ASTARTES

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**SPACE MARINE / ASTARTES GENE SEED**

"*They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mold them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armor I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies, and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines...and they shall know no fear.*"

— **The Emperor of Mankind**

The Space Marines or Adeptus Astartes are foremost amongst the defenders of Humanity, the greatest of the Emperor of Mankind's warriors. They are barely Human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training.

Space Marines are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient power armour and wielding the most potent weapons known to man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor's Angels of Death, and they know no fear.

The Astartes are physically stronger, far more resilient and often mentally far removed from the lot of most normal Human beings. In the presence of the Astartes, most people feel a combination of awe and fear, and many cultures on the more primitive worlds simply worship them outright as demigods or angels of the God-Emperor made flesh.

They should feel so, for many Space Marines feel little compassion for those they have sometimes termed "mortals" in comparison to themselves, seeing the very people they were created to protect as little more than obstacles to a more efficient eradication of the Imperium's enemies.

This is an attitude sometimes taken by whole Chapters. They see normal Humans as frail, weak creatures given to the follies of temptation, avarice, greed, lust and cowardice -- all emotions they rarely feel, if ever.

Yet there are some Astartes who remember why they were created by the Emperor, who avoid the trap of hubris which the Space Marines are so prone to and which has seduced so many of their number to serve the Ruinous Powers of Chaos. They are the final guardians of Mankind, the saviours of last resort.

They were intended not to lead Humanity, but to defend it, sometimes even from itself. At the heart of that mission lies the limitless compassion the Emperor extended to every man and woman in the galaxy when He willingly chose to condemn Himself to more than 10,000 years of imprisonment within a dying prison of flesh for their sake.

Some Astartes sneer at compassion, seeing it as one more Human weakness that has been purged from their superior transhuman bodies and minds. But the wisest of the Space Marines know that in the end, compassion is their only salvation.

Potential Space Marines are usually, but not always, recruited from the worlds where a Chapter has established its fortress-monastery, although some Chapters are known to recruit from a collection of different worlds in an area of space that they protect or frequent.

Recruiting methods vary from Chapter to Chapter. Some select their neophytes from feral tribes roaming the surface of inhospitable worlds, while others draw upon eager volunteers who have been groomed from birth to become an Astartes.

Still others watch and kidnap potential warriors, turning them into Astartes whether they will it or not. Whatever the method, all Space Marine Chapters will only accept those who successfully pass the grueling initiation trials and prove themselves worthy of becoming a Space Marine.

However a man becomes a Space Marine does not matter: once his body has been forged into that of a transhuman Astartes, he must forever stand apart from the people to whom he was once kin and who he is now sworn to protect. Once a man becomes a Space Marine, he is no longer mortal; his genetic heritage is now that of the Emperor Himself, and a spark of the same divine majesty flows in his veins.

There are approximately 1,000 Space Marine Chapters active in the Imperium of Man at any one time. Since the opening of the Great Rift, these Chapters have been comprised of a mixture of traditional Firstborn Space Marines and the even more enhanced Primaris Space Marines, or may contain only Primaris Marines.

A list of the most notable and well-known Chapters in the Imperium can be found here. This number has stayed relatively constant since the Second Founding in the 31st Millennium following the Horus Heresy when the First Founding Space Marine Legions were broken up.

However, the exact population of Astartes in the galaxy remains far from exact and may fluctuate widely depending on the time period and the circumstances confronting the Imperium.

**Requirements**

(Human Male Only)

**ASTARTES SPECIES TEMPLATE TRAITS**

• • +4 Strength, +2 Dexterity, +4 Constitution: Astartes are massively muscled, and tough.

• • Increase the Astartes Base Land speed by +6 meters.

