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Bionics And Implant Technology
Space Marine Gene-Seed
The Implantation Of Gene-Seed
Space Marines are created by the implantation of nineteen types of gene-seed, which greatly boost a Space Marine’s already formidable natural capabilities, as well as introduce new abilities unique to the Adeptus Astartes.
With the exception of the progenoid glands (see below), all gene-seed are permanently implanted and cannot be removed without causing massive damage, and potentially disability or death, to the owner.
It takes a major surgical operation to implant each gene-seed, although some phases of implantation can be performed simultaneously, assuming the Chapter has sufficient apothecaries and equipment to carry out a multiple operation.
Each gene-seed detailed below must be implanted within the timeframe detailed.
For the sake of simplicity, NPC Space Marines may count characteristic boosts of D10 points as being of 5 points each, as they would a normal characteristic advance.
Gene-Seed Rejection
Sometimes a Space Marine’s body will not accept the implanted gene-seed organs, particularly if they are defective in some way. After implantation surgery, a Space Marine must take a Toughness test. If the test is passed, the gene-seed is accepted without problems.
If the test is failed, there are severe complications that cause 3D10 damage to the Marine and an additional operation must be performed to remove the faulty gene-seed. A third operation is required to replace it again.
If the test is a matched failure, the Space Marine reacts incredibly badly. Not only does he take 3D10 damage, but also mutates in some way. This can be rolled randomly on the mutations tables, or it can be chosen by the GM to relate to the nature of the faulty gene-seed. For example, a character with a faulty ossmodula may develop bony epidermal plates, bony spikes jutting from his knuckles, or the fusing of bones that should remain mobile. Usually these mutations can be surgically corrected and the gene-seed replaced, by carrying out D6 major surgical operations. Should any of these operations fail, the apothecaries will decide that the extent of the mutation is beyond their scope, and the Space Marine will either be mercifully granted euthanasia or be mind-wiped for use as a study subject.
Gene-Seed Failure
Most gene-seed require continued chemical therapy throughout life (those that do not are noted in their descriptions). This is primarily an unavoidable by-product of implanting a score of artificial organs into the human body, which tends to dislike that kind of treatment, but it also has the beneficial side-effect of reinforcing the loyalty of the Space Marine.
Should a Space Marine for any reason become separated from his Chapter, whether through desertion, captivity, exile or accident, each organ has a 5% chance of failure, tested at the start of each year.
A failed organ removes any bonuses and abilities it may have granted the Marine, and causes D10 damage per day. Most Space Marines will be capable of healing the damage from one or two organs overnight, but when multiple organs fail, and battle wounds pile up, survival can become difficult for a lost Marine.
Absent Gene-Seed And Non-Standard Chapters
Not all Chapters have access to all nineteen gene-seed, thanks to degeneracy, Chapter tradition or genetic incompatibility. It ought to be noted that most Chapters that are deficient in one respect strive to make up for it in another, perhaps with additional training or a non-standard battlefield doctrine.
Non-standard gene-seed will be explained wherever the Chapter itself is described. When creating a generic Chapter, it can either be assumed that all the gene-seed or present, or the GM could assume that there is a 95% chance that each gene-seed is present. The progenoid glands and black carapace will always be present – any Space Marine Chapter without these gene-seed is compromised beyond repair and must be disbanded. In a similar vein, Chapters without ossmodula, biscopea or haemastamen gene-seed are likely to be deemed too deficient to continue their existence.
All the Marines of a Chapter will have the same types of gene-seed.
Adeptus Astartes Neophyte Gene-Seed
Phase 1 – Secondary Heart
(10-14 years of age, can be combined with phases 2 and 3)
This secondary heart increases the flow of blood around the cadet’s body. It also assists survival in low-oxygen atmospheres and provides resistance to traumatic injury.
A Space Marine gains 2D10 points of Toughness upon the implantation of the secondary heart. Additionally, if a crippling injury result should indicate that the heart has been destroyed, the secondary heart can keep the Space Marine alive (albeit with all characteristics halved), until surgery to repair, regrow or replace the lost organ.
