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(Notable Space Marine Foundings)
(Creation of a Space Marine)
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'''Indoctrination''' - Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within.  These mental powers are, if anything, more extraordinary than even the physical powers described above.  For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man.  A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too.  Some Marines develop photographic memories.  Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.
 
'''Indoctrination''' - Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within.  These mental powers are, if anything, more extraordinary than even the physical powers described above.  For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man.  A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too.  Some Marines develop photographic memories.  Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.
  
'''Implantation''' The 19 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others.<sup>2</sup>  Because of this and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.  Listed below is the complete set of implants used:
+
===Implantation===
 +
The 19 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others.<sup>2</sup>  Because of this and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.  Listed below is the complete set of implants used:
  
 
'''Phase 1 - Secondary Heart'''- This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments.  Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.<sup>2</sup>
 
'''Phase 1 - Secondary Heart'''- This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments.  Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.<sup>2</sup>
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'''0000 - Rest Period''' - Space Marines are allocated 4 hours in which to sleep.
 
'''0000 - Rest Period''' - Space Marines are allocated 4 hours in which to sleep.
 +
 
==Space Marine Symbols==
 
==Space Marine Symbols==
 
The Space Marines have their own [[Space Marine Honour Badges|badge system]] separate from the rest of the Imperium.
 
The Space Marines have their own [[Space Marine Honour Badges|badge system]] separate from the rest of the Imperium.

Revision as of 20:34, 25 December 2007

Template:IntWik
File:Ultramarines.jpg
A pair of Ultramarines Space Marines

The Adeptus Astartes (Space Marines) are the best military force the Imperium has to offer. Its warriors are chosen from the best examples of Mankind throughout the Imperium, who are then indoctrinated to become absolutely dedicated and merciless. They are genetically re-engineered to give them superhuman abilities. They are capable of spitting acidic venom, absorbing the memories of the dead by eating their flesh, changing the color of their skin to match the radiation levels of the planet, and operating for long periods without sleep by switching off parts of their brains at a time.2,3

As they are both elite and constitute a very small number, they fight as mobile strike forces; their battles are decisive, where battles of lesser Imperial forces are won through attrition.

They wear power armour; which, due to the numerous implants the Space Marines possess, they are able to fully interact with.

During the Great Crusade, twenty Space Marine Legions under the Emperor of Mankind, unified fragmented Humanity into a single Imperium.

Half of these legions turned against the Imperium in a rebellion known the Horus Heresy. Under the Emperor's greatest general, the Primarch Horus, these Traitor Legions fought the loyal Legions in a galactic civil war, culminating in a siege of Terra. The Heresy ended only when Horus was slain by the Emperor.

After the Heresy, the vast Legions were divided into separate Chapters of roughly a thousand fighting brothers each.

To this day the loyal Space Marines continue to protect Humanity from aggressive alien species, like the barbaric Orks, the Eldar, their renegade kin the piratical Dark Eldar, the technological and idealistic Tau, the voracious Tyranids and the ancient Necrons, besides many other alien races. Alongside these threats to mankind's continued dominance are the Chaos Space Marines, who survive and remain a threat to this day.

There are at any one time roughly a thousand Space Marine Chapters. As of 765.M41, 13 chapters have been lost in the warp, 21 destroyed through irrecoverable battle losses, nine destroyed by gene-seed failure, four by inquisitorial purges and 16 lost through other circumstances.1

The history of the Space Marines

See main articles: Great Crusade, Primarch Project, Primarch, and Space Marine Legions

As the Emperor of Mankind began to plan the Great Crusade he felt the need for faithful lieutenants who could lead his forces throughout the galaxy. Even the Emperor could not be everywhere at the same time, and accordingly he created twenty Primarchs using his own DNA. However while the foetal Primarchs where still maturating inside of womb-vats, the Chaos Gods somehow managed to spirit them away. Unable to destroy them, they still were able to scatter the Primarchs throughout the galaxy. However not everything was lost, and using samples collected previously from the Primarchs the Emperor was able to create Space Marines. In the creation of a particular legion he only used the material of a single Primarch. This created twenty distinct Space Marines Legions which he lead into the Great Crusade.

