In my opinion - no.
The Dark Eldar are the living embodiments of all that is wanton and cruel in the Eldar character. Highly intelligent and devious to the point of obsession, these piratical people revel in the physical and emotional pain of others, for feeding upon the psychic residue of suffering is the only way they can stave off the slow consumption by the Chaos God Slaanesh of their own souls. Source
Their cruelty is a way to AVOID chaos - since they have no spirit stones, that would protect their soul they instead sacrifice souls of others. It is a bit paradoxical: they do chaos work while despising it at the same time; they do what Slaanesh cultist do but at the same time they despise them and hate the She Who Thirsts for destroying their ancient empire. If you'd prefer to use Warhammer Fantasy RP alignment system, they are EVIL contrary to CHAOTIC cultists.
also
This region of damaged tunnels is centred across the Warp Storm known as the Screaming Vortex. The Vortex is home to teeming hordes of daemon-worshippers and mutants, living and dying at the whims of warlords and sorcerers intent on murder and subjugation in the name of their dark gods. While this a ready source of slaves and victims for the raids of the region's Kabals, it is a realm largely inhospitable to the Dark Eldar, so strong is the presence of She Who Thirsts within the storm
It means that mere presence of chaos weakens the Dark Eldars.
316.8 kph at least, depending on calculation order. Up to 736.4 kph.
The calculation you linked is mostly correct up until the unnatural bonuses.
Unfortunately, only Unnatural Speed affects speed at all.
So I will repeat it here again:
- 50 starting agility
- +5 from being a Raven Guard
- +5 from armor history
- +10 from power armour mk6
- +20 from all of the advances
for a total of 90 agility. That's +9 bonus, which raises to +13 with burst of speed solo mode ability. That means movement rate of 14/28/42/84.
Now, let's heap things up.
- Sprint talent doubles the running distance.
- Wings of the Raven jump pack triples base movement.
- Dilation Field gives Unnatural Speed (also Unnatural Agility, which is irrelevant here).
- Wings of Angels assault marine ability increases jump pack movement rate by 20.
So, an x2 bonus, x2 bonus and an x3 bonus, which together give us a whopping x5 bonus. And a flat addition to movement rate, which I'm really unclear as to when to apply.
Anyway, the final running speed will be no less than 440. Rounds being 5 seconds long, that's 88 meters per second, or 316.8 kilometers per hour.
If Wings of Angels add to base move, we'll have running speed of 1020. That's 204 meters per second, or 736.4 kilometers per hour - a bid to outrun a jet!
Best Answer
I have been playing Warhammer 40k for over a decade but am not a complete authority.
Yes, a Space Marine can remove his armour according to the Deathwatch core rulebook.
The Deathwatch core rulebook's armour section explains that it takes around 30 minutes to remove or put on power armour with 3 chapter serfs (slaves). In an emergency it can be done in 10 minutes with one serf, but no less than that, as the proper rites must be observed.
I ran a Deathwatch game on a ship where they were not in their armour and had to either put it on or fight without it - very fun and lots of RP opportunities.
In the third Grey Knights novel, the main character is captured by Chaos and made to fight on an arena world. His armour is taken and the book deals with him adapting to not having it. Do note that when he gets it back near the end of the book, he carries it around, refusing to wear it until it can be purified by the tech-adepts. When he is forced to wear the storm bolter gauntlet it burns his skin.
Space Marines are trained to maintain a state of readiness so would remain in their armour at all times unless there was a point to removing it such as repair.
Space Marines have many enhancements such as extra organs and equipment built into their armour to deal with anything not related to killing the emperor's enemies, such as cleaning, eating or sleeping. They can do their activities in armour, they just don't have to.
As an aside: Space Marines don't have sex - they're eunuchs. Being genetically engineered to kill, genitals aren't necessary.
TLDR:
Yes armour can be removed, check deathwatch core rulebook.
Armour is taken with weapons when captured but is very difficult to get back on in this situation.