• • *Powerful Build:* The physical stature of an Astartes lets him function in many ways as if he were one size category larger. Whenever a Astartes is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. An Astartes is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An Astartes can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category

• • *Secondary Heart* - The Secondary Heart, also called the Maintainer, is the first and least difficult of the 19 Astartes gene-seed organ implants a Space Marine neophyte receives to transform him into a full Astartes. It resembles a smaller version of the Human heart and is implanted in the chest cavity and connected to the rest of the neophyte's circulatory and pulmonary systems near the original heart. Its function is to enhance the performance of an Astartes by supplying more oxygen and nutrients to the muscles by increasing blood flow well-beyond that capable for even the most fit normal Human being. The Secondary Heart can often save an Astartes' life in combat. In the event of combat damage to or failure of the Space Marine's original heart, the Secondary Heart is usually capable of pumping enough blood through the Astartes' circulatory system to maintain survival until he can be treated by the Chapter's Apothecaries: Astartes have two hearts that work in tandem making them very hard to kill. Astartes get a natural +2 bonus to Damage Threshold, and a +2 bonus on saves to resist the effects of massive damage.

• • *Ossmodula* - The Ossmodula, also called the Ironheart, is the 2nd of the 19 gene-seed organs implanted into a Space Marine neophyte during the induction process to create a new Astartes. This implant, surgically placed alongside the neophyte's pituitary gland at the base of the brain, thus becoming a part of the Space Marine's endocrine system, secretes a specially engineered form of Human growth hormone. When the effects of this hormone are combined with a diet laced with microscopic ceramic-based minerals, they act to synthesise the rapid growth of an Astartes' skeleto-muscular system which results in an Astartes' superhuman strength and massive size compared to a baseline Human male. Two Terran years after the surgery to implant the Ossmodula is completed, the neophyte Space Marine's skeleton will be larger and exponentially stronger than a normal man's with growth having topped out at around 7-7.5 Terran feet (2.1 - 2.3 metres) in height with an equivalent amount of skeleto-muscular mass. During this time the rib cage will fuse into a solid mass of bullet-proof, interlaced bone plates. The resulting structure protects the Space Marine's organs from damage in a way the normal Human skeleton never could, though at the price of producing greater difficulties for the Chapter's Apothecaries when they must perform surgeries on a Space Marine's body cavity. (In game terms this helps to explain the Powerful Build ability, and ability adjustments.)

• • *Biscopea* - The Biscopea, also called the Forge of Strength, is the 3rd of the 19 gene-seed organs implanted into a neophyte Space Marine during the induction process to create a new Astartes. This organ enhances a Space Marine's physical combat ability and survivability to superhuman levels should he live to become a full Astartes of a Space Marine Chapter. This organ is implanted into the chest cavity. It is small, approximately spherical and, like the Ossmodula, its primary action is hormonal. The presence of the Biscopea stimulates muscle growth throughout the body, greatly increasing a Space Marine's physical strength. It can be implanted at the same time as the first two organs, the Secondary Heart and the Ossmodula, generally between the 10th and 12th standard years of age of the neophyte. (In game terms this helps to explain the Powerful Build ability, and ability adjustments.)

• • *Haemastamen* - The Haemastamen, also known as the Blood Maker, is the 4th of the 19 gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. Once implanted into a main blood vessel like the aorta, femoral artery or the vena cava, the Haemastamen alters an Astartes' blood's biochemical composition to carry oxygen and nutrients more efficiently. The actions of the Haemastamen turn a Space Marine's blood a brighter shade of red than that of normal Humans because of its greatly increased oxygen-carrying capacity. It also acts to biochemically regulate the actions of the 2nd and 3rd gene-seed implants, the Ossmodula and Biscopea: This grants the Astartes a +2 bonus to Fort Saves made to resist Fatigue, or any endurance related checks to continue preforming a task.

• • *Larraman's Organ* - Larraman's Organ, also called the Healer, is the 5th of the 19 gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. Shaped like the Human liver but only the size of a golf ball, this gene-seed organ is placed within the chest cavity and manufactures the synthetic biological cells known as Larraman Cells that were named after one of the researchers in the Emperor of Mankind's gene-laboratories on Terra where the gene-seed for the first Space Marines was created under the Emperor's direction from His primarchs' DNA. These biosynthetic cells serve the same physiological purpose for an Astartes as the normal Human body's platelets, serving to clot the blood lost from wounds, but act faster, more efficiently and more effectively. When a Space Marine is wounded and incurs blood loss, Larraman Cells are released by his circulatory system, attached to the body's normal leukocytes (white blood cells). At the site of the injury, they form scar tissue in a matter of seconds, effectively preventing massive blood loss and infection of the wound. The action of this organ is one of the reasons that the Space Marines are seen as nearly invincible and so difficult to kill despite the terrible wounds they sometimes endure: An Astartes only takes half damage from Blood Loss, or wounding attacks. Additionally an Astartes can negate further damage on subsequent rounds by making a Fort Save TN equal to the total attack roll that caused the injury.