During the Great Crusade, the Emperor, sensing that the primarchs were still alive, searched and eventually found his 'sons', one by one. Upon discovery the single primarch would be evaluated, and if found worthy - all of them were - received the command of his respective legion. His homeworld would also become the new homebase of the Space Marine Legion in question. The first to be found was Horus, who would become the most trusted 'son', second only to the Emperor.

Eventually, the Great Crusade reached a point where the Emperor felt that his Primarchs could continue without him. He returned to Terra to begin to reorganise his empire into a unified whole. He left Horus in command of all forces, naming him Warmaster. Alas, under mysterious circumstances Horus fell to Chaos and betrayed the Emperor's trust, planning and waging a terrible civil war known as the Horus Heresy.

Horus Heresy

See main article: Horus Heresy

During the 31st Millenium, Horus was afflicted by a disease and took refuge on a Feral World named Davin. It was after his healing that Horus's attitudes began to change. During his illness he was inducted into a Warrior Lodge, becoming a Brother of the lodge rather than an outsider. This seemed to increase his rate of change, and further drew Horus to Chaos. Once Horus was well again, he brought his forces Isstvan III to put down a local revolt. After arranging for Marines whose loyalty was more to the Emperor than to himself to lead the assault, Horus ordered his fleet to virus bomb the entire planet, destroying the entire population and most of the Marines on the surface. This was Horus's first overt act of treachery. Only one ship, the Eisenstein, commanded by a captain of the Death Guard legion, managed to escape with word of what had happened.

Horus then moved his forces to Isstvan V where he set up his command base. He was met by seven legions sent to bring Horus back to Terra to face the Emperor in an investigation of his actions of Isstvan III. Four of these Legions turned traitor and, of the remaining three, only a few Space Marines managed to escape to warn the Emperor. Horus had shown his true colours and began a civil war which would end with the Battle of Terra.

Battle of Terra

See main article: Battle of Terra
The Battle of Terra involved many Space Marine Legions and culminated in a battle between Horus and the Emperor. Horus had baited the Emperor into teleporting onto his Battle Barge by simply lowering his void shields. The Emperor, Sanguinius, Rogal Dorn and several Space Marines teleported onto the ship but were somehow scattered throughout the ship. Sanguinius reached Horus first, and was slain. When the Emperor found Horus over Sanguinius's body, the Emperor and Horus became locked in an epic battle, waged in both the physical and psychic universe. Horus would only be defeated when the Emperor realised that he could not save his "son" from Chaos; the Emperor had to abandon all compassion to destroy Horus.

Horus was killed, but the Emperor had taken several mortal wounds; Rogal Dorn found him on the deck of the ship; the Emperor, with his last words, instructed that he be placed within the life-supporting Golden Throne, in which, ten thousand years later, the Emperor still resides.

Age of the Imperium

When the Emperor ascended to the Golden Throne, the structure of the empire he had built collapsed and it was left down to the Space Marines to hold it together. Over the coming millenia, the Space Marines fought off the enemies of the Emperor and put down heresies which would have destroyed the Imperium. During this period, it was primarily the Ultramarines who kept back the enemies of the Imperium due to their posting far from Terra during the Horus Heresy. Their Primarch, Roboute Guilliman, wrote a tome known as the Codex Astartes which designated how Space Marines Legions should be broken down into far smaller Chapters. This would become the founding principle of most of the Space Marine forces created from then on. It was designed to prevent any one person from gaining so much power as Horus had. It would prove to be very successful, if somewhat disliked by several Primarchs, most notably Leman Russ. Eventually, in the name of unity, all Legions save the Space Wolves were broken down into the roughly 1000 strong forces we have today. (The Space Wolves did grant their great companies increased autonomy, thus complying with the spirit of the Codex if not the letter)

