
                           Chapter 9 - Space Marines
                           =========================

       +------------------------------------------------------------------+
       |  "When people forget their duty they are no longer human and     |
       |   become something less than beasts. They have no place in the   |
       |   bosom of humanity nor in the heart of the Emperor. Let them    |
       |   die and be forgotten."                                         |
       |    - from Prime Edicts of the Codex Astartes as told by Dante    |
       +------------------------------------------------------------------+

          ______________________________________________________________
        _/                                                              \_
       |  This Chapter is partly based on an old Whte Dwarf article by    |
       | Rick Priestly, reprinted in Warhammer 40,00 Compendium.  Many    |
       |     thanks to Arne Dam for providing much of the information     |
       |                     presented in this chapter.                   |
        ~\                                                              /~
          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


9.1 Introduction
=-=-=-=-=-=-=-=-

 The Adeptus Astartes is the force otherwise known as the Space Marines - 
the finest fighting force humanity has to offer its most deadly of enemies.  
They are superhuman warriors that have the best guns, equipment and armour 
the Imperium can afford.  At this moment players are probably thinking 
"We can be Space Marines!"  Well, it's up to the GM and the scenario he is 
doing.  But as far as Space Marine PCs are concerned they should, in general,  
only be allowed if there is a campaign specially tailored for them.  This is 
because, as they are the finest human warriors and potentially the best in 
the entire universe, they are quickly dispatched against the deadliest of 
enemies, not against some gang from a scumy hive world (unless there's a 
catch in it of course).  Oh yes, and they can unbalance play too...  The 
bottom line is that when there is a Tyranid invasion or a renegade Imperial 
Commander or a troublesome Ork warlord to get rid off, the Space Marines will 
be dispatched to deal with them with ruthless speed and efficiency.

 The Space Marine Chapters of the Adeptus Astartes follow, as a rule, a tome 
written by Primarch Roboute Guilliman shortly after the Horus Heresy, called 
the Codex Astartes.  This details the organisation, administration, tactical 
preparation, and much, much more, of the Chapter.  It is as much a treatise on 
fortieth millenium warfare as on the administration of a Space Marine Chapter.  
Most follow its teachings as the Word of the Emperor made incarnate, to a 
greater or lesser extent.  Others, most famously the Space Wolves chapter, 
have ignored its teachings for time immemorial.  As much as the Adeptus Terra 
would like to clamp down on these mavericks (and in their eyes, Heretics), 
the truth is that most understand this is neither necessary (the Space Wolves 
have never shown any signs of ever doing anything other than faithfully serve 
the Emperor) nor feasible, as there would be no way to force them to follow 
its teachings other than perhaps bring the armoured might of two or more 
fellow Chapters against them.

 What follows reflects to a large extent the teachings of the Codex Astartes, 
and may be taken as a guide to an average Space Marine Chapter.


9.2  History
=-=-=-=-=-=-

 The history of the Space Marines began many millenia ago, before the Age of 
Strife ended and the Horus Heresy took place.  The Emperor still walked the 
Earth and the Earth was beset by Warp storms.  The Emperor was not idle in 
this time and knew that for the Human race to survive, it must expand into 
space, make colonies on new worlds.  He drew up a plan of galactic conquest, 
knowing that there would be hostile alien races that would beset Mankind.  
Centuries before the Age of Strife ended, he started work on a number of 
embyronic super humans, using advanced gene splicing techniques and using 
even some of his own DNA.  The result was the Primarchs, twenty of them, each 
genetically unique.  Then but embryonic babies in life sustaining growth 
capsules, they were destined for great things, for good or ill, and as much 
as the Emperor had tried to hide the project from the Chaos Powers, they 
found out.  A daemonic raiding party was sent by the Chaos Powers to capture 
the infant Primarchs and, if possible, destroy them.

 But fate intervened.  The raiding party made off with the tykes, but leaving 
Earth were caught in a Warp storm of titanic proportions.  The raiding party 
was scattered, and the infant Primarchs not destroyed (thanks to the 
protections laid upon the capsules by the Emperor) but scattered through the 
Warp, each to come to rest on a plenet somewhere.  Meanwhile, on Earth, the 
Emperor knew immediately they had been taken.  He could tell they and their 
capsules were still safe and intact, but for all his psychic ability he was 
powerless to psychically locate them.  Only later, during the conquest to 
come, would each be discovered once more.

 The Emperor was forced to consolidate.  Unable to replicate the work 
invested on the Primarchs, he still had the artificially grown organs created 
from the gene sequences of the Primarchs, and these organs were replicated, 
such that for each Primarch organs grown from that Primarchs gene code were 
implanted into 1000 warriors.  Thus were born the first Space Marine Legions.  
Eventually, the Age of Strife came to a close and as the great Warp storms 
subsided, the Great Crusade began.  By the Emperors side fought 20,000 
genetically enhanced warriors - the Space Marines.

 Gradually, the lost Primarchs were found and reunited with the Space Marines 
who shared that genetic heritage.  Rogal Dorn was reunited with the Imperial 
Fists legion, Sanguinius with the Blood Angels, Lion El'Jonson with the Dark 
Angels, Roboute Guilliman with the Ultramarines, Leman Russ with the Space 
Wolves, and so on.  Horus was reunited with the Lunar Wolves.  He proved the 
most able of the Primarchs, became the Emperors best friend and Warmaster and 
soon led the Great Crusade to the opposite side of the galaxy while the 
Emperor commanded from Earth.

 But the Primarchs brushs with Chaos in their infancy had not left them 
unmarked.  Each had been whispered dark promises as they drifted through the 
Warp, and in some cases the capsules had not been completely impervious to the 
Warp flow - some essence of the Warp had "leaked in".  Thus it was that while 
on the whole they appeared completely unaffected by their brush with the dark 
side, in some there were what in other circumstances might have stood out as 
obvious mutations - such as the winged form of Sanguinius - while others were 
touched not physically but mentally.

 Fully half the Primarchs stayed true to the Emperor.  On the edge of the 
Galaxy, Horus declared war on the Emperor of Earth.  One by one, at least 
eight other Primarchs and their Legions sided with Horus.  Three legions 
are not now listed in the Imperial records, all traces of them seemingly 
deleted from the Imperial Annals.  It is not known what became of them, nor 
if they survived the Heresy.  In any case, nine legions waged war on the 
Legions that stayed true to the Emperor.  Slowly, the Emperors forces 
retreated to Earth.  At the end of the Heresy the Traitor Legions had Earth 
besieged.  One final assault was all it would take for Horus to be victorius.  
But Horus made one final mistake - he lowered the shields on his Battle Barge.  
As he did so the Emperor became aware of him, of where he was, and immediately 
teleported himself and his immediate entourage into Horus' Battle Barge.  The 
entourage included Primarchs Sanguinius and Rogal Dorn.

 They found a ship horribly warped by Chaos.  Sanguinius was split up from the 
rest of the party, and found Horus first.  The Emperor found Horus with 
Sangunius' broken body lying at the Warmasters feet.  The Emperor and Horus 
fought, the outcome of which would decide Mankinds fate.  History records that 
the Emperor won, but at terrible cost.  He was later incarcerated in the life 
preserving Golden Throne.

