Space Marine Augmentations
Space Marines have a series of special organs and modifications implanted into their bodies. Page 16 describes each implant and its function, but the following section describes the in game effects of each upon the Space Marine character. The Traits and Talents provided by these implants have already been taken into effect and are listed in the Space Marine’s starting Talents and Traits above.
• Secondary Heart: Contributes to the Space Marine’s Unnatural Strength and Toughness.
• Ossmodula: This implant, in conjunction with several others, grants the Space Marine the Unnatural Toughness (x2) Trait.
• Biscopea: This implant, in conjunction with several others, grants the Space Marine the Unnatural Strength (x2) Trait.
• Haemastamen: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Strength and Toughness Traits.
• Larraman’s Organ: Space Marines do not normally suffer from Blood Loss (see page 260). In addition, the Space Marine gains the True Grit Talent. However, attacks with the Warp Weapon Quality (see page 136) may still inflict Blood Loss as normal.
• Catalepsean Node: A Space Marine suffers no penalties to Perception-based Tests such as Awareness) when awake for long periods of time.
• Preomnor: The Space Marine gains a + 20 bonus to any Toughness Test against ingested poisons.
• Omophagea: By devouring a portion of an enemy, a Space Marine can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the GM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, a Space Marine can temporarily gain access to a Skill or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that he did not already possess. The Skills he may gain are at the GM’s discretion, depending on the Skills originally possessed by the enemy. The Space Marine may access this acquired Skill or Skill Group as an untrained Basic Skill for a number of hours equal to his Intelligence Bonus. After this time, the information begins to fade and the Skill is no longer useable by the Space Marine (until he devours another portion of an enemy, of course).
• Multi-lung: The Space Marine may re-roll any failed Toughness Tests for drowning or asphyxiation (see page 261). In addition, the Space Marine gains a + 30 bonus to Toughness Tests made to resist the effects of gases, and may re-roll failed results. The Space Marine may also breathe water through his multi-lung.
• Occulobe: This implants grants the Space Marine the Heightened Senses (Sight) Talent.
• Lyman’s Ear: This implant grants the Space Marine the Heightened Senses (Hearing) Talent.
• Sus-an Membrane: The Space Marine may voluntarily enter a form of suspended animation. To do so, the Space Marine must meditate for 1d5 Rounds. This organ also
automatically activates if the Space Marine is knocked unconscious by Critical Damage. While in suspended animation, the Space Marine’s wounds will not deteriorate or heal. It requires chemical therapy, auto-suggestion techniques, and a successful Hard (– 20) Medicae Test to revive a Space Marine in suspended animation.
• Melanchromic Organ: This organ has no in-game effect besides contributing to the Space Marine’s Unnatural Toughness (x2) Trait. At the GM’s discretion, the Space Marine may ignore or be resistant to exposure to radiation, depending on the severity.
• Oolitic Kidney: This implant gives the Space Marine the ability to re-roll any failed Toughness Test to resist poisons and toxins, including attacks with the Toxic Quality.
• Neuroglottis: The Space Marine may detect any poison or toxins by taste with a successful Challenging (+ 0) Awareness Test. He may also detect poisons or toxins by smell with a successful Hard (– 20) Awareness Test. The Space Marine gains the Tracking Skill as a basic trained Skill, and may (at the GM’s discretion) gain a +10 bonus to any Tracking Tests against an opponent he has tasted.
• Mucranoid: The Space Marine may re-roll any failed Toughness Tests caused by temperature extremes, such as desert heat or the cold of outer space.
• Betcher’s Gland: The Space Marine may spit acid at his foes. This acts as a ranged weapon with the following profile: (Range: 3m; Damage: 1d5; Pen: 4; Toxic). If the Space Marine gains three or more Degrees of Success on his Ballistic Skill Test, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the Space Marine may also slowly chew his way through nearly any nonliving substance. The rate at which he does so
is at the GM’s discretion (one example includes chewing through iron bars—this would be roughly at a rate of 4 kg per minute).
• Progenoids: See page 271 for more information on the benefits of retrieving a Space Marine’s progenoids. Removing a Space Marine’s progenoids requires a Difficult (– 10) Medicae Test. This Test becomes Arduous (– 40) if performed without the narthecium (see page 173), and adds 2 Rounds to the time required. Taking out the progenoids takes 1 Round, adding 1 Round for every Degree of Failure on the Medicae Test. Space Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed, and the GM may require a Willpower Test to leave the progenoids behind.
• Black Carapace: This implant gives the Space Marine exceptional control over his power armour. Although a Space Marine in power armour has the Size (Hulking) Trait, his enemies gain no bonus to hit him thanks to the Black Carapace.
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