Out of Initiative order action in exchange of Fate Point. Snap out of mental traumas
Due to their hypnoconditionning, decades of training, experience on the battlefield, coordination as members of a closed community and order and all of their implants, Space Marines are able to operate to a level rarely seen by any of its members.
All Space Marines do get the Astartes special rules which gives them the following benefits:
Super Soldiers: In exchange of a fate point, at any moment during a turn, a Space Marine can make a full action (or two half actions) at the initiative level the controlling player wishes. This also means that a Space Marine can make two turns during one. So the Space Marine could make a full action to move and make a lightining attack and then, during his normal initiative order, still do an attack action, as these counts as two seperate turns for purpose of actions. On the other hand, this sepcial use of a fate points do not grant an other reaction.
And They Shall know no fear: Be it by their dogmatic confidence in the Imperium's superiority and their role in defending it or the warped minds of chaos astartes that have been polluted by the horrors of the Warp, Space Marines are rarely impaired with fear. After suffering any mental effect (influence by psychic power, fear, mental trauma, madness, etc.), a Space Marine may test at the beginning of each following turn his willpower to Snap Out of It.