• • *Catalepsean Node* - The Catalepsean Node, also called the Unsleeping, is the 6th of the 19 gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. This organ is implanted into the back of the cerebrum, just above the brain stem. When deprived of sleep for a long period of time, the Catalepsean Node "cuts in" upon detecting a rise in the Astartes' stress and fatigue hormones. This allows the Astartes to consciously "switch off" sections of the brain sequentially, while remaining awake and alert. This ability comes at a price, as prolonged use of this ability can be hazardous, possibly inducing hallucinations or even psychosis. This implant bears a resemblance to an ancient scientific theory as to how cetaceans known as "Bottlenose Dolphins" "sleep": shutting off sections of their brain while remaining awake and alert through the active use of the other sections. Yet even the mighty Space Marines cannot go too long without actual rest. The longest any Space Marine has ever been on active combat duty without rest is 328 solar hours, achieved by a squad of the Crimson Fists' Kill-team during the battle against the Orks for Rynn's World: An Astartes may remain awake for up to 7 days without suffering penalties, or needing to make checks.

• • *Preomnor* - The Preomnor, also called the Neutraliser, is the 7th of the 19 gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. The Preomnor is essentially a second or "pre-stomach" spliced into the Human digestive system above the original stomach that allows Space Marines to eat otherwise poisonous or completely indigestible materials. The Preomnor is capable of biochemically analysing ingested materials and neutralizing most known biochemical and inorganic toxins, and many others that remain unknown save for their toxic effects. Deadly poisons are either neutralised or isolated from the digestive tract by the Preomnor. The Preomnor can also be isolated from the rest of the digestive tract to deal with particularly toxic substances that a Space Marine may simply vomit back up later. Often these extracted toxins are rerouted and then molecularly stored in the Betcher's Gland for future usage by the Astartes: This makes the Astartes Immune to ingested poisions.

• • *Omophagea* - The Omophagea, also called the Remembrancer, is the 8th of the 19 genetically engineered gene-seed organs that are implanted into a Space Marine neophyte to produce a new superhuman Astartes. The Omophagea is implanted into the spinal cord and then wired into the central nervous system so that it is directly attached to the cerebral cortex and to the stomach. It allows the Astartes to gain part of an individual person's or creature's memory by eating its flesh. This special organ is implanted between the thoracic vertebrae and the stomach wall and is designed to absorb information and any DNA, RNA or protein sequences related to experience or memory. This implant thus allows a Space Marine to literally "learn by eating." Four new nerve bundles are also implanted connecting the spine and the stomach wall. The Omophagea transmits the gained information to the Astartes' brain as a set of memories or experiences. This enables the Space Marine to gain information, in a survival or tactical sense, simply by eating an animal indigenous to an alien world and then experiencing some of what that creature did before its death. It is the presence of this organ that is responsible for the various flesh-eating and blood-drinking rituals for which certain Space 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's gene-seed have given some Chapters an unnatural craving for blood or flesh: Eatting the flesh of a creature grants a temporary +2 circumstance bonus to Survival Checks to survive in that creatures environement, and Knowledge (Local) Checks.

• • *Multi-lung* - The Multi-lung, also called the Imbiber, is the 9th of the 19 genetically engineered gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. The Multi-lung is a third lung implanted into an Astartes' pulmonary and circulatory systems in the chest cavity that is able to absorb oxygen from environments usually too poor in oxygen to allow normal Human respiratory functioning. Breathing is accomplished through a sphincter implanted into the trachea, allowing all three lungs to be used at full capacity. In toxic environments, a similar muscle closes off the normal lungs, thus oxygen is absorbed exclusively by the Multi-lung, which then filters out the poisonous or toxic elements. The Multi-lung has highly efficient toxin dispersal systems: This grants the Astartes the ability to hold their breath for twice as long as a normal human. Additionally, the Astartes gets a +4 bonus to saves vs. airborn toxins, desease, or poisons.

