+++The Creation of+++
+++a Space Marine+++
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 metabolism.
Phase 1 -- Secondary Heart. The
simplest 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 stimulates 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 degree 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 blood 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 neutralise 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 vertebrae. 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, neutralisation 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 ineffective 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 happen 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 -- 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, some chemicals and even the distinctive odours 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 Marine 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 synthesising 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 suitable 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 several 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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