's armoured power cables, and more importantly, the Astartes vital organs. It is typically adorned with the Imperial Aquila or the Imperialis honour for more veteran Space Marines.
Couter - Part of the armour that protects the elbow.
Vambrace - Part of the armour that protects the forearm.
Poleyn - Part of the armour that protects the knee.
Greaves - Part of the armour that protects the lower leg. The greaves incorporate gyroscopic stabilisers and power units that can magnetise the soles of the armour's boots for combat in zero-gravity or other unstable conditions.
Sabaton - The armoured boot that protects the foot.
Backpack Power Unit- This backpack houses the primary power core for Space Marine armour, as well as reserve cells and an emergency solar collector.
Life Signs Monitor - Adeptus Astartes Power Armour contains a suite of life-support functions, including an auto-medicae equipped with various painkillers, combat stimulants and anti-venoms.
Temperature Regulator - Astartes Power Armour automatically maintains the Space Marine's temperature. Heat is provided by the power core and thermal build-up can be vented via the backpack's distinctive nozzles. As a result, a Space Marine can fight anywhere, in the cold vacuum of space or the raging heart of a volcano, without even noticing the change of temperature.
Nutrient Reservoir - Astartes Power Armour contains a self-replenishing, high-energy liquid food store that can sustain a Space Marine's metabolism without need for further nourishment. During battle, there is no need for a Space Marine to stop to eat or drink.
Mark VII Power Armour - The Space Marine depicted to the right wears a suit of Mark VII Power Armour, sometimes called "Armorum Impetor" or "Aquila Armour", although with this particular set depicted here the Chapter Artificers have replaced the breastplate with one converted to fit from an older suit of Mark V Heresy Pattern armour, with the reintegration of the chest Aquila and the suit's power cables relocated to the interior. All of the marks of Space Marine Power Armour have many variants. Some do not contain all of the original features of that design, while others, as in this case, utilise parts recovered from older marks of armour. Power Armour is usually personalised by each Space Marine who wears it and is always revered as a sacred relic of the Chapter. Suits or parts of suits can be ancient, dating all the way back to the time of the Great Crusade or the Horus Heresy, and are often reused many times. Like all Power Armour, the suit depicted here contains an exoskeletal array of actuators and fibre bundles which replicate the muscular commands via a cybernetic neuronal interface that literally plugs into the wearer's spinal column through the Astartes gene-seed organ implant known as the Black Carapace to his central nervous system. Through this interface, the heavy armour becomes a literal part of the wearer and responds to his movements and mind-impulse controls without adding any encumbrance, despite the armour's weight when inert. Whilst appearing heavy and unwieldy, this Space Marine will experience little weight gain and retains almost his full array of unarmoured movement and agility. The muscle fibre bundles and actuators actually increase the already considerable genetically-enhanced strength of the wearer, allowing him to lift heavier loads or jump greater distances than when not wearing the suit. The outer, armoured layer of this armour consists of shaped Adamantium and Plasteel plates, encased in a Ceramite ablative layer. The armour is shaped to deflect as well as to absorb the energy of incoming blows. The shoulder plates of this suit contain small, auto-responsive plates which burst outwards in a micro-explosion to counteract the energy of an incoming attack and prevent penetration. Beneath the armoured protection lies the internal workings of the suit's life support and combat systems. The armour contains numerous life support systems. The lower back holds a liquid high-protein food store, which when combined with the Space Marine's genetically-enhanced metabolism produces no waste and keeps a Space Marine's body functioning without the need for any other nourishment. During combat, there is no need for this Astartes to stop to eat or drink as the suit provides all of his needed nutrition and hydration. The suit also has its own back-up power supply and a solar array to recharge this supply, meaning the suit can continue to operate for a short time without its backpack. The suit contains a de-tox injector with five doses and a biomedical Cogitator system that can determine when the injector's potent cocktail of stimulants and cellular regenerators is needed. These will counteract the effects of most common poisons and other toxins. The injector can also be used for stimulants and, in contravention of Codex Astartes proscriptions, some Chapters have used it to administer combat drugs. The palm of the gauntlets contain sensors to read information from the weapons held in the hands and to pass genetic identification codes to the weapons. Without the proper code, a Space Marine's Bolter or other weapon will not function. The soles of the boots are magnetic, as well as being constructed of a micropore adherent compound, meaning a Space Marine will not slip on even the slickest of surfaces or in zero-gravity. The magnetic function can be turned off or on as needed by the Astartes through his mind-impulse link with the suit.