 Chaos defeated, the Traitor Legions fled to the Eye of Terror.  Meanwhile, 
the survivors of the civil war set about rebuilding the shattered Imperium.  
The Emperor somewhat indisposed, Primarch Roboute Guilliman of the 
Ultramarines was one of the founding members of the Council of High Lords, 
which has ruled over the Imperium ever since.  He wrote the Codex Astartes, 
which ruled that the Space Marine legions of the First Founding were to be 
split up into smaller units, called Chapters, each 1000 warriors strong.  It 
mandated that recruitment would take place more slowly to minimise the 
mutation of the Chapters gene seed, and a host of other measures.

 The new Chapters formed from the larger Legions were many.  Always the 
largest legion, the Ultramarines were split into the most chapters, while the 
Space Wolves was split into but two.  All in all, the new chapters became 
known as the Second Founding.  Part of the Second Founding was one Chapter 
that inherited from no existing Legion.  Shrouded in secrecy, the Grey Knights 
were created as a specialist daemon hunting force.  More about the Grey 
Knights can be found in Witchhunt, the chapter of this publication about the 
Inquisition.  For each set of Chapters formed from a given Legion, one kept 
the Legions original heraldry and uniform, the others were given new 
heraldrys to wear into battle.

 Another measure of the Codex Astartes was to centralise the gene seed banks 
of the Space Marine chapters.  The gene seeds would now be controlled by the 
Adeptus Terra on Earth, and it alone had the power to instantly create whole 
new Chapters of Space Marines.  Now, in the present day of the galaxy, there 
are over 1000 Chapters.  New ones are created now and then, by the Adeptus 
Terra, to meet some current need.  The latest Founding was the 26th, among 
which Chapters the White Panthers chapter was established.


9.3 The Chapters
=-=-=-=-=-=-=-=-

 Every Space Marine belongs to a Chapter which is effectively the army he 
belongs to and devotes his entire life to.  There are a thousand of these 
Chapters scattered throughout the galaxy, usually where there is conflict, and 
a large proportion will be situated out of the confines of the Imperium 
altogether. Each Chapter consists of a thousand Space Marines which also 
consists of ten Companies each numbering a hundred Space Marines.

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

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

 The most famous of the Chapters of the Imperium are: Dark Angels, Space 
Wolves, Imperial Fists, Ultramarines, Blood Angels, White Scars, Iron Hands, 
Raven Guard and Salamanders. These were the amongst the original Chapters that 
weren't seduced by Horus to fight for the forces of Chaos in the Primarch's 
doomed heresy.

 Every Space Marine Chapter carries its own colour scheme and icon to identify 
it in the heat of battle, which is worn on the armour of all its member 
Marines.


9.4 Space Marine Squads and Companies
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 A company is led by a Space Marine Captain and each squad, typically 
consisting of ten Space Marines, is led by a Space Marine Sergeant or veteran.  
There are Devastator, Tactical and Assault squads that make up most of the 
Companies.  The Devastator pack heavy weapons, the Tactical squads are used in 
a general combat role and the Assault squads use close combat weaponry.  
Although all Space Marines are trained in the use of these weapons it is 
necessary to have different squads for different combat roles.  All, except 
those of the First Company, wear specially constructed Power Armour.  The 
current version of Power Armour used is the so called Codex Armour, or Armour 
Impetus ("Eagle Armour"), named after the emblazened eagle representing the 
Emperor which decorates the chest of every suit.

 The First Company is made up of the finest warriors of the Chapter.  These 
will be the oldest and the most battle-hardened of all the Space Marines of 
the Chapter.  It is the senior and most respected of Companies and its members 
are allowed to use, and honoured to, the Terminator Tactical Dreadnought Suits 
or Terminator armour, as well as other Space Marine equipment.  When not 
operating as a Terminator Company, they are used as Veteran squads in normal 
Power Armour.

 The Second, Third, Fourth and Fifth Companies are battle companies, each 
consisting of six Tactical squads, two Assault squads and two Devastator 
squads.  These companies generally bear the brunt of the fighting.  Their 
Assault squads may be deployed as bike or land speeder squadrons.

 The Sixth and Seventh Companies are tactical companies, with ten Tactical 
squads each.  These act as a reserve to bolster the main battle companies in 
hard times, launch diversionary attacks or stem enemy flanking moves.  Company 
Six may be deployed as a set of bike squadrons, and the Seventh Company as 
land speeder squadrons, to act as a light vehicle reserve formation.

 The Eighth Company is an Assault company, with ten Assault squads.  This 
company is often deployed with jump packs, bikes and land speeders, and used 
wherever a strong hand-to-hand fighting force is needed.

 The Ninth Company is a Devastator company, with ten Devastator squads.  It 
provides long range support, heavy weaponry and bolsters defensive positions.

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

 All companies also include a standard bearer, Chaplain and Apothecary each.  
Each is led by a Captain and psychic support is provided by the Chapters 
Librarians, technical expertise given by the Techmarines.  Each Company has a 
colour assigned by the Codex Astartes, which is usually worn on the shoulder 
pads of the Marines Power Armour.  The colours are:

 Company   Colour
---------------------
 First     white
 Second    yellow
 Third     red
 Fourth    green
 Fifth     black
 Sixth     orange
 Seventh   pink
 Eighth    grey
 Ninth     blue
 Tenth     white

 Though the Tenth Company and First Company are assigned the same colour, 
they are readily distinguished by the fact that the main troopers of the 
Tenth (scout) company do not wear full Power Armour.


9.5 The Attributes of the Space Marine
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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

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


9.6 Implants
=-=-=-=-=-=-

 The various implants cause vital changes in a Marines physique and mental 
state. Many of these changes are controlled by natural hormonal secretions 
and growth patterns. Implants may not prove effective, or may not become 
fully functional, if they are carried out once the recipient has reached 
certain stages of natural development. It is therefore inevitable that 
recruits must be reasonably young. Tissue compatibility is also essential, 
otherwise organs may fail to develop properly.

 The nineteen organs created by the ancient technicians of the Emperor are 
described below. Each of these organs is extremely complicated and because 
many of the organs only work properly when another organ is present, the 
removal or mutation of one organ may affect the exact functioning of the 
others. For these reasons, implants must be constantly monitored, and many 
Marines have to undergo corrective surgery or chemo-therapy to re-balance 
their metabolisms.


Phase 1 - Secondary Heart.
 The simplest and most self sufficient implant, situated on the right side of 
the chest and growing from an implanted germ cell.  The secondary heart is 
capable of boosting the blood supply or maintaining full life functions even 
with the destruction of the recipients original heart. The phase 1 implant 
enables Marines to survive low oxygen concentrations and traumatic injury.  
 The secondary heart will modify the results of many of the critical hits. 
This is left for the GM to handle.

Phase 2 - Ossmodula.
 This is a tubular shaped organ in the lower part of the brain whose small 
size belies its complex structure.  The ossmodula monitors and secretes 
hormones affecting epiphiseal fusion and ossification of the skeleton. At 
the same time, the specially engineered hormones encourage the forming bones 
to absorb ceramic based chemicals administered in the Marines diet.  
Two years following implantation, this will have caused considerable 
strengthening of the long-bones, extreme ossification of the chest cavity 
(fusing the rib cage into a solid protective shell) and a general increase in 
the size of the recipients skeleton.
 The Ossmodula increases Toughness by 1.