Phase 2 – Ossmodula
(10-12 years of age, can be combined with phases 1 and 3)
The ossmodula has the appearance of a small fleshy tube. It manufactures hormones that induce ephiphesial fusion and ossification of the skeleton, melding the rib cage and other non-mobile bones together for increased durability. Simultaneously, other hormones cause ceramic-based chemicals in the Marine’s diet to become absorbed into the bone, strengthening it still further. A fully developed Space Marine’s rib-cage is a solid mass of interlaced bone.
A Space Marine gains D10 points of Toughness at the end of each of the five years following implantation of the ossmodula.
Phase 3 – Biscopea
(10-12 years of age, can be combined with phases 1 and 2)
The biscopea is a small, spherical, hormone-producing organ that stimulates muscle growth throughout the body. Combined with the effects of the ossmodula, a cadet rapidly becomes superhuman in appearance, even though his training is not yet complete.
A Space Marine gains D10 points of Strength at the end of each of the ten years following implantation of the biscopea.
Phase 4 – Haemastamen
(12-14 years of age, can be combined with phase 5)
One of the smallest gene-seed types, the haemastamen is implanted into a main blood vessel, whereupon it regulates the ossmodula and biscopea implants and also alters the makeup of the cadet’s blood. Blood passed through the haemastamen becomes more efficient at carrying oxygen and nutrients to the rapidly expanding muscles and hormonally enhanced vital organs.
A Space Marine gains D10 points of Strength and D10 points of Toughness upon implantation of the haemastamen. Modifications to white blood cell production also grant the Marine the Immunity to Disease ability.
Phase 5 – Larraman’s Organ
(12-13 years of age, can be combined with phase 4)
Between an inch and a half and two inches in size, this dark, fleshy, liver-like organ is implanted into the chest cavity, between the hearts, along with a network of additional blood vessels linking it to the bloodstream. The main function of Larraman’s organ is to produce and store ‘Larraman cells’, which are released into the blood when pain signals and/or loss of blood pressure indicate that the cadet has been wounded. Larraman cells congeal upon contact with air, forming instant scar tissue and staunching the flow of blood.
Space Marines with a functioning Larraman’s organ can take one Toughness test for each bleeding location at the start of each round. Each passed test indicates once dice of bleeding to the location has been halted. This is in addition to any medical treatment given to the injured locations.
Additionally, the Marine gains the True Grit ability.
Adeptus Astartes Acolyte Gene-Seed
Phase 6 – Catalepsean Node
(14-17 years of age)
Marines sleep like any normal man, but if unable to do so – because of prolonged battle conditions, or torture – the catalepsean node activates. Although it does not replace normal sleep completely, it greatly increases the time for which the Marine is able to operate without complete rest by sequentially placing non-vital portions of the brain on standby. As an added advantage, it means that the Marine is at least partially alert while in catalepsean half-sleep.
Space Marines with a catalepsean node can operate for up to four times as long, under battlefield conditions, without sleep, as a typical human. When they do sleep, a Marine only needs four hours of sleep, rather than the usual eight. The Marine can also recuperate damage while in half-sleep, and see, hear and so on. Awareness tests while in half-sleep do not gain any positive modifiers for any reason, even from other gene-seed.
Phase 7 – Preomnor
(14-16 years of age, usually combined with phases 8 and 9)
The preomnor is a large organ that fits into the chest cavity, acting as a predigestive stomach that filters out poisonous or indigestible materials. Should a poison be too powerful to be completely neutralised, the preomnor’s exit closes, preventing the substance from passing through to the stomach. The poison can then be disposed of by vomiting.
A Space Marine gains the Immunity to Poison ability upon implantation of the preomnor, but only against ingested poisons.
Phase 8 – Omophagea
(14-16 years of age, usually combined with phases 7 and 9)
The omophagea is a complicated implant that is grafted into the upper spinal cord (between the cervical and thoracic vertebra) and provides one of the most bizarre of a Space Marine’s superhuman abilities. It absorbs genetic material generated in animal tissue as a function of memory or innate ability. In other words, the Marine can actually learn by eating his enemies’ flesh. This is usually taken in the form of brain tissue, but it works just as well through flesh, blood or even bone marrow, leading to several gruesome Chapter rituals. Oddly, cannibalism is more acceptable amongst Space Marine Chapters than the devouring of aliens. Many Marines are reluctant to devour the flesh of an alien or mutant, for fear of taint, but most will do so, confident in the abilities of their preomnors and their strength of will to defeat the physical and spiritual toxins.
