Here's the list:
Ambidextrous
Astartes Weapon Training
Bulging Biceps
Heightened Senses (Hearing, Sight)
Killing Strike (new Talent, no idea what it does)
Nerves of Steel
Quickdraw
Resistance (Psychic Powers)
True Grit
Unarmed Master
Unnatural Strength X2
Unnatural Toughness X2
So that's what they start with.
2. Power Armour adds the following on top of all of that:
Servo-Augmented Musculature - +20 Strength
Auto-Senses - Immune to Photon Flash and Stun Grenades, gains Darksight, Called Shots are 1/2 Actions, gains +10 to all Sight and Hearing Awareness Tests (cumulative w/Heightened Senses, for +20 over all).
Built-In Vox Link
Built-In Mag-Boots
Nutrient Recycling - Can operate for 2 weeks without resupply.
Recoil Suppression - May fire Basic Weapons 1-handed without penalty.
Size - Hulking (though that's not a penalty thanks to the Black Carapace)
Poor Manual Dexterity - Tasks that require fine manipulation are at -10 due to 'big fingers syndrome' unless the equipment has been designed for Space Marine use.
Osmotic Gill Life Sustainer - As long as you are wearing your helmet, your armour is environmentally sealed.
3. They also have a lot of skills to start with (outside of all the non-trained Basic Skills):
Awareness
Ciphers (Chapter Runes)
Climb
Common Lore (Adeptus Arbites)
Common Lore (Deathwatch)
Common Lore (Imperium)
Common Lore (War)
Concealment
Drive (Ground Vehicle)
Forbidden Lore (Xenos)
Literacy
Navigation (Surface)
Scholastic Lore (Codex Astartes)
Silent Move
Speak Language (Low Gothic)
Speak Language (High Gothic)
Tactics (not sure what this does)
Tracking
4. But that's not all, there are still all the special Marine organs, and they all provide rules:
Secondary Heart/Ossmodula/Biscopea/Haemastamen - Gain Unnatural Strength & Toughness x2
Larraman's Organ - Never suffer from Blood Loss (I wondered if they'd get this ability, and it turns out they do!).
Catalepsean Node - Do not suffer Perception-based penalties when awake for long periods of time.
Preomnor - +20 Toughness when taking Tests against ingested poisons.
Omophagea - Gain a Skill or Skill Group when devouring a portion of an enemy (how that works should be interesting to figure out).
Multi-Lung - May re-roll any failed Test for drowning or asphyxiation. Also gain +30 to all Tests to resist gasses and may re-roll failed results.
Occulobe/Lyman's Ear - This is what gives you the Heightened Senses (Sight & Hearing).
Sus-an Membrane - May enter suspended animation!
Oolitic Kidney - May re-roll all failed tests to resist toxins and poisons, including weapon attacks that have the Toxic Quality.
Neuroglottis - May detect any toxin or poison by taste with a successful Awareness Test. +10 to Tracking against a target you have tasted.
Mucranoid - Re-roll any failed Toughness Test required within extreme temperatures.
Betcher's Gland - May spit acid as a ranged weapon, R3m, Dam D5, Pen 4, Toxic and if you hit your target with 3 DOS or more, you blind them for 1D5 rounds.
Progenoids - Retrieved with a successful Medicae test, and can be used to generate a new character of a level equal to the rest of the squad when your character dies.
Black Carapace - The Black Carapace allows you to move inside the Power Armour with such speed and grace that the enemy do not gain the +10 To Hit when attacking you despite being Hulking.