Backpack - The main power source for the suit of Power Armour is located in the suit's backpack. This highly-efficient sub-atomic microfusion reactor core provides the power for all internal systems. The suit does contain a reserve power supply and a back-up micro-solar panel array in case of emergencies. The reserve power source can be recharged via the solar panel, and when fully charged should provide enough power to last for a standard month (as long as all non-vital systems are disabled) without the need for major maintenance or resupply. Thermal waste dissipators form the characteristic nozzles on either side of the backpack. This thermal waste can also be used for limited maneuvering in zero-gravity. The backpack also contains the suit's supply of oxygen and air purification system that allows the wearer to breath in toxic or vacuum environments. Combined with the Space Marine's own Multi-lung organ implant, the wearer can operate unhindered in any atmosphere, as well as underwater and in hard vacuum. Air intakes are also located on the backpack. The lower part of the backpack is the armour's temperature regulation system. In combat, with the suit functioning at maximum capacity, heat can build up quite rapidly. Settings for heat control can be adjusted depending upon the environment the suit is operating in, obviously retaining more heat in frigid conditions or the void of deep space than in tropical or desert conditions. In planetary environments, the suit's internal Cogitator will always optimise conditions to match the world's mean average temperature. Within the armour, the wearer will experience only minor temperature fluctuations as the suit maintains the correct temperature to keep the Space Marine operating at peak physical efficiency in any environment.
Helmet - This Space Marine's upgraded Mark VII helmet contains most of the suit's actual combat-related systems. All of these helmet Augur and Auspex sensor and diagnostic systems are referred to by a single term -- Auto-senses. Features include the primary, thought-activated, Vox-link. This Space Marine's helmet also has an additional Vox-booster and scrambler attachment, intended to block enemy attempts to intercept Imperial communications channels. The right eye also includes a range-finder, targeter and target recognition friend or foe upgrade to the helmet's basic suite of Auto-senses. Such equipment is most common in Devastator Squads, but is not limited to them. The visor displays tactical information. This includes maps of a given area, waypoint markers, a compass, as well as called-up data on the Astartes' own weapon, passed through the weapon's grip and the palm of the gauntlet. Primarily this data would include an ammunition counter display, but also gives emergency warnings about overheating and weapon jams. This helmet also incorporates visual magnification up to x4, which when combined with the wearer's Occulobe organ implant means a Space Marine can see clearly in most combat conditions. The visor also includes basic infrared scanning and night vision capabilities. Through his Auto-senses, the Space Marine can access full diagnostic information on the armour's operating status and absorb data about the external environment, such as atmospheric composition, barometric pressure, the presence of harmful chemicals and toxins, etc. Diagnostic sensors are positioned in various places on the suit to scan for such information. The helmet can also display biological information about the Space Marine himself, including heart rate (for both hearts as Astartes possess two), blood pressure, toxin levels, the workings of the Larraman's Organ or Oolitic Kidney implants, and assessments of the degree of physiological damage caused by wounds. These bio-status read-outs can also be broadcast via Vox to Space Marine command units for monitoring during battle and training. As well as containing the suit's communications array, the helmet's ear pieces screen the wearer from sonic attacks and includes amplifiers to the Space Marine's Lyman's Ear implant, giving sharper hearing and allowing the Space Marine to filter out or enhance specific sounds. The Lyman's Ear also means a Space Marine is unlikely to become dizzy or disorientated, even when hit by strong blast waves. The grill on the helmet contains a microphone, allowing the wearer to talk normally through the helmet or amplify his voice over a short distance, which is sometimes useful during the din of battle. If the external environment is conducive to human life, the grill can open to allow the wearer to breath the ambient atmosphere rather than use the air purification equipment or the suit's internal air supply. Finally, the helmet visor incorporates an auto-reactive photochromatic visor that protects the wearer from light level changes, dimming or blacking out completely should the wearer be exposed to sudden, dazzling light.