A Space Marine with an omophagea can temporarily learn the most salient recent thoughts of a victim by consuming at least a pound of its flesh or drinking a pint of blood. There is a 50% chance that each ability relevant to the victim’s life will also be temporarily passed on to the Space Marine, for a period of 2D10 hours before fading away. Additional portions allow the possibility of learning further abilities, although the probability of doing so never rises further than 50% for any one portion.
Phase 9 – Multi-lung
(14-16 years of age, usually combined with phases 7 and 8)
The multi-lung is a tubular grey organ that sits against the trachea. When the Space Marine’s body detects poisonous atmospheres, a sphincter muscle closes the trachea, forcing all breathing to be carried out through the multi-lung. The multi-lung filters out toxins without suffering damage itself, thanks to efficient toxin neutralisation and regeneration abilities.
A Space Marine with a multi-lung gains +10 to any airborne poison Resistance tests. The multi-lung also allows the Marine to double Initiative during olfactory Awareness tests.
Phase 10 – Occulobe
(14-16 years of age)
The occulobe sits at the base of the visual cortex. Although it does not in itself increase a Marine’s visual abilities, it does allow the Chapter chirurgeons to adapt and enhance the growth patterns of the eye and associated nerves.
At some point over the five years after implantation of the occulobe, a Space Marine will develop the ability to double Initiative during visual Awareness tests.
Phase 11 – Lyman’s Ear
(14-16 years of age)
Lyman’s ear completely replaces a Space Marine’s original ears, but is externally indistinguishable. It allows a degree of fine-tuning over incoming auditory data that is unrivalled anywhere else in humanity.
A Marine with Lyman’s ears doubles his Initiative during auditory Awareness tests, and gains the ability to tune into particular sounds – such as one person talking in a crowded room. This works in a similar manner to the Lip Reading ability, but does not require line of sight. In addition, the Marine will never become dizzy or nauseous as a result of extreme disorientation, although the distortion of reality (as opposed to perception) will affect him normally.
Phase 12 – Sus-an Membrane
(15-16 years of age)
This membranous organ is placed between the skullcap and the brain. It then grows into the brain tissue until completely merged. A Marine subjected to chemical conditioning and tuition can use the sus-an membrane to enter a state of suspended animation. Most of the time, this is a conscious action – for example, when trapped for long periods without food or water – but occasionally head trauma can instigate unwanted sus-an.
When in sus-an, a Marine continues to heal at the normal rate (including haemastamen coagulation) as if resting for full days. Death countdowns from mortal crippling injuries are halted, although of course the Space Marine is defenceless against further attacks. A Marine cannot willingly exit suspended animation – it takes chemical therapy and direct neuro-electrical stimulation to revive a Marine using the sus-an membrane. There is no upper limit to the length of time that a Marine can remain in suspended animation, and comas lasting hundreds of years are well documented.
There is a 10% chance that a Marine suffering damage to the head will automatically enter suspended animation.
Phase 13 – Melanochrome, or Melanochromic Organ
(15-16 years of age)
The melanochrome is a hemispherical, black organ that monitors radiation bombarding the skin and does what it can, using chemical reactions in the skin, to protect against damage. Some Chapters’ melanochromes are faulty and have unusual side effects on the pigmentation of their users. For example, the Salamanders are typically black-skinned, but with blonde hair, the Blood Angels are all blonde with blue eyes and alabaster skin, while the Death Spectres are, to a Marine, pure albino.
The melanochrome grants 3 additional points of Armour against all radiation attacks, including sunburn.
Phase 14 – Oolitic Kidney
(15-16 years of age, can be combined with phase 15)
The oolitic kidney fits between the Marine’s two existing kidneys and filters blood quickly and efficiently. When used in conjunction with the secondary heart, it also performs emergency detoxification should the multi-lung be unable to handle powerful poisons.
A Marine implanted with an oolitic kidney gains the Immunity to Poison ability against all forms of poison.