Phase 3 - Biscopea.
 This organ is implanted into the chest cavity.  It is small, approximately 
circular and, like the Osssmodula, its primary action is hormonal.  The presence 
of the Biscopea stimulates muscle growth throughout the body.
 The Biscopea increases Strength by 1.

Phase 4 - Haemastamen.
 This tiny organ is implanted into a main blood vessel. The haemastamen serves 
two purposes.  It monitors and to some degree controls the phase 2 and 3 
implants. The organ also alters the constituent make-up of the recipients 
blood.  As a result, Marine blood is very brightly red and considerably more 
efficient than ordinary human blood, as it has to be when you consider the 
extra biological hardware a Marine carries inside him!

Phase 5 - Larramans Organ.
 This is a liver shaped, dark, fleshy organ about the size of a golf-ball.  It 
is implanted into the chest cavity along with a complicated array of blood 
vessels.  The organ generates and stores special "Larraman cells".  If the 
recipient is wounded, these cells are released into the blood stream. They latch 
onto leucocytes in the blood and are transported to the site of a wound.  Once 
in contact with air, the larraman cells form a skin substitute of instant scar 
tissue, staunching the flow of blood and protecting any exposed wound area.
 The Larramans organ reduces wounds due to blood loss by 1.  Additionally, the  
Marine may make a T test every round when wounded.  On a pass, the wound is 
closed by an instant layer of scar tissue.  This makes it perfectly feasible 
for a Marine to survive without his legs and even arms!  When a Marine has 
sustained wounds as terrible as that he will go into suspended animation by 
using his Sus-an Membrane.

Phase 6 - Catalepsan Node.
 This brain implant is usually inserted into the back of the skull via a hole 
drilled into the occipital bone.  The pea-sized organ influences the circadian 
rhythms of sleep and the bodys response to sleep deprivation. Normally, a 
Marine sleeps like any normal man, but if deprived of sleep, the catalepsian 
node cuts in.  A man implanted with the node is capable of sleeping and 
remaining awake at the same time by switching off areas of the brain 
sequentially - resting half the brain at any one time.  This process cannot 
replace normal sleep entirely, but increases a Marines survivability by 
allowing perception of the environment whilst resting.
 This means that the recipient only needs sleep once every 4 to 7 days 
depending on the circumstances.  An exhausting battle will drain a Marine 
no more than a casual walk.

Phase 7 - Preomnor.
 The preomnor is a large implant which fits into the chest cavity. It is a 
pre-digestive stomach which allows the Marine to eat a variety of otherwise 
poisonous or indigestible materials.  No actual digestion takes place in the 
preomnor, instead individual sensory tubes assess potential poisons and 
neutralise them or, where necessary, isolate the preomnor from the rest of the 
digestive tract.
 The Preomnor gives the Marine a +20 modifier on Poison tests.

Phase 8 - Omophagea.
 This is a complicated implant. It really becomes part of the brain, but is 
actually situated within the spinal cord between the spine and the preomnoral 
stomach wall.  The omophagea is designed to absorb genetic material generated 
in animal tissue as a function of memory, experience or innate ability, 
allowing the Marine to actually learn by eating.  If a Marine eats a part of 
a creature, he will absorb some of the memories of that creature.  This can be 
very useful in an alien environment.  Incidentally, it is the presence of this 
organ which has created the various flesh and blood drinking rituals for which 
the Marines are famous, as well as giving the names to chapters such as the 
Blood Drinkers, Flesh Tearers, etc.
 The game effects of this are left for the GM to handle. The recollection of 
more detailed memories should require a successful Int test.

Phase 9 - Multi-lung.
 This is another large implant.  The multi-lung, or third lung, is a tubular 
grey organ. Blood is pumped through the organ via connecting vessels grafted 
onto the recipients pulmonary system.  Atmosphere is taken in by means of a 
sphincter located in the trachea (wind pipe) and restricts normal breathing, 
thus protecting the normal lungs.  The multi-lungs is able to absorb oxygen 
from poorly oxygenated or poisonous air, or even water.  Most importantly, it 
is able to do this without suffering damage thanks to its own efficient 
toxin dispersal, neutralisation and regeneration systems.

Phase 10 - Occulobe.
 This small slug-like organ sits at the base of the brain.  It provides the 
hormonal and genetic stimuli which enable a Marines eyes to respond to 
optic-therapy.  The occulobe does not itself improve a Marines eyesight, but 
allows technicians to make adjustments to the growth patterns of the eye 
and the light-receptive retinal cells.  An adult Marine has far better 
eyesight than a normal human, and can see in low light conditions almost as 
well as in daylight.
 The Occulobe gives the Marine the Excellent Vision skill, and 30 yards of 
Night Vision.

Phase 11 - Lymans Ear.
 This organ, replacing the Marines normal internal ear, enables a Marine to 
consciously enhance and even filter certain types of background noise.  Not 
only is hearing improved, but a Marine cannot become dizzy or nauseous as a 
result of extreme disorientation.  The Lymans Ear is externally 
indistinguishable from a normal human ear.
 Lymans Ear gives a +20 modifier on Listen tests and increases the distance 
over which sounds can be heard by 6 yards.  Take into account that specific 
sounds can be enhanced as well.

Phase 12 - Sus-an Membrane.
 This flat, circular organ is implanted over the top of the exposed brain. It 
then grows into the brain tissue until completely merged.  The organ is 
ineffective without subsequent chemical therapy and training.  However, a 
properly tutored Marine may then enter into a state of suspended animation.  
This may be a conscious action, or may happen automatically in the event of 
extreme physical trauma (GM decision).  In this condition a Marine may survive 
for many years, even if bearing otherwise fatal injuries.  Only appropriate 
chemical therapy and auto-suggestion can revive the Marine from this state - 
a Marine cannot revive himself.  The longest known period of de-animation 
followed by succesful re-animation is 567 years in the case of brother Silas 
Err of the Dark Angels (d. 321 M.27).  Upon reviving the Marine must pass a WP 
test or gain D4 insanity points.  If revived after more than 100 years the 
Marine must first pass a test on [WP-(number of years/5)], lest he dies.

Phase 13 - Melanchrome.
 The melanochrome, or melanochromic organ, is hemispherical and black. It 
functions in an indirect and extremely complicated manner.  It monitors 
radiation levels and types bombarding the skin, and if necesarry, sets off 
chemical reactions to darken the skin to protect it from ultraviolet exposure. 
It also provides limited protection from other forms of radiation.
 Exposed to radiation, the Marine will not be harmed by it for 2D3x10 minutes.  
After that time he will take damage just like anyone else.

Phase 14 - Oolitic Kidney.
 This red-brown and heart shaped organ improves and modifies the Marines 
circulatory system enabling other implants to function effectively.  The 
oolitic kidney also filters blood extremely efficiently and quickly. The 
secondary heart and oolitic kidney are able to act together, performing an 
emergency detoxification program in which the Marine is rendered unconscious 
as his blood is circulated at high speed.  This enables a Marine to survive 
poisons and gases which are otherwise too much for even the multi-lung to 
cope with.
 This gives the Marine a +20 modifier to resist all normal poisons, against 
Tyranid or other foreign poisons, this is reduced to +10.  Additionally, it 
affects results on the Poison table.  Drowsy, Paralysed, and Unconscious 
results on the poison table are reduced from D8+4-T to D4+4-T.  If the 
Marine gets a Dead effect, the oolitic kidney saves him if he passes a T 
test.  He will instead suffer from a normal Unconscious effect.