Relics and Insignia - Strapped to the left shoulder plate are two engraved skulls. These are sacred relics which may belong to former owners of the armour or to fellow squad members of this Space Marine who were killed in battle. They may also be the skulls of worthy foes that this Astartes now carries as trophies of his victory. Many such sub-cults exist throughout the Space Marine Chapters, with each following its own rituals and traditions, often inherited from the culture of the Chapter's primary recruitment world. These relics will be gifts from the company Chaplain, rewards for exceptional dedication or bravery in battle. The plastron chest eagle or Aquila is worn as the symbol of this Space Marine's loyalty to the Emperor of Mankind. Aquilas are commonly worn on the chest plates of all Space Marines since the Horus Heresy, when the Emperor decreed that this honour was now available to all of the Space Marines who had remained loyal to the Imperium rather than just to the Astartes of the corrupted Emperor's Children Legion, who had joined Horus in his rebellion. The Chapter badge is commonly worn on the left shoulder plate and is sometimes repeated on the right knee-plate. The right shoulder plate commonly bears the Astartes' squad designation markings (a large arrow in the case of a Tactical Squad) and the squad number in Roman numerals. Underneath this is a name scroll. This personal cloth scroll bears the Space Marine's name, and like all the non-Codex-approved additions to this armour, will have been donated by the company Chaplain to reinforce the Space Marine's faith and morale. As a Veteran, this Space Marine bears his own personal heraldry; a shield pinned to the right shoulder plate, bearing the symbol of a sun. The meaning of this is unknown, but it may hark back to a time before this Space Marine was recruited. Finally, this Astartes' Bolter bears twelve kill markings scored onto the weapon's case, probably earned on previous missions.
Bolter - As a member of a Tactical Squad, this Space Marine's primary weapon is the Bolter, also sometimes called a Boltgun. This weapon is a standard Mark IV Pattern Bolter with a sickle magazine containing twenty bolts. Each bolt is a 1.0 calibre, rocket-propelled, armour-piercing, mass reactive, explosive round. Bolts explode after first penetrating a target and are capable of destroying small vehicles as well as having a horrific effect upon infantry. The weapon has single shot and semi-automatic settings, firing a burst of three bolts in quick succession. The Bolter also includes a palm print sensor for genetic identification coding and can only be activated by this specific Space Marine's genetic signature.
Grenades and other Wargear - In addition to his Bolter, this Space Marine carries other combat equipment or wargear. Hanging from his utility belt are two Frag (Fragmentation) Grenades. He also carries three spare magazine pouches for his Bolter. The cylindrical object hanging from his back, below the backpack, is harder to identify. This may well be a shaped demolition charge for destroying fortified emplacements. Not visible here, the Space Marine will also be carrying Krak Grenades effective at penetrating heavily armoured targets and as a Veteran may also possess a Mark II Macragge Pattern Bolt Pistol as a secondary weapon.
Combat Knife - The Space Marine's last weapon, and his only close combat weapon, is his Astartes Combat Knife. This highly ornate piece, bearing a dedicational Aquila crossguard, heavy pommel and a 50 centimetre-long blade, would be a full-bladed sword in a mortal's hands. Used for hand-to-hand combat, it is kept honed to a keen edge. It is also used during the Chapter's ceremonies and rituals and will have been blessed by a company Chaplain before battle. It is not a bayonet and cannot be fitted to the Mark IV Bolter as it must be wielded by hand. Hand-to-hand combat and knife-fighting is part of all Space Marines' basic training, instilling skills which will continue to be honed throughout a lifetime of service to the Emperor.
Primaris Space Marine Mark X Power Armour Technical Specifications
Primaris Space Marine Mark X Power Armour Technical Specifications
Mark X Power Armour does not have a single appellation like earlier variants of Astartes battle-plate (such as Mark VII Aquila Armour). Instead, different variants of the same mark are worn depending on the Primaris Space Marines' combat role. Intercessor Squads, Hellblasters and many Primaris officers, for example, wear Mark X Tacticus Armour like the suit shown to the right. It offers substantial protection and allows the wearer great mobility. Inceptors, however, wear the Mark X Gravis variant, showcased below. Elements of several earlier marks of Astartes Power Armour are recognisable in the various incarnations of Mark X armour.