• • *Occulobe* - The Occulobe, also called the Eye of Vengeance, is the 10th of the 19 genetically engineered gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. This implant sits at the base of the brain after being implanted along the optic nerve and connected to the retina, and provides hormonal and genetic stimuli which enable a Space Marine's eyes to respond to the optic-therapy that all neophytes must undergo in their Chapter's Apothecarium. These procedures, in turn, allow the Chapter's Apothecaries to make adjustments to the growth patterns of the eyes and their light-receptive retinal cells. The result is that Space Marines have visual acuity that is far superior to that of baseline Humans and they can see in low-light conditions and near-darkness almost as well as in bright daylight: This grants the Astartes a +2 bonus to spot checks, and Darkvision out to 20 meters.

• • *Lyman's Ear* - The Lyman's Ear, also called the Sentinel, is the 11th of the 19 genetically-engineered gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. Not only does this implant's improved inner ear structure make a Space Marine immune to dizziness or motion sickness but it also allows Space Marines to consciously filter out and greatly enhance certain sounds over the capabilities of normal Human hearing. The Lyman's Ear completely replaces one of a Space Marine's original ears. It is externally indistinguishable from a normal Human ear in size and shape. Lyman's Ear is named after one of the scientists who worked in the Emperor's gene-laboratories on Terra in the 30th Millennium who aided in the project to produce the first primarchs and Astartes using the Emperor's own genome as the starting point: This grants an Astartes a +4 bonus to listen checks. Additionally the Astartes gets a +4 bonus to make checks to resist effects or attacks that can effect his ability to hear.

• • *Sus-an Membrane* - The Sus-an Membrane, also called the Hibernator, is the 12th of the 19 genetically-engineered organs created from a Space Marine Chapter's gene-seed that is implanted into a normal Human man to transform him into a neophyte of an Adeptus Astartes Chapter. Initially implanted within the neophyte's cranium, this membrane eventually merges with the recipient's cerebrum, becoming a full part of his neural architecture. The organ's functions are ineffective without follow-up chemical therapy and training by a Chapter's Apothecaries, but with sufficient practice and instruction 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 Space Marine alive for Terran years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or hypnotic autosuggestion can revive a Space Marine from this state. The longest recorded period spent in suspended animation was undertaken by Battle-Brother Silas Err of the Dark Angels Chapter, who was revived after 567 standard years in Sus-an hibernation: When an Astartes reaches negative Hit Points he may make a Will Save TN = his Con Score to remain alive going into a state of suspended animation.

• • *Melanochrome* - The Melanochrome, also called the Skinshield, is the 13th of the 19 genetically-engineered gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. This hormonal implant is attached to the Human lymphatic system and controls the amount of melanin in a Space Marine's skin. Exposure to high levels of sunlight will result in the Astartes' skin naturally darkening to compensate. It also protects the Space Marine from other forms of electromagnetic radiation. Different levels of radiation cause variations of skin color in different Chapters due to mutations in the Melanochrome organ's gene-seed. This can be related to the unusually pale skin of the Blood Angels and their Successor Chapters and the dark black skin and red eyes of the Salamanders: This grants the Astartes a +2 bonus to Saves made to resist radiation.

• • *Oolitic Kidney* - The Oolitic Kidney, also known as the Purifier, is the 14th of the 19 genetically-engineered gene-seed organs implanted within a Space Marine neophyte to create a new Astartes. The organ is implanted within the new Astartes' abdominal cavity and it becomes a part of the Space Marines' excretory system, an emergency detoxification organ that allows a Space Marine to survive exposure through the respiration, tactile contact or ingestion of poisons, toxins and gases that are too powerful for even his rugged immune system to normally process without this organ's help. However, this detoxification process renders the Astartes unconscious once it begins, so it can be very dangerous if required during combat. Under normal circumstances, the Oolitic Kidney also acts as a regulatory organ for the Astartes physiology, maintaining the efficient action of the Space Marine's advanced circulatory system and the proper functioning of his other organs, implanted or natural: If the Astartes is actually injured by a poison or toxin that they fail the Save for, and does not kill them, this organ will kick in. the Astartes is rendered unconscious and the Astartes makes the poison Saves all over again, as if it were the first time making the Save. This Save is made with an additional +4.