Phase 15 - Neuroglottis.
 Although the preomnor protects a Marine from digesting anything too deadly, 
the neuroglottis enables him to assess a potential food for toxicity and 
nutritive content by taste.  The organ is implanted into the back of his 
mouth.  By chewing, or simply tasting, a Marine can detect a wide variety 
of natural poisons, some chemicals and even the distinctive odours of some 
creatures.  To some degree a Marine is also able to track a target by taste 
or smell alone, in much the same way as a tracker dog.
alone.
 The Marines chance of discovering poisons in his food is doubled. The 
identification of rarer poisons and chemicals requires a successful Int test.
The Marine, in certain circumstances (GM decision), also gains the Tracking 
skill.

Phase 16 - Mucranoid.
 This small organ is implanted in the lower intestine where its hormonal 
secretions are absorbed by the colon.  These secretions initiate a 
modification of the sweat glands. This modification normally makes no 
difference to the Marine until activated by appropriate chemo-therapy. As a 
result of this treatment the Marine sweats an oily, naturally cleansing 
substance which coats the skin. This protects the Marine against extremes of 
temperature and even offers a slight degree of protection in vacuum.  
Mucranoid themo-therapy is standard procedure on long space voyages and when 
fighting in near or total vacuum.
 In game: generally this should be done before a scenario as administering 
the chemical treatment to induce the sweat coating takes time.

Phase 17 - Betchers Gland.
 Two of these identical glands are implanted, either into lower lip, alongside 
the salivary glands or into the hard palette.  The Betchers gland works in a 
similar way to the poison gland of venomous reptiles by synthesising and 
storing deadly poison.  Marines are rendered immune to this poison by virtue 
of the glands presence.  The gland allows the Marine to spit a blinding 
contact poison.  The poison is also highly acidic and corrosive. A Marine 
imprisoned behind iron bars could easily chew his way out given an hour or so.  
 The poisonous spit replaces one the Marines other attacks, should he choose to 
use it.  It has S5, a range of 12 yards and goes through the first layer of 
armour without losing effect.  A Marine can only spit poison in this way up to 
4 times a day.  Most metals can be eaten or burnt away as well. The GM should 
rule how this should be used to fit in with his scenario.

Phase 18 - Progenoids.
 There are two of these glands, one situated in the neck, the other deep 
within the chest cavity.  These glands are important to the survival of the 
Marines chapter. Each organ grows within the Marine, absorbing hormonal 
stimuli and genetic material from the other implants.  After five years the 
neck gland is mature and ready for removal. After ten years the chest gland 
becomes mature and is also ready for removal.  A gland may be removed anytime 
after it has matured.  These glands represent a chapters only source of 
gene-seed.  When mature, each gland contains a single gene-seed corresponding 
to each zygote implanted into the recipient Marine.  Once removed by surgery, 
the progenoid must be carefully prepared, its individual gene-seeds checked 
for mutation, and sound gene-seeds stored.  Gene-seeds can be stored 
indefinitely under suitable conditions.

Phase 19 - Interface.
 This is the last and the most distinctive implant. It looks like a film of 
black plastic when its growing in the tanks.  This is removed from its 
culture-solution and cut into sheets which are implanted directly beneath the 
skin of the Marines torso.  Within a few hours the tissue expands, hardens on 
the outside, and sends invasive neural bundles deep inside the Marine, 
connecting his motor nervous system to the Interface.  After several months 
the carapace will have fully matured and the recipient is then fitted with 
neural sensors and transfusion points cut into the hardened carapace.  These 
artificial plug-in points mesh with features integral to the Marines powered 
armour, such as the monitoring, medicinal and maintainance units.  This allows 
the Marine to control an armoured suit just as if it were his own body.  
Space Marine power armour contains neural bundles that respond to these 
stimuli and without the Interface a Space Marines heavy power armour is 
relatively useless.  It allows the Space Marine's heart rate and other 
vital-signs to be read off from a connector point on his armour.
 The primary game effect of this is to make a Space Marines body area as 
affective as Flak armour.


 After the completion of organ implantation and attendent chemical and 
hypnotic training, the subject becomes an initiate.  To avoid making the 
career structure too complex we assume that the initiate goes directly to the 
Space Marine Scout career.

 The potential abilities of the Phase 6, 10 and 12 implants will only develop 
to a useable condition under the stimulus of hypnotic-suggestion.  Upon 
completing this the Marine Initiate must pass a WP test and pay 100 EP to 
develop each of these abilities (no EPs are wasted if the WP test is failed). 
To join the rank of full brothers (advance to the Space Marine career) the 
Marine Initiate must achieve all the potential abilities.  The potential 
abilities of the Phase 8, 11 and 15 implants are latent abilities that must 
be properly trained to reach a useable condition.  Each of these abilities 
must be bought at the cost of 100 EP.  To join the rank of full brothers 
(advance to the Space Marine career) the Marine Scout must achieve all the 
potential abilities.


9.7 Space Marine Careers
=-=-=-=-=-=-=-=-=-=-=-=-

 The Space Marine Scout is the only Basic career open to Space Marines or 
potential Marines, and is covered in the chapter on Basic careers.

 Others are Advanced careers, and are covered in that chapter.  These are:
  - Space Marine Sergeant
  - Space Marine Captain
  - Terminator
  - Librarian level 1 - Lexicanian
  - Librarian level 2 - Codicier
  - Librarian level 3 - Epistolary
  - Librarian level 4 - Chief Librarian
  - Techmarine
  - Apothecary
  - Chaplain level 1
  - Chaplain level 2
  - Chaplain level 3


9.7.1  Librarians
-----------------

 Marines with psychic potential are detected when they are inducted into the 
Chapter.  They are trained as Librarians, providing psychic support to the 
Chapter both in and out of battle.  From the lowest rank of Lexicanium, they 
advance the ranks of Codicier and Epistolary, perhaps to one day earn the 
exalted rank of Chief Librarian.


9.7.2  Techmarines
------------------

 Those Marines with technical aptitude are sent to Mars, where they are 
inducted into the secretive Cult of the Machine God.  There they are trained 
in the technoarcana and sacred unguents of the Machine God, learning the 
secret language of Lingua-technis and returning to their Chapter as 
Tech-adepts, anointed Priests of the Machine God.  Between them, the 
Techmarines keep the technological base of the Chapter functioning.

 Techmarines create human-cyborg hybrids to help them in their duties, strange 
and mindless servants grown in vats of artificial nutrient, with one or more 
limbs replaced with mechanical tools.  Techmarines insert special bio-programs 
to program them, and they often man many of the Techmarines war machines.


9.7.3  Apothecarians
--------------------

 Related in a sense to the Techno-magi of the Machine God, the Magi-biologis 
of Mars, these are the doctors and physicians of the Chapter.  They test all 
new recruits to ensure no rogue DNA enters the Chapters gene pool, and control 
and monitor the development of recruits into fully formed Space Marines.  
They also remove the matured progenoid organs from fallen battle brothers, to 
ensure the chapter can always raise new Marines, and carefully monitor and 
strain the geneseeds to keep the Chapter genetically free of mutation, which 
if allowed to occur unchecked, could quickly degenerate to heresy.