Sloped pauldrons, or shoulder plates, are used to deflect enemy fire. Primaris Space Marines are trained to use these angles to deflect shots.
The thickest layer of ceramite is over the chest-plate, protecting not just the Power Armour's cables, but also most of a Primaris Space Marine's vital internal organs.
A Dominus-class Purity Seal.
The Mark II Cawl Pattern Bolt Rifle is wielded like an extension of a Primaris Space Marine's weaponised physique.
An Absolutis ballistic-appeasement autoreliquary allows for autosanctification of Bolt Weaponry in combat.
Flanged poleyns (kneeplates), made of melded plasteel and ceramite, provide extra protection over vulnerable joints.
Greaves. These incorporate gyroscopic stabilizers and can magnetise the soles of the armour's boots, allowing Primaris Space Marines to walk on metal surfaces in treacherous terrain, including zero-gravity environments -- essential for boarding actions in the cold battlefield of space.
Mark X Power Armour
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Mark X Tacticus Power Armour -- Ultramarines Chapter Intercessor
The Mark X is the latest development in Power Armour design forged on Mars itself. This latest pattern of Power Armour was developed for the long awaited project commissioned by the Ultramarines Primarch Roboute Guilliman himself 10,000 standard years ago -- to craft a new legion of transhuman warriors.
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Mark X Gravis Power Armour - Ultramarines Chapter Inceptor
Developed over 100 standard centuries, utilising long-forbidden technology of ages past and their own sagacity, the Priesthood of Mars developed the Primaris Space Marines. This new breed of hero is bigger, more physically powerful and possesses faster reaction times than their original Astartes counterparts.
These new warriors are the next step in the evolution of the Emperor's Angels of Death. They have been forged as reinforcements for the Imperium's beleaguered elite forces as their enemies close in for the kill in the wake of Abaddon the Despoiler's 13th Black Crusade and the birth of the massive tear in reality known as the Great Rift.
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Mark X Phobos Armour - Ultramarines Vanguard Infiltrator
To aid them in battle, these gene-forged warriors are equipped with the most advanced arms, armour and equipment, including Mark X Power Armour, which combines all the most effective elements of ancestral Power Armour technology. These suits are currently worn by all Primaris Space Marines who have led the way in Guilliman's Indomitus Crusade to retake the galaxy from Mankind's many foes.
The Mark X is intended to be a modular design of Power Armour, more versatile than its predecessors and drawing upon the most advanced patterns of the past, particularly the Mark IV Maximus and Mark VIII Errant Patterns. Mark X Power Armour does not have a single appellation like earlier variants of Astartes battle-plate (such as Mark VII Aquila Armour).
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Mark X Omnis Armour - Vanguard Suppressors of the Ultramarines Chapter armed with Accelerator Autocannons.
Instead, different variants of the same mark are worn depending on the Primaris Space Marines' combat role. Regardless of its pattern, Mark X armour is designed to attach to a special undersuit worn by each Primaris Marine, enabling it to be fitted in different configurations according to need.
Intercessor Squads and Hellblaster Squads, for example, wear Mark X Tacticus Armour.
Inceptors, however, wear the Jump Pack-capable Mark X Gravis variant.
A third variant is Mark X Phobos Armour. This suit's lighter-weight Ceramite and streamlined design allow for greater mobility, and its servo-motors are engineered to be completely silent.
This variant serves those Primaris Astartes who take on the role of Reivers, Incursors and certain Vanguard Space Marines like Infiltrators and Eliminators.
These Astartes are ruthless killers, trained in covert operations who operate behind enemy lines as saboteurs, assassins and infiltrators. All who wear the Mark X Phobos variant depend on stealth and secrecy to accomplish their missions.
Eliminator Squads utilise an even more stripped-down version of the same Phobos armour pattern, allowing them to operate with maximum stealth as they stalk their prey.
Like all Primaris Battle-Brothers, officers of the Chapter fight in Phobos Pattern armour whenever the tactical situation merits it. Captains and Lieutenants of all companies will lead missions into the enemy's heart wearing such battle-plate, commanding equally silent warriors with undetectable battle cant.
Librarians replace their Mark X Tacticus Pattern raiment with Phobos armour when utilising the most subtle and illusory of their psychic powers, cradled in misdirection.