• • *Neuroglottis* - The Neuroglottis, also called the Devourer, is the 15th of the 19 genetically engineered gene-seed organs implanted into a Space Marine neophyte to create a new Astartes. The organ is implanted within the Astartes' upper nasal passages and after it is functioning, chewing, tasting or smelling a substance allows a Space Marine to biochemically test it for toxicity and nutritional content, essentially determining if the substance is edible or poisonous. The organ also allows the Space Marine to identify extremely subtle odours with the same fidelity as the average canine bred for tracking, allowing him to even track his quarry by smell or taste alone: This grants the Scent ability to the Astartes, as well as allowing them to determine through taste or smell if a substance would be edible to a normal human.

• • *Mucranoid* - The Mucranoid, also called the Weaver, is the 16th of the 19 gene-seed organs implanted within an adolescent Space Marine neophyte to create a new Astartes. This organ is implanted within the central nervous system and responds to specific chemical stimuli in the environment, causing the Space Marine to secrete a waxy protein substance similar to mucus through his pores that seals his skin. The gland's operations must first be activated by an external chemical treatment, usually self-administered, before it will activate. Space Marines are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum and other extremes of temperature, particularly deeply frigid environments: When in a state of suspended animation the mucus cocoon provides a +6 to checks to passively resist the elements or environment.

• • *Betcher's Gland* - The Betcher's Gland, also known as the Poison Bite, is the 17th of the 19 genetically-engineered gene-seed organs that are implanted into a Space Marine neophyte to produce a new Astartes. Consisting of two glands that are implanted into multiple locations inside a Space Marine's mouth, including the inside of the lower lip, in the salivary glands or in the hard palette, these two glands working in tandem transform an Astartes' saliva into a corrosive, blinding acid when consciously triggered. This allows a Space Marine to spit a wad of corrosive acid with the effect of blinding, wounding or even killing an enemy outright. These implants' more common use is to aid in the digestion of unusually difficult or impossible things to digest, such as cellulose. In the gene-seed of several primarchs, like that of Rogal Dorn, this organ has atrophied and is no longer as effective or has simply ceased to function entirely in the Astartes of the Chapters that use those primarchs' gene-seed: This acid deals 3 damage each round for 1+1d4 rounds. When used as an attack it has a range of 1 meter.

• • *Progenoid Glands* - The Progenoid Glands, also known as the Gene-Seed, are the 18th of the 19 genetically-engineered gene-seed organs implanted within an adolescent Space Marine neophyte to create a new Astartes. Every Space Marine has these organs, one implanted in the neck and another in the chest. The organs hormonally respond to the presence of the other Astartes gene-seed implants in the body by creating germ cells with DNA identical to that of those implants through a process very similar to cellular mitosis. These germ cells grow and are stored in the Progenoid organs, much like sperm cells or egg cells are stored in the testes and ovaries of normal men and women. When properly cultured by the Apothecaries of a Space Marine Chapter, these germ cells can be gestated into each of the 19 gene-seed organs needed to create a new Space Marine. Thus, for most Astartes, their Progenoid Glands represent the only form of reproduction they will ever know, though the DNA passed on will be that of their primarch, not their own. Mature Progenoid organs can be removed and new gene-seed implants artificially cultured from them. This is the only way new implants can be created, so a Chapter depends upon its existing Space Marines to create other Space Marines. Five standard years after implantation, the Progenoid Gland in the neck contains mature gene-seed and may be removed and its germ cells harvested, while the larger chest Progenoid is not considered ready for harvesting until 10 standard years have passed. The harvesting is normally done after an Astartes' death by an Apothecary, who carries a special attachment on the mobile medical field kit he carries on his arm known as a Narthecium. This attachment is called a Reductor and it is specifically used to extract both Progenoid Glands from the body of a slain Astartes so that his gene-seed can be used to replace the Chapter's loss, the only form of true immortality that Astartes will ever know.