 The master geneseed of all Chapters is held only by the Adeptus Terra of 
Earth, such that they alone can create new Chapters in time of crisis.  The 
most common geneseed used to create new Chapters is that of the Ultramarines, 
widely considered the archetypal Space Marine Chapter.


9.7.4  Chaplains
----------------

 The Chapter is a cult of battle brothers in worship of the Emperor, and 
Chaplains are the keepers of that sacred tradition.  Anointed priests of the 
Emperor by the Ecclesiarchy of Earth, and given a Rosarius and Crozius Arcanum 
as a mark of office, they often lead the Chapter in both battle and spiritual 
guidance.

 It is sometimes considered heretical by the Adeptus Ministorum of Earth that 
while the Space Marines rever the Emperor, it is not as a revered God.  
Instead, they rever him as the best warrior humankind ever had, or ever will 
have again.  Worse, they worship equally the Primarch from whose genes the 
Chapter was so long ago created.  To the Space Marines, their reverence of 
their Primarch seems only natural and right.  To the Ecclesiarchy, it is 
hubris just short of heresy.


9.8  Dreadnoughts
=-=-=-=-=-=-=-=-=

 Sometimes, a Marine is wounded so heavily he cannot continue to fight, his 
body so badly mangled to heal, yet nevertheless still mentally alert and eager 
to fight on for the cause.  If possible, such Marines are incarcerated into 
the metal shell of a Dreadnought.  Dreadnoughts are great bi-pedal armoured 
suits, perhaps more akin to a vehicle than to armour, in which the Marine can 
continue to serve the Chapter in the best way he can.  Space Marines live a 
long time, but the metal life support system of the Dreadnought keeps their 
operators alive for millenia, such that the Old Ones within are honoured 
heroes of a gone age, tirelessly kept in repair by the attendant Techmarines.  
As the years go by, the Old Ones yearn more and more for sleep, and the oldest, 
many millenia old, are let to sleep for as long as is possible between 
service, out of respect for the revered hero.  Upon their final death, the Old 
One is laid to rest in the Chapters mausoleum, and the ancient armour repaired 
and prepared anew for a new occupant to server further in.


9.9  Transports
=-=-=-=-=-=-=-=

 The primary transport used by a Chapter in space is the Chapters fleet of 
Battle Barges, heavily armoured warships fully equipped to pummel a planet 
from orbit.  On land and in battle, the principle transport used is the Rhino, 
flexible enough to quickly ferry a squad of 10 Space Marines into battle.  
Every company of the Chapter has its fleet of Rhinos.  Other variants of the 
Rhino exist, with reduced or non-existent troop carrying capacity but armed 
with devestating long range weapons, to provide the Chapter additional long 
range fire support.  Another major transport is the fleet of Thunderhawks, 
drop pod ships able to quickly deposit troops in the thick of the fighting, 
whereever they are needed.


9.10  Non-Combatative Roles and Titles
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 The Codex Astartes describes a number of ranks and responsibilities, very 
few of which actually accompiany the Chapter to war.  These include the 
Chapters Ancient (or standard bearer), the Masters Secretarius, the Lord of 
the Household, the Master Armourer, the Commander of the Fleet, the 
Commander of the Arsenal, the Victuallers, the Master of the Marches, the 
Chief of Recruits, and the Commander of the Watch.

 Set apart from the hierarchy of the headquarters staff, are the offices of 
the Librarius and the Armoury.  The Librarius is the centre of the Chapters 
Librarians, or psychic Marines.  The Armoury is where the Techmarines work 
with their Servitors, keeping the Chapters weapons and technology functioning.
Also set apart is the Apothecarius, where the Apothecarians (or Apothecaries) 
of each company work in their bio-labs.  In a similar way, should you need to 
find a Chaplain, the Chapel is where you will find them when not at war.

 Another vital part of the Chapter is its Navigators.  These guide the 
Chapters ships safely through the Warp, and the Space Marine Chapters would 
be much less effective were it not for them.


9.11  Famous Chapters
=-=-=-=-=-=-=-=-=-=-=

 Now the generalistics of a Chapter have now been discussed.  This section 
goes on to elaborate on the organisation and history of some famous Chapters.  
As mentioned already, there are over 1000 Chapters in the Galaxy, these are 
only some of the most famous ones.

 Brief "Fact Files" are given below for each Chapter.  These are as follows:-

 <chapter name> Fact File---
  +Primarch--- <name of primarch from which chapter alledly drew its gene seed>
  +Descendence--- <the original chaper/legion whose gene seed was replicated>
  +Domain--- <home domain of the chapter>
  +Location--- <optional field, location of the home domain>
  +Founding--- <founding from which the chapter hails>
  +Famous for--- <optional, things for which the chapter is held famous>
  +Heraldry--- <the chapters assigned colour scheme and icon>
  +Successors--- <optional, list of chapters directly descended from the chapter>
  +Notes--- <optional, any notes or relevant quotes>

 Following the "Fact File" may be a fuller narrative on the history, 
background and organisation of the Chapter.  This will only be present for 
those main Chapters whose backgrounds have been thoroughly detailed in the 
published WH40K literature.  A section on the successor Chapters who followed 
from the Chapter in the Second Founding may also be present, with notes on the 
successor Chapters heraldry and any other notes pertaining to the successors.


9.11.1  Ultramarines
--------------------

 Ultramarines Fact File---
  +Primarch--- Roboute Guilliman
  +Descendence--- First Founding
  +Domain--- Ultramar, based on Macragge
  +Location--- Eastern Fringe, Ultima Segmentum
  +Founding--- 1st
  +Famous for--- Codex Astartes, Tyrannic Wars
  +Heraldry--- blue armour, stylised 'U' icon
  +Successors--- Novamarines, Patriarchs of Ulixis, White Consuls, Black 
                 Consuls, Libators, Inceptors, Praetors of Orpheus, Genesis, 
                 Aurora, Silver Eagles, Doom Eagles, Eagle Warriors, and many 
                 others
  +Notes--- "...these are the named successors to the Ultramarines Legion 
             (Apocrypha of Davio), though the Apocrypha of Skaros states there 
             are 23 Second Founding Chapters but fails to name them." 
             (Compiler Atreax)

 One of the most famous Chapters of all, the Ultramarines is also arguably 
the most copied.  Its Primarch Roboute Guilliman wrote the Codex Astartes, 
the definitive tome detailing the organsation, running, uniform and tactical 
strategies of the Space Marines.

 The Ultramarines, largely managing to stay out of the fighting during the 
Horus Heresy (by way of being mostly along the Eastern Fringe at the time), 
their Legion, always the largest, held the Imperium together during the 
fragile times following the Horus Heresy.  Because of its sheer size, it was 
split in many, many chapters during the Second Founding, and these chapters 
came to be known as the Primogenitor or First Born chapters, and the 
Ultramarines gene seed has proved the most often used by the Adeptus Terra 
in creating new Chapters in recent times.

 Where most Chapters have but a single home world, the Ultramarines enjoy the 
control of no less than eight local systems in a realm called Ultramar, lying 
on the Eastern Fringe of the Galaxy.  Their base planet is Macragge, and it 
was there that they stopped Tyranid Hive Fleet Behemoth, which would likely 
have otherwise devestated much of the area around their domain if not further 
afield.  The Ultramarines inherits its uniform of blue armour and stylised 'U' 
icon from its parent Legion.  Successor chapters include the Eagle Warriors, Silver 
Eagles, Doom Eagles, Novamarines, Patriarchs of Ulixis, White Consuls, Black 
Consuls, Libators, Inceptors, Praetors of Orpheus, Genesis, and Aurora.