The Codex Astartes

See main article: Codex Astartes
The principle of the Codex was to reorganise the huge Space Marine Legions into Chapters, smaller units one tenth of the legions original size. The Chapters consisted of, at maximum, 1,000 standard Space Marines as well as their accompanying commanders and assistants. Each Chapter has its own unique heraldry and traditions, primarily drawn from the original Space Marine Legion. Most Chapters tend to follow the Codex Astartes, notable exceptions being the Black Templars, Blood Angels, Space Wolves, and Dark Angels.

The Foundings

See main article: Founding
The Space Marines are a force in high demand throughout the Imperium but there are by no means sufficient numbers to go around. This led to the creation of the 'Founding System' to run in conjunction with the Codex Astartes. The creation first twenty Space Marine Legions would become known as the First Founding. The Second Founding saw the creations of chapters and the re-organization per the Codex Astartes. Since then there have been 26 foundings. The creation of new chapters can only be ordered and allowed by the High Lords of Terra.

Notable Space Marine Foundings

See main article: List of Space Marine Chapters
There are many hundreds of chapters of Space Marines in operation throughout the galaxy, a large number of which are recorded in the Space Marine Chapter list.

There are several well known and notable Space Marine chapters, mainly known for their exploits for the Imperium. Some of these include:

Adeptus Custodes

See main article: Adeptus Custodes
The Adeptus Custodes are a secretive force created to protect the Emperor. They always follow the Emperor and have not left Terra since he ascended to the Golden Throne. The early Custodes may have originally been the prototypes for the Space Marines and their Primarchs.

Creation of a Space Marine

The creation of a Space Marine requires several methods and stages and takes a good deal of time. A young, usually pre-teen, healthy recruit is the basic requirement for a Space Marine. Also a sample of the Chapter's gene-seed is required for implantation. Implantation goes hand-in-hand with chemical treatment, psychological conditioning and subconscious hypnotherapy. All of these are essential if the Marine is to develop properly, and acquire full use of the implants.

Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very carefully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the intiation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. Marine power armour suits contain monitoring equipment and drug dispensers to aid in this.

Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new abilities. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a Hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural stimuli in order to awaken their minds to their unconscious metabolic processes.

Training - Physical training stimulates the implants and allows them to be tested for effectiveness.

Indoctrination - Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous system to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.

Implantation

The 19 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others.2 Because of this and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation. Listed below is the complete set of implants used:

Phase 1 - Secondary Heart- This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.2

Phase 2 - Ossmodula - A small, tubular and complex organ, The ossmodula secretes hormones that both affect the ossification of the skeleton and encourage the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet.2 This heavily alters the way the Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size (along with most other bones) and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.

Phase 3 - Biscopea - This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.

Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age.2

Phase 4 - Haemastamen - Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.2

Phase 5 - Larraman's Organ - A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.

Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age.2

Phase 6 - Catalepsean Node - Implanted into the back of the brain this pea-sized implant influences the circadian rhythms of sleep and the body's response to sleep deprivation.2 This allows a Space Marine to rest parts of his brain whilst awake. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

Hypnotherapy normally begins at this point in the process, ideally sometime between 14 and 17 years of age.2

Phase 7 - Preomnor - This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.2

Phase 8 - Omophagea - This implant allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which is responsible for the various flesh-eating and blood-drinking rituals for which certain Marine Chapters are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.2

Phase 9 - Multi-lung - This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.2

Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16.2

Phase 10 - Occulobe - This implant, that sits at the base of the brain, provides hormonal stimuli that allows the Apothecaries to perform optic therapy upon the recipient, adjusting the growth-patterns and sensitivity of the eye, the net result being that Space Marines have superior vision to normal humans and can see perfectly in complete darkness.2

Phase 11 - Lyman's Ear - Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.