• • *The Black Carapace* - The Black Carapace, also known as the Interface, is the last and one of the most important of all the 19 gene-seed organ implants a Space Marine neophyte will receive as he is transformed from a normal, adolescent Human male into a superhuman Astartes. This neuroreactive, black organic fibrous material is implanted directly under the skin of the neophyte's torso. Points are then cut through the Carapace by an Apothecary using surgical tools that allow a Space Marine to directly interface his central nervous system with his Power Armour's cybernetic systems. After a few solar hours, the material hardens and invasive synthetic fiber bundles that will serve as connection points for neurons grow inward and interlink with the newborn Astartes' central nervous system. Note that a Space Marine needs the Black Carapace to use his Power Armour to its maximum capabilities, but the armour itself does not need this implant in order to function. The Sisters of Battle, for example, as well as some Inquisitors, also wear Power Armour. However, since their central nervous systems are not linked directly to their armour's Machine Spirit (artificial intelligence) as a Space Marine's would be, their Power Armour is markedly less efficient at providing protection or allowing them to maneuver in combat than that of an Astartes: When wearing power armor an Astartes is always counted as proficient with the armor even if they do not have the Power Armor Proficiency Feat, additionally he ignores the Armor Check Penalty except when making swim checks, and counts the Max Dex as 2 higher.

Level Adjustment +6 (This may be modified by the specific Gene Seed selected.)

• • *Primarch Gene Father:* Each Astartes comes from Gene Seed derived from one of the 20 primarchs, with the exception of those derived from hybridized Gene Seed.

*Loyalist Gene Seed*, is Gene Seed Derived from the Primarchs Roboute Guilliman, Rogal Dorn, Vulkan, Ferrus Manus, Leman Russ, Corvus Corax, Lion El'Jonson, Who remained loyal to the Emperor during the Horus Heresy.

*Traitor Gene Seed*, is Gene Seed Derived from the Primarchs Peturabo, Fulgrim, Horus, Magnus the Red, Alpharius & Omegon, Mortarion, Lorgar, Who betrayed the Emperor during the Horus Heresy.

*Hybridized Gene Seed*, is Gene Seed Derived from the mixing of Gene Seed from different sources, such as the Black Dragons.

An Astartes must select from one of the following Gene Seed listings:

*Perturabo, primarch of the Iron Warriors:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Iron Warrior Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Soldier, or Techie for his starting Class.

*Roboute Guilliman, primarch of the Ultramarines:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Ultramarines, Angels of Fury, Angels Revenant, Aurora Chapter, Avenging Sons, Black Consuls, Brazen Consuls, Castellans of the Rift, Crimson Consuls, Dark Sons, Desert Lions, Doom Eagles, Doom Legion, Eagle Warriors, Emperor's Spears, Fire Angels, Fulminators, Genesis Chapter, Hawk Lords, Helion Legion, Heralds of Ultramar, Howling Griffons, Imperius Reavers, Inceptors, Iron Hawks, Iron Hounds, Iron Snakes, Libators, Marines Errant, Marines Mordant, Mortifactors, Nemesis, Novamarines, Obsidian Glaives, Patriarchs of Ulixis, Praetors of Orpheus, Red Consuls, Scythes of the Emperor, Silver Eagles, Silver Templars, Silver Skulls, Sons of Antaeus, Sons of Guilliman, Sons of Orar, Tome Keepers, Vindicators, Void Tridents, or White Consuls Battle Doctrine means an Astartes of this Gene Seed may start as a Fighter, Gunman, Scout, or Soldier for his starting Class.

*Rogal Dorn, primarch of the Imperial fists:* In this Gene Seed the Betcher's Gland, which allows a Space Marine to produce poisonous/acidic spittle, and the Sus-an Membrane, which allows an Astartes to enter a state of suspended animation do not function. (Level Addjustement +5 replaces the normal +6) – Imperial Fists, Fists Exemplar, Crimson Fists, Excoriators, Iron Knights Battle Doctrine means an Astartes of this Gene Seed may start as a Berserker, Fighter, Gunman, Martial Artist, Scout, or Soldier for his starting Class. – Black Templars Battle Doctrine means an Astartes of this Gene Seed may start as a Fighter, Martial Artist, or Weapon Master for his starting Class.

*Vulkan, primarch of the Salamanders:* In this Gene Seed Astartes are known for exceptial strength even for space marines, granting them an additional +2 Str. Another notable characteristic would be their coal black skin, and red eyes. (Level Adjustment +7 replaces the normal +6) – Salamanders, Storm Giants, Covenant of Fire, Dragonspears, Black Vipers, or Dark Krakens Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Scout, or Soldier for his starting Class.