Vanguard Marine Suppressor Squads are clad in a fourth variant -- Mark X Omnis Armour -- which is a blend of the heavier Mark X Gravis configuration and the lighter Mark X Phobos versions favoured by other Vanguard Space Marine units. The Omnis Armour possesses a built-in Jump Pack similar to the Gravis variant.
The result is a comparatively lightweight but extremely durable suit of Power Armour that can easily tolerate the extreme stresses of grav-drops, jump insertion operations and the thunderous recoil of portable heavy weaponry.
Although they wear similar suits of Mark X armour as Inceptor drop troops, Suppressors do not strike into battle from low orbit like Inceptors, instead relying upon their Jump Packs and Grav-Chute arrays to manoeuvre into an enfilading position where their weapons tear through heavily armoured enemies and shred light vehicles.
All variants of the Mark X also allows for the utilisation of a new breed of Astartes weaponry, such as Mark II Cawl Pattern Bolt Rifles, Assault Bolters, Boltstorm Gauntlets, Auto Bolt Rifles, Plasma Incinerators and many others.
Mark X Power Armour Specifications (Tacticus and Gravis Variants)
Mark X Tacticus and Gravis Power Armour Modular Design Elements (variants for Intercessors and Inceptors displayed)
Mark X Tacticus Helm - This design, used by the Primaris Space Marine Intercessors, incorporates elements from the most sophisticated prior marks of Power Armour, the Mark IV Maximus and Mark VIII Errant Patterns, in addition to new systems and adaptations.
Reinforced Vambrace - Primaris Space Marine Sergeants, Lieutenants and other officers incorporate communication Cogitators.
Poleyn - A kneeplate with raised guard provides added protection to the joint.
Pauldrons - Shoulder pauldrons incorporate a second armour layer. Reactive armour and curvature increase the Mark X armour's protection potential.
Mark II Cawl Pattern Bolt Rifle - Like all weapons in the Bolter family, the Bolt Rifle fires small, self-propelled missiles known as bolts which explode with devastating effect. The Mark II Cawl Pattern Bolt Rifle has a longer range and slightly more penetrating power compared to the standard-issue Bolter.
Socket Ports - Socket ports on the cuisses (thigh armour) provide easy access for stim-injectors and diagnostic data-links.
Honours - A Dominus-class Purity Seal and attached oath-papers are commonly worn.
Ankle Joint - Heavily reinforced ankle join, (ref. Mark VIII Errant Pattern)
Plastek Mech Belt - Plastek mesh belt and equipment pouches allow the wearer more waist movement.
Mark X Backpack - The Mark X armour's backpack, with reinforced armour plates in line with the armour's overall design.
Backpack Venting Ports - Backpack venting ports are now incorporated into the backpack to allow for more efficient venting of waste heat.
Power Cabling - Standard conduits for power distribution.
Bolt Pistol - An additional compact model Bolt Pistol sidearm is now commonly worn as a backup weapon.
Reinforced Undersuit - This reinforced undersuit adds to the comfort of the Astartes within as well as an extra layer of protection.
Mark X Gravis Inceptor Helmet - The Mark X Gravis Pattern helmet used by Inceptors possesses an expanded rebreather filter for low-orbit combat drops.
Helmet Cowling - A helmet cowling and gorget are able to seal off during orbital descent.
Ablative Armoured Tasset Plates - Ablative armoured tasset plates provide additional protection on the hip and lower pelvis area.
Inceptor Pauldron - Pauldrons with a third-layer of armour, compared to only two on the standard Mark X Tacticus Pattern armour.
Assault Bolter - A short-ranged, hand-held variant of the Heavy Bolter which incorporates a blast shield and large box magazine with high-speed uploader.
External Hydraulic Footplate - The Inceptor uses these footplates to control the power and direction of his Jump Pack's thrust.
Grav-Chutes - Grav-Chutes, for controlling low-orbit drop speeds.
Grave Vanes - Grav vanes provide optimised manoeuvrability during low-orbit drops.
Guidance Thrusters - Secondary guidance thrusters integrated into greaves.
Main Thrusters - The Jump Pack of the Inceptor variant of Mark X armour is fully integrated into the rest of the suit, unlike the lighter Jump Pack used by standard Assault Marines, who wear it over the earlier marks of Power Armour as a separate device.
