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Creating a new Space Marine
Taken from White Dwarf issue #98, and also the Warhammer 40,000
Compendium. Kindly transcribed by Aaron Teske.
Gene-seed and Zygotes
There are nineteen varieties of gene-seed corresponding to the nineteen
different super-human organs which are surgically implanted into the Space
Marine.
Most chapters have existed for thousands of years. During that time,
gene-seed belonging to some chapters has mutated. This has resulted in
changes in the exact nature of the artificially cultured organs. Such
changes may sometimes make an implant useless. In other circumstances
changes in an organ might reduce its effectiveness. Whatever the result,
it will affect the entire chapter -- all Space Marines belonging to a
chapter share implants cultured from the same original gene-seed.
As well as mutant implants, many chapters have lost one or more types of
gene-seed due to accident, genetic failure, or some other cause. Very few
chapters therefore possess all nineteen implants. All possess the carapace
implant (phase 19). It is this implant which marks
a Space Marine for what he is, irrespective of other implants, training or
psycho-surgery.
Implants
The nineteen organs created by the ancient technicians of the Emperor
are described below. Each of these organs is extremely complicated and
because many of the organs only work properly when another organ is
present, the removal or mutation of one organ may affect the functioning
of the others. For these reasons, implants must be constantly monitored,
and many Marines have to undergo corrective surgery or chemo-therapy to
re-balance their metabolisms.
Phase 1 -- Secondary Heart
The simplist and most self sufficient implant. The secondary heart is
capable of boosting the blood supply or maintaining full life functions
even with the destruction of the recipient's original heart. The phase 1
implant enables Marines to survive low oxygen concentrations and traumatic
injury.
Phase 2 -- Ossmodula
This is a tubular shaped organ whose small size belies its complex
structure. The ossmodula monitors and secretes hormones affecting
epiphiseal fusion and ossification of the skeleton. At the same time, the
specially engineered hormones encourage the forming bones to absorb
ceramic based chemicals administered in the Marine's diet. Two years
following implantation, this will have caused considerable strengthening
of the long bones, extreme ossificaiton of the chest cavity (caused by
growth of the ribs forming a solid mass of inter-laced bone plates) and a
general increase in the size of the recipient's skeleton.
Phase 3 -- Biscopea
This organ is implanted into the chest cavity. It is small,
approximately circular and, like the Ossmodula, its primary action is
hormonal. The presence of the biscopea sitmulates muscle growth throughout
the body.
Phase 4 -- Haemastamen
This tiny organ is implanted into a main blood vessel. The haemastamen
serves two purposes. It monitors and to some degre controls the phase 2
and 3 implants. The organ also alters the constituent make-up of the
recipient's blood. As a result, Marine blood is considerably more
efficient than ordinary human blood, as it has to be when you consider the
extra biological hardware a Marine carries inside him!
Phase 5 -- Larraman's Organ
This is a liver shaped, dark, fleshy organ about the size of a golf
ball. It is implanted into the chest cavity along with a complicated array
of blood vessels. The organ generates and stores special 'larraman cells'.
If the recipient is wounded, these cells are released into the blood
stream. They latch onto leucocytes in the blood and are transported to the
site of a wound. Once in contact with air, the larraman cells form a skin
substitute of instant scar tissue, staunching the flow of blook and
protecting any exposed wound area.
Phase 6 -- Catalepsean Node
This brain implant is usually inserted into the back of the skull via a
hole drilled into the occipital bone. The pea-sized organ influences the
circadian rhythms of sleep and the body's response to sleep deprivation.
Normally, a Marine sleeps like any normal man, but if deprived of sleep,
the catalepsean node 'cuts in'. A man implanted with the node is capable
of sleeping and remaining awake at the same time by 'switching off' areas
of the brain sequentially. This process cannot replace normal sleep
entirely, but increases a Marine's survivability by allowing perception of
the environment whilst resting.
Phase 7 -- Preomnor
The preomnor is a large implant which fits into the chest cavity. It is
a pre-digestive stomach which allows the Marine to eat a variety of
otherwise poisonous or indigestible materials. No actual digestion takes
place in the preomnor. Individual sensory tubes assess potential poisons
and neutralize them or, where necessary, isolate the preomnor from the
rest of the digestive tract.
Phase 8 -- Omophagea
This is a complicated implant. It really becomes part of the brain, but
is actually situated within the spinal cord between the cervical and
thoracic vertibrae. Four nerve sheaths called neuroclea are implanted
between the spine and the preomnoral stomach wall. The omophagea is
designed to absorb genetic material generated in animal tissue as a
function of memory, experience or innate ability. This endows the Marine
with an unusual survival trait: he can actually learn by eating. If a
Marine eats part of a creature, he will absorb some of the memories of
that creature. This can be very useful in an alien environment.
Incidentally, it is the presence of this organ which has created the
various flesh eating and blood drinking rituals for which the Marines are
famous, as well as giving the names to chapters such as the Blood
Drinkers, Flesh Tearers, etc.
Phase 9 -- Multi-lung
This is another large implant. The multi-lung, or 'third' lung, is a
tubular grey organ. Blood is pumped through the organ via connecting
vessels grafted onto the recipient's pulmonary system. Atmosphere is taken
in by means of a sphincter located in the trachea. In toxic atmospheres,
an associated sphincter muscle closes the trachea and restricts normal
breathing, thus protecting the lungs. The multi-lung is able to absorb
oxygen from poorly oxygenated or poisonous air. Most importantly, it is
able to do this without suffering damage thanks to its own efficient toxin
dispersal, neutralization and regeneration systems.