Phase 12 - Sus-an Membrane - Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. It should also be noted that Talonmaster Zso Sahaal of the Night Lord's legion spent nearly ten thousand years in suspended animation when his ship was entombed in the warp by the Eldar, however time in his ship may not have passed at the same rate as in normal space.2

Phase 13 - Melanochrome - This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.2

Phase 14 - Oolitic Kidney - In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.2

Phase 15 - Neuroglottis - This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.

Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18.2

Phase 16 - Mucranoid - This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.

Phase 17 - Betcher's Gland - This allows a Space Marine to spit a poisonous and corrosive acid that can eat through iron bars. It is generally accepted that Marines have a coating of some kind in their mouths and digestive tracts to prevent the acid from eating away at their insides.

Phase 18 - Progenoids - There are two of these glands, one situated in the neck and the other within the chest cavity. These take time (5 years in the first case, 10 in the latter)2 to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.

Phase 19 - Black Carapace - The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface.2 This allows a Space Marine to interface directly with his Power Armour and use all of the additional features on the armour, such as medical information.

Daily Rituals of a Space Marine

Space Marines have very organised daily routines including combat duty, prayer and indoctrination sessions with very little free time. This lends itself well to the disciplined and monastic nature of the Space Marines. They also spend very little time resting, made possible by the training and implants. Many Chapter-Masters prefer to randomise schedules to keep the brethren constantly alert.

0400 - Morning Prayer - Led by the Company Chaplain the Space Marines renew their oaths to The Emperor and the company relics are displayed. This time is also used to give out orders, announcements and other administrative tasks.

0500 - Morning Firing Rites - The Space Marines engage in target practice with their personal and squad weaponry, awards and punishments are dispensed for consistently good or poor accuracy respectively.

0700 - Battle Practice - Generally this is close quarters oriented, however live fire or hazardous environment training may be done instead (or as well).

1200 - Midday Prayer - In addition to prayer any injured Space Marines can report to the Apothecary.

1300 - Midday Meal - Normally local wildlife killed during the morning activities.

1315 - Tactical Indoctrination - This can take many forms, from information on a new alien species or technology to strategy. A debrief of the morning's battle is common as well.

1500 - Battle Practice - This focuses more on combined tactics in conjunction with vehicles, Dreadnoughts and devastator squads and normally includes a trial of a new tactic introduced during the tactical indoctrination.

2000 - Evening Prayer - In addition to prayer, gene-seed testing may occur at this point.

2100 - Evening Meal - A feast (by normal human standards) is provided by the Chapter serfs, and some Chapter Masters may allow alcohol to be consumed.

2130 - Night Firing Exercises - If the chapter is based on a planet where there is no perceptible night or they are based on a fleet, firing exercises are under taken in exotic environments such as underwater, through dense fog or smoke or in zero gravity.

2315 - Maintenance Rituals - Each Space Marine is expected to maintain his own power armour and weapons, and it is often checked by the Chapter's Techmarines.

2345 - Free Time - Space Marines are permitted this time to reflect upon their duty to The Emperor, however many Chapter Masters regard free time as a frivolous waste.

0000 - Rest Period - Space Marines are allocated 4 hours in which to sleep.

Space Marine Symbols

The Space Marines have their own badge system separate from the rest of the Imperium.

The Space Marines in Warhammer 40,000

Space Marine Structure

The Space Marine army list is very well structured and organised. They follow a standardised pattern and have unit specifically for assault roles, ranged roles and combination roles as well as light, medium and heavy vehicles. These are shown in Space Marine Structure.

Space Marine Armoury

Space Marines make use of a very wide variety of weapons and equipment. These range from ancient slug firing weapons to huge tank busting Lascannons and ornate armour. They can also use a variety of close combat weapons. These are shown in the Space Marine Armoury.

Sources

External links

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