Guidance Thrusters - These thrusters provide the variable thrust needed for the Inceptor to control his flight.
Power Cabling - Power cabling on the back of the greaves provide auxiliary power to the armour's secondary thrusters.
Adaptability
One design feature of Power Armour patterns Mark VI through Mark VIII is their extreme ruggedness and high level of adaptability; it is fairly common within most Space Marine Chapters to see a suit combining parts originally created for three or four different patterns of suits, salvaged from dead Battle-Brothers on the battlefield. Mark VII armour, in particular, was created with this simple modularity in mind.
The many different Loyalist Space Marine Chapters of the present utilise all these different Power Armour patterns in differing ratios. Some choose to equip their Astartes with the most advanced patterns of armour available to them, while others cherish the older patterns and seek to maintain them for as long as possible in a combat-ready state.
It should be noted that the Mark I, II and III patterns of Power Armour are no longer in general usage by any Chapter's Battle Companies and are extremely rare relics of any Chapter lucky enough to still possess a complete suit of these types, though the Mark II and Mark III can be seen with slightly greater frequency among the Chaos Space Marines of the Traitor Legions.
The Consecrators Chapter, one of the Successor Chapters of the Dark Angels that inherited much of the original Dark Angels Legion's equipment during the Second Founding, will actually avoid the use of any suits newer than the Mark VI, and thus appears on the field as a Space Marine Legion from the legendary days of the Horus Heresy.
In many cases, only sections or portions of the more ancient patterns of armour remain, adapted to fit with more recent suits of Mark VI or Mark VII armour. However, even a single shoulder plate or gauntlet that has seen millennia of service and countless battles is a treasured relic of a Chapter that brings much honour to the Astartes who has earned the right to wear it.
The No Helmet Custom
It is fairly common to see a Space Marine in combat without his helmet, especially among sergeants and officers, and many Astartes choose to remove their helmet when there is no immediate danger present. Despite the added risk this practice presents, or perhaps because of that added danger, many Astartes see this practice as an honourable act of courage and even defiance to the Emperor's enemies.
The absence of a helmet does mean that the Astartes loses the Autosenses that are housed within his armour, so those Space Marines who favour this custom often utilize earpieces or ocular enhancement devices, either as temporary additions or bionic replacements. Additionally, to insure a correct environmental seal, some of the proper rituals must be followed, which can take several more minutes.
In addition to the loss of their suit's Autosenses, a Space Marine who chooses not to wear his helmet in combat cannot take advantage of the suit's environmental and life support systems, which means that this custom cannot be indulged in during combat in a vacuum or a hostile atmosphere.
When the helmet is off, the suit's Vox link, while still usable through transceivers implanted in the armour's collar, can provide audio transmission only instead of the pictographic and videographic transmissions that are also possible when the helmet is worn. However, an Astartes commanding his fellow Battle-Brothers in the field will often find their respect and unit cohesion enhanced due to the pride they take in their leader's unflinching willingness to face increased risk.
Of course, if a major fire-fight does break out or an Astartes unit enters an area of a hostile environment, putting one's helmet on as quickly as possible may be the only prudent course. While the proper battle-prayers and rituals for donning a complete suit of Power Armour usually take a considerable amount of time, it is possible to replace a helmet quickly when the need is urgent.
After the helmet is replaced, it make take a few more minutes for the suit's Autosenses and full Vox link to become available, as the armour's Machine Spirit takes time to reactivate after an abrupt reawakening. Additionally, to insure a correct environmental seal, some of the proper rituals must be followed, which can take several more minutes.
Amongst the Astartes, it is the Space Wolves who are the most fervent practitioners of this custom. In their case, it is no mere show of courage as the Canis Helix gifts them with a preternaturally acute sense of smell, rivalling that of natural wolves or trained scent-hounds.
Many Space Wolves are able to follow their targets, or the very flow of battle, thanks to minute changes in scent when fighting helmetless. The Space Wolves consider the added risk of a well-placed sniper shot to the head acceptable when equated with the ability to scent ambushes or the very moment an enemy will break or charge.
This habit of gaining information about a situation by scent is so natural to the Space Wolves that many feel slightly disoriented and claustrophobic when forced by circumstances to don their helmets.