*Black Dragons Chapter Gene Seed:* During the 21st Founding, the Tech-priests of the Adeptus Mechanicus sought to "improve" the character of Astartes gene-seed by perfecting and removing the existing, identified deficiencies through various methods of bioengineering and Gene Seed Hybridization. The result For the Black Dragons Chapter were rather interesting. *Bone Curse:* The Ossmodula zygote of the Black Dragons functions in an abnormal way as the result of a mutation of its DNA, causing the growth of bony crests on the head, and blade-like protuberances from the forearm and elbow. Not all Black Dragons have the Head Horns, or Elbow Spines, while some have both Which are jagged natural weapons DMG 1d4 CRT 18-20 x2 protruding from the head or elbows. Additionally, not all Black Dragons have Arm Blade Bones, a smooth blades made of bone protruding from the forearm DMG 1d6 CRT 19-20 x2. Most Black Dragons coat these growths in adamantium so that they can be used safely in battle without risk of breaking them. (Head Horns, Elbow Spines Level Adjustment +7 replaces the normal +6), (Arm Blade Bones Level Adjustment +7 replaces the normal +6), (Arm Blade Bones, Head Horns, Elbow Spines Level Adjustment +8 replaces the normal +6) – Black Dragons Battle Doctrine means an Astartes of this Gene Seed may start as a Berserker, Martial Artist, or Scout for his starting Class.

*Fulgrim, primarch of the Emperor's Children:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Emperor’s Children Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Martial Artist, or Weapon Master for his starting Class.

*Ferrus Manus, primarch of the Iron Hands:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Iron Hands, Brazen Claws, Iron Fists, Iron Lords, Red Talons, Sons of Medusa, Steel Confessors Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Martial Artist, or Techie for his starting Class.

*Horus, primarch of the Luna Wolves:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Luna Wolves Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Scout, or Weapon Master for his starting Class.

*Leman Russ, primarch of the Space Wolves:* This Gene Seed contains the potency of the Canis Helix. The Canis Helix is necessary, however, as without this essential part of Leman Russ' heritage the other gene helices cannot be implanted at all. When it is first implanted within an Aspirant, the genetic sequence will work hideous changes on the warrior's mind and body; they revert to a primal state where their bones split and buckle, thick hair sprouts from across their body and their only desire is to gorge on fresh meat and glut themselves on blood. The warrior's body mass grows by up to eighty percent, many of the bones fuse, and canine fangs sprout from his gums. While in the midst of this radical and severely painful transformation, a warrior must overcome the shadow within himself. As a Space Wolf warrior grows older his hair turns course and wiry, turning a particular shade of grey, and his canines lengthen into true, wolf-like fangs. Even his skin becomes thicker and leatherier like a wolf pelt and all Space Wolf Marines are usually quite hirsuite. Sometimes brings with it the Curse of the Wulfen. A Space Wolf gains the Rage ability. (Level Adjustment +7 replaces the normal +6) –Space Wolf Battle Doctrine means an Astartes of this Gene Seed may start as a Berserker, Fighter, or Weapon Master for his starting Class.

*Magnus the Red, the primarch of the Thousand Sons:* This Gene Seed is known for being remarkably known for instability, and a condition known as the Flesh Change. All Thousand Sons receive the Wild Talent feat at character creation. At character creation and every time he levels up there after a Thousand Son rolls percentiles. If he rolls bellow 15% he receives a randomly rolled mutation as presented in the Mutations Chapter of the Game Masters Guide. – Thousand Sons Battle Doctrine means an Astartes of this Gene Seed may start as an Investigator, Psion, or Scout for his starting Class.

*Alpharius & Omegon, twin-primarchs of the Alpha Legion:* The Astartes reborn of this Gene Seed are slightly shorter than other Astartes allowing them to disguise themselves as rather tall normal humans, Additionally the gain a +2 Hide, and Move Silently Checks being noted for their stealth. -- Battle Doctrine means an Astartes of this Gene Seed may start as a Scoundrel, Scout, or Spy for his starting Class.

