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===Tabletop Effect=== Most of the organs have no visible effect in the game, at least if the in-game rules are an indication; here are how the organs seemingly manifest (or not). For some reason, Space Marines aren't any faster at running than an unaugmented human and are slower than fast humans, such as Sisters of Silence. Most likely, this lack of impact is either for balance purposes or because it can't be properly represented using in-game means. *Has an effect, at least in aggregate: **Secondary Heart, Ossmodula, Biscopea, Haemastamen, Larraman's Organ, Multi-Lung, Oolitic Kidney, Mucranoid: +1 Strength and Toughness, relative to a normal human. **Sinew Coils, Magnificat, Belisarean Furnace: +1 Attack, can only be wounded on a 4+ (1CP strat activation). ***Was also +1 Wound in 8th edition. As of 9th edition the Firstborn also get +1 Wound. **Catalepsean Node + Hypnotherapy: And They Shall Know No Fear, +1 Ld. **Progenoids: These are given as the reason an Apothecary loses his turn if he fails a resurrection roll, as he is busy collecting them. *Effects limited to fluff: **Occulobe: Mostly ignored; with or without his helmet on, most Space Marine's vision is never considered any better than an unaugmented humans, even when distance or lack of light are explicitly causing vision problems. It may however be a reason why some Space Wolves get the 'acute senses' rule. **Lyman's Ear: Demonstrably ignored under the 8th edition rules; Space Marines behave exactly like unaugmented humans when exposed to sonic weaponry, when needing to notice things they can't see, or when in need of balance. In previous editions, this would presumably have contributed to a higher Initiative stat. **Neuroglottis: As noted above with the Lyman's Ear, as this would predominantly serve to supplement that, given some tabletop rule for Space Marines actually having improved senses which only the Space Wolves have. **Melanochrome: Demonstrably ignored; Space Marines respond to photonic radiation (usually provided by the Adeptus Mechanicus) exactly like unaugmented humans do. **Black Carapace: Demonstrably ignored; many human factions have access to Power Armour, particularly Sisters of Battle, and none have ever been shown to be even slightly more encumbered by Power Armour than Space Marines are. **Preomnor, Omophagea, Sus-an Membrane, Mucranoid, Betcher's Gland: These have no in-game effect, but would typically not be expected to, as a Space Marine with his suit on and participating in a battle would not have call to use them, although the Betcher's Gland could be implemented as a very, very short range weapon, in principle. *Alternate Take: The Occulobe, Lyman's Ear, and Neuroglottis could grant the +1 Initiative marines enjoy(ed prior to 8th). The Melanchrome also likely adds to toughness.
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