If the Marine also has a secondary heart, he gains a +30 bonus to all poison Resistance tests. This bonus can be added onto that gained from a multi-lung.
Phase 15 – Neuroglottis
(15-16 years of age, can be combined with phase 14)
The neuroglottis acts as an early warning system for the preomnor by detecting ingested poisons by taste alone. It offers no actual protection, although poison will usually be spotted early enough to avoid the worst effects. He can even taste certain chemicals in the air, assisting in the tracking of creatures with distinctive pheromones.
A neuroglottis allows a Marine to double his Initiative during all taste-based Awareness tests, including the detection of additive poisons. He also gains a +10 bonus when using the Tracker ability to follow living creatures, increasing to +20 if the creature is wounded, frightened or in heat.
Phase 16 – Mucranoid
(16 years of age)
The mucranoid nestles within the small intestine and secretes hormones into the colon. These hormones can be activated through chemotherapy, whereupon they cause the Marine to sweat an oily substance that cleanses the skin and forms a thin wax coating. This provides protection against extremes of temperature and even limited defence against the vacuum of space.
A Marine with a mucranoid gland doubles his grace period before suffering damage from cold or heat-induced dehydration. In addition, when exposed to vacuum, the Marine only suffers a level of damage and an increase in bleeding every ten rounds. These bonuses only apply if the Marine has been undergoing the appropriate chemotherapy for at least a week beforehand. The effects of the chemotherapy remain in effect for three months after the course of treatment ends.
Phase 17 – Betcher’s Gland
(16-17 years of age)
Working in a similar manner to a spitting cobra’s venom sacs, Betcher’s glands are implanted either into the lower lip, alongside the salivary glands, or into the hard palette.
The Marine counts as having the Spit Acid mutation. This venom can also be used to burn through metal, at a rate of 10cm an hour, or faster if the Marine is actually chewing.
Phase 18 – Progenoids
(16-18 years)
Technically two phases in one, the twin progenoid glands are vital for the continued existence of the Chapter. Each organ grows within the Marine, absorbing genetic material and hormonal information from the other gene-seed, until the progenoids develop to contain vestigial examples of each of the nineteen gene-seed. The neck gland matures and is ready to be removed after around five years, while the chest gland takes longer, requiring approximately ten years to fully mature. These times vary from Chapter to Chapter – some Chapters require many decades for their progenoids to mature, while others can manage it in a fraction of the normal time. Most Chapters re-implant Marines with new progenoids after the removal of the original ones, so as to increase the store of gene-seed and to make up for those gene-seed lost in unrecovered or obliterated corpses. It is standard practice for apothecaries to cut the progenoid from a dead Marine with a device called a ‘reductor’, in the hope that bathing it in nutrient vats to simulate being contained within a living body can save the gene-seed within each gland.
Once matured, the progenoids are removed and each vestigial gene-seed within checked for mutation. Those that pass the purity screening are then stored in highly secure vaults, ready for implantation into the next generation of Space Marines.
It takes one operation to implant each progenoid, and another to remove each one upon maturation. Space Marines will go to extreme lengths, even risking the loss of their own progenoids, to recover the bodies (or at least just the progenoids) of their fallen battle brethren.
Phase 19 – Black Carapace
(16-18 years)
This is the final stage of the implantation procedures that go towards creating a Space Marine. Looking like a film of black plastic, the carapace is grown in nutrient tanks before it is implanted beneath the skin of the Marine’s torso. Within hours of the operation, the carapace tissue expands, hardens and sends invasive neural bundles through the Marine’s body. Several months later, the carapace can be drilled into and neural sensors and transfusion points installed. These provide direct links to monitoring, medical and maintenance systems within the armour, replacing the need for a harness in Adeptus Astartes power armour. Incidentally, the black carapace also provides a limited form of natural subdermal armour.
A few hours after implantation takes place, a Marine with a black carapace gains 2D10 points of Toughness.
2D6 months after implantation, four more minor surgical operations need to be performed. After these are completed, all the necessary ports are present to allow the use of power armour without the need for a harness.
Following implantation of phase 19, the Marine is now ready for elevation from scout to full battle brother.