*Corvus Corax, primarch of the Raven Guard:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Raven Guard, Black Guard, Dark Eagles, Death Eagles, Imperial Talons, Iron Ravens, Knights of the Raven, Necropolis Hawks, Raptors, Raven's Watch, Revilers, Rift Stalkers, Shadow Haunters, Sons of the Raven Battle Doctrine means an Astartes of this Gene Seed may start as a Fighter, Scout, or Soldier for his starting Class.

*Lion El'Jonson, primarch of the Dark Angels:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Dark Angels, Angels of Absolution, Angels of Defiance, Angels of Redemption, Angels of Vengeance, Angels of Wrath, Blades of Vengeance, Consecrators, Disciples of Caliban, Guardians of the Covenant, Knights of the Crimson Order, Lions Sable, Star Phantoms is a Loyalist Battle Doctrine means an Astartes of this Gene Seed may start as a Fighter, Investigator, or Weapon Master for his starting Class.

*Mortarion, primarch of the Death Guard:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Death Guard Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Scout, or Soldier for his starting Class.

*Lorgar, primarch of the Word Bearers:* This Gene Seed has no inherent weaknesses, strengths, or deviations from the standard Gene Seed Template. – Word Bearers Battle Doctrine means an Astartes of this Gene Seed may start as a Gunman, Investigator, or Scout for his starting Class.

-- Battle Doctrine means an Astartes of this Gene Seed may start as a Berserker, Fighter, Gunman, Investigator, Martial Artist, Psion, Scoundrel, Scout, Soldier, Spy, Techie, or Weapon Master for his starting Class.

**PRIMARIS GENE-SEED**

Though they now stand a step above their Firstborn Astartes brethren, all Primaris Space Marines were still created using the original gene-seed of their primarchs, like all other members of the Adeptus Astartes. Some voices within the Imperium now worry how this new type of transhuman warrior will react to the many genetic quirks and flaws found in the gene-seed of some of the more unusual Chapters, particularly given the long history of fiascoes that have resulted from attempts to alter the Emperor's original work.

In the pursuit of his attempt to improve upon the original Space Marine template, Archmagos Dominus Belisarius Cawl collected samples of the genomes of all twenty of the original primarchs, including those deemed Lost or Traitors, though the resurrected Primarch Roboute Guilliman made clear to his overeager servant that Primaris Astartes were to be created only from the lines of those of his brothers who led the nine Loyalist Space Marine Legions.

It is known that in addition to the general advancements in their gene-seed, Primaris Space Marines possess three additional gene-seed implant organs compared to their standard brethren and that their gene-seed is far more genetically stable than that of their forerunners.

**Sinew Coils (The Steel Within)** - The Primaris Space Marine's sinews are reinforced with durametallic coil-cables that can contract with incredible force, magnifying his strength as well as giving his body another layer of defence. A Primaris Space Marine can crush a man's skull in his hand, break Flak Armour to flinders, or even bite through a metal cable should the need arise.

**Magnificat (The Amplifier)** - A small, thumbnail-sized lobe that is inserted into the brain's cortex. The Magnificat secretes hormones that increase the body's growth functions whilst also intensifying the function of its other transhuman implants, especially those of the Biscopea and the Ossmodula. As a result, Primaris Astartes are even taller by a Terran foot and physically stronger than their standard counterparts. In truth, the Magnificat is but half of the true, dual-valve Immortis Gland (the so-called "God-Maker") that the Emperor created for His primarchs. However, Archmagos Cawl could only find materials and genetic blueprints to build the Dextrophic Lobe (the right half of the Immortis Gland), while plans for the Sintarius (the left half) that would complete the original super-organ had been wholly eradicated from Imperial records of the Primarch Project. Whether this was done by the Emperor's own hand or by some nefarious source, Cawl could not tell.

**Belisarian Furnace (The Revitaliser)** - This is a dormant organ that connects to both Astartes hearts. In times of extreme stress, or should the warrior's body undergo violent, damaging trauma, it expels great blurts of self-synthesized chemicals -- a hyper-cocktail that simulates the biological action of combat stimms while also aiding in the rapid regrowth of tissue, bone and muscle. The gland then falls dormant again, and takes some time to metabolically build itself up once more for the next usage.