9.11.1.1  Successor Chapters
----------------------------

 The most famous of these Progenitor or First Born Chapters are:

  Genesis--- red armour, icon is an empty black triangle overlapping a white 
             triangle
  Aurora--- green armour, icon remiscent of the genetic double helix
  White Consuls--- white armour, blue eagles head icon
  Black Consuls--- black armour, white eagles head icon
  Eagle Warriors--- armour blue on right side, white on left, icon is an 
                    eagles wing
  Novamarines--- armour is bone white to top right and bottom left, blue to 
                 top left and bottom right, icon is a skull in a circle
  Doom Eagles--- silver coloured armour, icon is an Imperial eagle with skull 
                 head


9.11.2  Space Wolves
--------------------

 Space Wolves Fact File---
  +Primarch--- Leman Russ
  +Descendence--- First Founding
  +Domain--- homeworld of Fenris
  +Location--- Segmentum Obscuras, near Eye of Terror
  +Founding--- 1st
  +Famous for--- Non-accordance to the Codex Astartes, Wolf Hunts
  +Heraldry--- yellow armour, wolfs head icon
  +Successors--- Wolf Brothers
  +Notes--- "The Space Wolves encourage genetic deviancy [re: extraordinary 
             growth of canines] and show extreme unorthodoxy in their tactics 
             and organisation" (Inquisitor Horst, M37)

9.11.2.1  History
-----------------

 While the Ultramarines Primarch himself *wrote* the Codex Astartes, one 
Primarch and his Chapter duly ignored it.  This chapter was the Space Wolves.  
Always headstrong, Primarch Leman Russ opposed the imposition of the new rules 
on Chapter organisation.  The Space Wolves live on the planet of Fenris, 
close to the Eye of Terror.  Fenris is a primitive world constantly in motion, 
for while in the winter its oceans are frozen, in summer the ice melts and all 
settlements made on the ice over the winter must be forgotten as the 
inhabitants take to the their boats until winter once again freezes the oceans.

 The planet of Fenris has but one continent, which rises up out of the ocean 
with sheer cliffs.  The Fenrisians call it the home of the gods.  On it is 
the fortress of the Space Wolves, known as the Fang and down in history as one 
the greatest fortresses of the Galaxy.  Not uncoincidentally, its name is 
linked to the extended canine teeth that Space Wolf marines gradually develop, 
a small mutation of their gene seed over the millenia.  This comes as part of 
a package which the Space Wolves, for unknown reasons, call the Wolf Curse.  
This also gives them their heightened senses (even over brother Space Marines 
of other Chapters).

 Almost unique among Chapters, the Space Wolves do not have Apothecaries and 
Chaplains.  Instead they have the Wolf Priests, who perform both the 
medicinal and genetic duties of the Apothecaries and administer the Chapters 
faith as its Chaplains.  They also do not have standard Tech-priests, but Iron 
Priests, and their Librarians are actually called Rune Priests.

 Long ago, the Space Wolves Primarch disappeared.  One night at the feast 
table he gained a glazed look in his eyes, and then got up and left the table.  
He hasn't been seen since.  For seven years the Chapter waited, placing his 
drinking horn at the table for him in case he returned.  After those seven 
years, a new Chapter Master (or, in Space Wolf terms, "Great Wolf") was 
appointed, who led the Chapter on the first Wolf Hunt to search for their 
lost Primarch.  He was never found, but they acheived some great good as a 
result of that quest.  Since than there have been many Wolf Hunts, each 
culminating in the Chapter accomplishing some great good.  It is as if Russ 
was destined to leave the Chapter so that they would do these good things in 
his name.  Every so often a Rune Priest will have a dream, and on informing 
the Great Wolf another Wolf Hunt will be announced, as Russ tells the Chapter 
that once more they are needed to accomplish some great good...

 A long standing feud exists between the Space Wolves and Dark Angels 
chapter, as it did between the Chapters' respective Primarchs.  To this day, 
whenever Space Wolves and Dark Angels meet, a champion from each is chosen to 
fight a ritual duel to satisfy both Chapters' honour.

 The Space Wolves only successor Chapter, the Wolf Brothers, no longer exists 
after being destroyed in battle.


9.11.2.2  Organsation
---------------------

 The Space Wolves, annoyingly to the Adeptus Terra and Inquisition, do not 
follow the dictates of the Codex Astartes in any way, shape or form.  The 
biggest differences occur in their squad organisation structure.  Where the 
Codex Astartes dictates Tactical squads, Assault squads and Devastator 
squads, the Space Wolves have not of that.  Instead, they have three different 
types of squad: Blood Claws, Grey Hunters, and Long Fangs.

 Blood Claw squads are where the new recruits just become full Marines prove 
themselves after serving in the Scout sqauds.  Young and impetuous to a fault, 
they are the Space Wolves main assault force.

 Grey Hunter squads are where the majority of Space Wolf marines serve.  These 
are "middle aged" marines (in terms of the extended lifetime of a Space Marine 
at least), and the most tactically adaptable.

 The Long Fang squads are the most experienced, and are the veterans of the 
Chapter.  They literally have developed long canines as a result of their long 
service to the Chapter.  They typically carry heavy weapons and provide 
covering fire for other squads, as well as bringing the wisdom their age 
accentuates to the rest of the Chapter.


9.11.3  Dark Angels
-------------------

 Dark Angels Fact File---
  +Primarch--- Lion El'Jonson
  +Descendence--- First Founding
  +Domain--- originally based on homeworld of Caliban,
             they now operate from the Rock
  +Location--- Caliban in Segmentum Obscuras,
               position of the Rock varies
  +Founding--- 1st
  +Famous for--- the Deathwing and Ravenwing, they and successor Chapters call 
                 themselves the Unforgiven
  +Heraldry--- dark green armour, winged sword icon
  +Successors--- Angels of Absolution, Angels of Redemption, Angels of 
                 Vengeance

9.11.3.1  History
-----------------

 The history of the Dark Angels and their Primarch Lion El'Jonson is mixed up 
inexorably with that of a man called Luther, whom by fate Jonson met.  They 
became best friends and when the Dark Angels marines were placed at his 
command, Luther became second in command.  So it was that when Jonson was 
called by the Emperor to take part in the Great Crusade, Luther was left 
behind to ensure all stayed well on the home world of Caliban.  The Horus 
Heresy took place, and the Dark Angels under Jonson fought across the Galaxy 
to help rid the galaxy of Chaos.  Finally, he returned to his home of Caliban, 
to find his fleet attacked by a barrage of defensive fire.  Retreating back, 
merchant ships revealed to Jonson that Luther had turned his back on Jonson.  
There was now a rift between Jonson and his once friend Luther.