Phase 10 -- Occulobe
This small slug-like organ sits at the base of the brain. It provides
the hormonal and genetic stimuli which enable a Marine's eyes to respond
to optic-therapy. The occulobe does not itself improve a Marine's
eyesight, bit it allows technicians to make adjustments to the growth
patterns of the eye and the light-receptive retinal cells. An adult Marine
has far better eyesight than a normal human, and can see in low light
conditions almost as well as in daylight.
Phase 11 -- Lyman's Ear
This organ enables a Marine to consciously enhance and even filter
certain types of background noise. Not only is hearing improved, but a
Marine cannot become dizzy or nauseous as a result of extreme
disorientation. Lyman's ear is externally indistinguishable from a normal
human ear.
Phase 12 -- Sus-an Membrane
This flat, circular organ is implanted over the top of the exposed
brain. It then grows into the brain tissue until completely merged. The
organ is inneffective without subsequent chemical therapy and training.
However, a properly tutored Marine may then enter into a state of
suspended animation. This may be a conscious action, or may happpen
automatically in the event of extreme physical trauma. In this condition a
Marine may survive for many years, even if bearing otherwise fatal
injuries. Only appropriate chemical therapy and auto-suggestion can revive
a Marine from this state -- a Marine cannot revive himself. The longest
known period of de-animation followed by successful re-animation is 567
years in the case of brother Silas Err of the Dark Angels (d. 321
M.27).
Phase 13 -- Melanochromatic Organ
The melanochrome, or melanochromatic organ, is hemispherical and black.
It functions in an indirect and extremely complicated manner. It monitors
radiation levels and types bombarding the skin, and if necessary sets off
chemical reactions to darken the skin to protect is from ultraviolet
exposure. It also provides limited protection from other forms of
radiation.
Phase 14 -- Oolitic Kidney
This red-brown and heart shaped organ improves and modifies the Marine's
circulatory system enabling other implants to function effectively. The
oolitic kidney also filters blood extremely efficiently and quickly. The
secondary heart and oolitic kidney are able to act together, performing an
emergency detoxification program in which the Marine is rendered
unconscious as his blood is circulated at high speed. This enables a
Marine to survive poisons and gases which are otherwise too much for even
the multi-lung to cope with.
Phase 15 -- Neuroglottis
Although the preomnor protects a Marine from digesting anything too
deadly, the neuroglottis enables him to assess a potential food by taste.
The organ is implanted into the back of the mouth. By chewing, or simply
by tasting, a Marine can detect a wide variety of natural poisons, somce
chemicals and even the distinctive odors of some creatures. To some degree
a Marine is also able to track a target by taste alone.
Phase 16 -- Mucranoid
This small organ is implanted in the lower intestine where its hormonal
secretions are absorbed by the colon. These secretions initiate a
modification of the sweat glands. This modification normally makes no
difference to the Marine until activated by appropriate chemo-therapy. As
a result of this treatment, the Marine sweats an oily, naturally cleansing
substance which coats the skin. This protects the Matine against extremes
of temperature and even offers a slight degree of protection in vacuum.
Mucranoid chemo-therapy is standard procedure on long space voyages and
when fighting in vacuum or near-vacuum.
Phase 17 -- Betcher's Gland
Two of these identical glands are implanted, either into the lower lip,
alongside the salivary glands or into the hard palette. Betcher's gland
works in a similar way to the poison gland of venomous reptiles by
synthesizing and storing deadly poison. Marines are rendered immune to
this poison by virtue of the gland's presence. The gland allows the Marine
to spit a blinding contact poison. The poison is also highly acidic and
corrosive. A Marine imprisoned behind iron bars could easily chew his way
out given an hour or so.
Phase 18 -- Progenoids
There are two of these glands, one situated in the neck, the other deep
within the chest cavity. These glands are important to the survival of the
Marine's chapter. Each organ grows within the Marine, absorbing hormonal
stimuli and genetic material from the other implants. After five years the
neck gland is mature and ready for removal. After ten years the chest
gland becomes mature and is also ready for removal. A gland may be removed
any time after it has matured.
These glands represent a chapter's only source of gene-seed. When
mature, each gland contains a single gene-seed corresponding to each
zygote implanted into the recipient Marine. Once removed by surgery, the
progenoid must be carefully prepared, its individual gene-seeds checked
for mutation, and sound gene-seeds stored. Gene-seeds can be stored
indefinitely under sutable conditions.
Phase 19 -- Black Carapace
This is the last and the most distinctive implant. It looks like a film
of black plastic when it's growing in the tanks. This is removed from its
culture-solution and cut into sheets which are implanted directly beneath
the skin of the Marine's torso. Within a few hours the tissue expands,
hardens on the outside, and sends invasive neural bundles deep inside the
Marine. After severla months the carapace will have fully matured and the
recipient is then fitted with neural sensors and transfusion points cut
into the hardened carapace. These artificial 'plug-in' points mesh with
features integral to the powered armour, such as the monitoring, medicinal
and maintenance units. Without the benefit of a black carapace a Space
Marine's armour is relatively useless.
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