 Jonson knew one surgical strike was all that was needed to defeat Luther, and 
after silencing the defensive weaponry on the ground he mounted an attack on 
the main Fortress Monestary of Caliban.  There he met Luther in combat.  
Luther had changed.  He was no longer the man Jonson had left behind, but a 
man motivated by jealousy of Jonsons accolades and fed power by the Chaos 
Powers themselves.  Jonson was a primarch, a god even among the super human 
Space Marines.  Luther was but a Space Marine, but was fed power by the Chaos 
Powers as he fought, such that on balance they were equal.  Finally, Luther 
struck a blow that threw Jonson off balance, and Jonson thought the battle, 
and Chapter, lost.  But Luther suddenly saw what it was he was doing.  On the 
eve of the stroke that would kill his once best friend, he realised he was 
betraying not only his Chapter and the Emperor, but his friend as well.  His 
sanity snapped, he slumped by his old friend, unwilling to fight further.

 Defeated, the Chaos Powers lashed out in frustration.  A great Warp storm 
engulfed Caliban, tearing the planet apart, anyone on the surface sucked and 
scattered into the Void.  The once beautiful planet of Caliban was stripped 
to the core: a rocky core on whose surface surviving Dark Angels from the 
orbiting fleet found Luther, but not Lion El'Jonson.  All Luther could say is 
that Lion El'Jonson had been taken away by the Watchers in the Dark, and that 
one day he would return to forgive Luther for what he had done.  The Dark 
Angels attached Warp and sublight engines to the asteroid that was left of 
Caliban, and dug tunnels into the rock for their new home.  The Dark Angels 
now refer to the great rocky craft simply as the Rock.  To its centre were dug 
tunnels that led to the dungeons, in the deepest of which is Luther, kept in 
a stasis field and given occasional phophetic powers by his brush with Chaos.

 The Dark Angels Chapter cannot bear to let any outsider know of their shame 
at this history, and swore to cleanse the Chapter by destroying or giving 
penance to every one of those they call the Fallen Dark Angels, or simply the 
Fallen.  Scattered through the Warp, this is no easy task.  Yet it must be 
done, and until it is they and their successor Chapters refer to themselves as 
the Unforgiven.  Their Chaplains function also as interrogators of any of the 
Fallen they capture.  No recruits learn the full history of the Chapter until 
they reach the power centre of the Inner Circle.


9.11.3.2  Organisation
----------------------

 Superficially, the Dark Angels are organised similarly to other Chapters, but 
there are some genuinely different aspects of their organisation if you look 
under the bonnet.  Their First Company never goes into battle in ordinary 
Power Armour as veteran squads, but always in Terminator Armour.  This and 
the special bone white colouring of the Company has given it the name of the 
Deathwing, made famous all over the Imperium.  Equally famous is the equally 
specialised Second Company, called the Ravenwing after their black armour.  
The Ravenwing specialises in mobile assault tactics, always using Jetbikes or 
Land Speeders in battle.

 But the differences go deeper than that.  At the very heart of the Chapter is 
the Inner Circle.  This is composed of those members who know of the Chapters 
true history, as detailed above, a history which even many experienced members 
of the Chapter never fully learn.  As well as this, all high members of the 
Chapter, be they Chaplains, Librarians, Company captains, Master of the 
Chapter, etc., are members of the Deathwing.


9.11.3.3  Successor Chapters
----------------------------

 The most famous of these are:

  Angels of Absolution--- bone white armour, wing icon with embedded skull
  Angels of Vengeance--- black armour (original colour of the Dark Angels 
                         legion before the Heresy), icon is white-winged skull 
                         with red triangle
  Angels of Redemption--- right side of armour is dark green, left side is 
                          bone white, icon is a black-winged skull

 These Chapters inherit the Inner Circle of the Dark Angels and its vow to 
hunt down the Fallen.  They cooperate with each other to coordinate their 
resources in this area and occasionally have summit meetings on the Rock to 
discuss plans.

 The Dark Angels and successors do not indicate the Company by the shoulder 
pads, but by a special design painted on the left kneepad.  They also do not 
use the standard tactical designation icons (tactical/assault/devastator), 
but their own.


9.11.3.4  The Final Secret
--------------------------

 For all the secrecy that shields the Chapter, there is one secret that eludes 
even the Inner Circle.  Unknown to anyone but the Emperor himself, there is a 
sealed chamber at the very centre of the Rock.  In it lies Lion El'Jonson, 
slowly recovering from the wounds Luther dealt, waiting with the Watchers in 
the Dark for the time when once again he will be needed to save the Imperium.


9.11.4  Blood Angels
--------------------

 Blood Angels Fact File---
  +Primarch--- Sanguinius
  +Descendence--- First Founding
  +Domain--- homeworld of Baal
  +Location--- Ultima Segmentum, near Maelstrom
  +Founding--- 1st
  +Famous for--- Sanguinius' legendary death at Horus' hands, the Flaw
  +Heraldry--- red armour, winged drop of blood icon
  +Successors--- Angels Encarmine, Angels Sanguine, Angels Vermilion, Blood 
                 Drinkers, Fleshtearers
  +Notes--- "Charge:  Blood Angels and their successors follow unconventional 
                      and deviant gene-replication practices which has led to 
                      the debasement of their gene-seed.
             Comment: Rumours of 'Red Thirst' and 'Black Rage' still 
                      perpetuate, despite investigation on numerous occasions."
             (Inquisitor Damne)
                      
 The Blood Angels have enjoyed a long and valorous history, but are marred by 
a secret.  They live long lives, even compared to fellow Space Marines, but 
are mocked by a ghost of their past that will not yield to time.  Their 
problems date back to the time when Primarch Sanguinius met Horus at the end 
of the Horus Heresy.  When Horus slayed Sanguinius, his psychic cry took root 
in his genes, a psychic memory.  The Blood Angels were forced, losing the 
master copy of their gene seed, to take it of their Primarch just as the 
Emperor had done before, and with it came the psychic memory of the Primarchs 
terrible death.  This severely affected the Blood Angels chapter.  Now they 
suffer from the Black Rage, a battle rage that threatens to engulf them as 
they feel the psychic memory of Sanguinius being slain by the Warmaster.

 But thats not their only problem.  Over the eons, their gene seed has 
mutated, giving them almost vampiric fangs and causing them to suffer from the 
Red Thirst.  The Red Thirst causes them to feel pangs for blood, literally.  
Now and then, worlds hosting the Blood Angels find animals, sometimes people, 
drained of blood.  Perhaps some predator killed them.  Perhaps some people 
are leaving sacrifices to these gods among men.  Or perhaps they are victims 
of the Red Thirst.  In the Tower of Amareo on Baal, the worst effected by the 
Red Thirst are kept restrained, their cries of bloodlust carrying for miles 
around.

 Perhaps it is the practises of the Blood Angels Sanguinary Priests (the Blood 
Angels versions of Apothecaries and Chaplains) that have helped this mutation 
creep in.  In the days of Sanguinius, they would induct new Sanguinary Priests 
by the new Priest partaking of a sample of the Primarchs blood.  When 
Sanguinius died, they had to each be injected with a sample of the Primarchs 
blood to keep it alive in their veins.  When new Marines are inducted into the 
Chapter, the Sanguinary Priests each give a sample of blood, the mixture of 
which is drank by the aspirant.  As time passes, mutations can creep in as 
cells naturally mutate.  In this way the Flaw, as the Blood Angels call it, 
could have taken hold.  It probably doesn't help that the Blood Angels home 
world of Baal is a highly irradiated world, a radioactive desert.  All that 
radiation is bound to have some effect, even on super human warriors.  Nor can 
it help that, to some (heretical) eyes, at least, Sanguinius himself was 
perhaps physically mutated by Chaos in his infancy as his capsule drifted 
through the Warp.  For Sanguinius had beautiful wings, wide and strong enough 
to fly on.  Though the Emperor never doubted the Primarchs goodness and purity 
in spite of this, many since him, Heretics according to the Imperial Creed, 
have...

 Before battle, the Blood Angels pray together to remember the memory of their 
Primarch and his valiant sacrifice (especially so as Sanguinius had the power 
to see, in a limied way, the future, as so almost certainly knew he would die 
that day, yet met his fate anyway).  As they do so, some of their number see 
too strongly the memory of Sanguinius, and find it hard to control.  They find 
their mind jerked back to the days of the Horus Heresy and their heart filled 
with the urge to kill the enemy - immediately...  Instead, the Chaplains take 
the affected aside, endow them with special black Power Armour and daub red 
crosses on according to the Blood Angels tradition.  Then all the affected 
ones are put together into a special unit, called the Death Company.  Its 
members have only one thing in their mind - to take a heroic death in the 
service of the Emperor before the madness and possible Heresy of the Red 
Thirst takes them.  Most of them die in battle.  Some survive the battle, and 
are mostly given a quick death rather than disgrace the Emperor by the later 
madness of the Red Thirst.  Some, however, manage to control the Red Thirst.  
By tremendous force of will, they wrench away the ghost of Sanguinius to 
come back to the Chapter, often with their personality substantially changed 
by the experience.  The most famous of these is Chief Librarian Mephiston, who 
once called himself Brother Calistarius.  He now calls himself Mephiston, the 
Lord of Death.

 One thing is clear.  Be as they may be one of the most respected Chapters of 
the Imperium, they also carry a fearsome reputation.  Not merely for their 
legendary battle prowess, but for the persistent rumours of the Flaw that 
afflicts them.  This makes them at the same time one of the most respected 
Chapters, and also the most feared and shunned.  The Adeptus Terra of Earth 
keeps a close eye on the Blood Angels for any sign the Flaw could be 
worsening.  Were the Chapter to finally cross the line and degenerate too 
far, there could be no doubt the Adeptus Terra would act quickly to destroy 
the Chapter.


9.10.4.1  Successor Chapters
----------------------------

 The most famous ones are:

  Angels Vermilion--- red armour, icon is a skull in black "drop shaped" 
                      border, winged
                      (little is known of this Chapters history since the 
                      Second Founding, when it is mentioned its battle 
                      record is exemplary)
  Fleshtearers--- helmet and shoulder pads black, rest of armour red, icon is 
                  red drop in circular-saw-like shape
                  (this Chapter has a well deserved reputation for savagery, 
                  which it appears to revel in, and at times the entire 
                  Chapter is said to be consumed with a wailing bloodlust...)
  Blood Drinkers--- armour is red, icon is black, a drop falling into a goblet
                    (this Chapter is strongly committed to the Codex Astartes)
  Angels Sanguine--- right side of armour is red, left side black, icon is a 
                     red-winged skull, inside which is a red drop
                     (said to have a will of iron, the truth is somewhat 
                     darker)
  Angels Encarmine--- red armour, icon is red drop with black wings
                      (one of the most active of all Chapters, the Master of 
                      this one is always seeking opportunities to send his 
                      troops into battle.  as a result, this Chapter is rarely 
                      at full strength)

 The Blood Angels and their successors (with the exception of the Blood 
Drinkers) do not follow the Codex tactical or Company markings, instead using 
their own form of heritage for this.


9.11.5  Imperial Fists
----------------------

 Imperial Fists Fact File---
  +Primarch--- Rogal Dorn
  +Descendence--- First Founding
  +Domain--- based on Earth
  +Location--- Segmentum Solar
  +Founding--- 1st
  +Famous for--- their Primarch discovering the Emperors body
  +Heraldry--- Yellow armour, circled fist icon
  +Successors--- Black Templars, Crimson Fists

9.11.5.1  Successor Chapters
----------------------------

 Famous ones are:

  Black Templars--- black armour, icon is a white cross


9.11.6  White Scars
-------------------

 White Scars Fact File---
  +Primarch--- Jaghatai Khan
  +Descendence--- First Founding
  +Domain--- homeworld of Mundus Planus
  +Founding--- 1st
  +Famous for--- their mastery of the lightning attack
  +Heraldry--- white armour, icon is a lightning bolt in a circle
  +Successors--- Marauders, Rampagers, Destroyers, Storm Lords

9.11.6.1  Successor Chapters
----------------------------

 Famous ones are:

  Storm Lords--- red right side of armour, left side white, icon is a skull 
                 from which is emanating three lightning bolts


9.11.7  Iron Hands
------------------

 Iron Hands Fact File---
  +Primarch--- Ferrus Manus
  +Descendence--- First Founding
  +Domain--- homeworld of Medusa
  +Founding--- 1st
  +Famous for--- the tradition on induction of replacing their left hand with, 
                 quite literally, an iron hand
  +Heraldry--- black armour, stylised claw icon
  +Successors--- Red Talons, Brazen Claw

9.11.7.1  Successor Chapters
----------------------------

 Famous ones are:

  Brazen Claw--- red top right and bottom left of armour, blue top left and 
                 bottom right, icon is a stylised red claw


9.11.8  Raven Guard
-------------------

 Raven Guard Fact File---
  +Primarch--- Corax
  +Descendence--- First Founding
  +Domain--- homeworld of Deliverance
  +Founding--- 1st
  +Heraldry--- black armour, stylised birds beak icon
  +Successors--- Black Guard, Revilers, Raptors


9.11.9  Salamanders
-------------------

 Salamanders Fact File---
  +Primarch--- Vulkan
  +Descendence--- First Founding
  +Domain--- homeworld of Nocturne
  +Founding--- 1st
  +Heraldry--- <not known at time of writing>
  +Successors--- none known


9.12  The Legion of the Damned
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 Legends persist of a mysterious Space Marine force whose interjection at 
many Imperial battles has turned the tide of defeat and given the Imperial 
forces (especially Space Marines) victory.  The Legion of the Damned, as 
it is called, wears black power armour with various images (varying from 
marine to marine) of skulls, death and fire.  It usually arrives out of a 
suddenly appearing mist, advancing silently towards the enemy before 
launching a fierce attack.  Many trusted Imperial officers have reported 
seeing (and even fighting alongside) the Legion of the Damned, the last 
being the Chief Librarian of the Ultramarines chapter.  Once the battle is 
over, the Legion of the Damned disappears as suddenly as they arrived.

 Little is known for sure about the Legion of the Damned, but it is believed 
they are what is left of some Space Marine chapter long since lost in the 
Warp, perhaps sent by the Emperor to aid belegered Imperial forces who on the 
brink of defeat.  It is said the Legion of the Damned appears only to aid in 
battles which, if lost, would be a turning point in history for the worse, 
that they are envoys of the Emperor to safeguard a better future.  The Legion 
appears to have no high level command structure, beyond the Commanders and 
Sergeants identified as such in the cases where the Legion has been seen.  
There are many different opinions on the Legion of the Damned, their purpose 
and their identity.  But all agree that all recorded incidents of their 
arrival in a battle have been to aid Imperial forces.  The Legion of the 
Damned is also unpredictable in when it appears.  The Emperors Tarot has at 
best a mixed record of successfully predicting their aid.

