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post #11 of 32 (permalink) Old 11-07-10, 04:03 PM
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Alright Guys, Since you know talk about all the implants. This clears up all the questions about time, age, and all the little things. So I'm making you all some Copypasta. The Gene-seed is included in Phase 18.


Astartes Implants

The 19 implanted organs are very complicated, and because several of them only work properly or work at all in the presence of another of the implants, the removal, mutation or failure of one organ can affect the exact functioning of the others.1 Because of this and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.

Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology.

Listed below is the complete set of implants used:

* Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age.
* Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age.
* Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age.
* Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16.
* Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18.1

Secondary Heart
Phase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.

Ossmodula
Phase 2: A small, tubular and complex organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourage the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet.1 This heavily alters the way the Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size (along with most other bones) and the rib cage will have been fused into a solid mass of bulletproof, interlocking plates.

Biscopea
Phase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.

Haemastamen
Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subjects blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.

Larraman's Organ
Phase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if the recipient is wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer.

Catalepsean Node
Phase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marines survivability by allowing perception of the environment while resting1. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.

Preomnor
Phase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.

Omophagea
Phase 8: This implant allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has lead to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.

Multi-lung
Phase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.1

Occulobe
Phase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.1

Lyman's Ear
Phase 11: Not only does this implant make a Space Marine immune from dizziness or motion sickness but also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.

Sus-an Membrane
Phase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years.1

Melanochrome
Phase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.1

Oolitic Kidney
Phase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.1

Neuroglottis

Phase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track down his target by taste.

Mucranoid
Phase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.

Betcher's Gland
Phase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.

Progenoids
Phase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.

These take time (5 years in the first case, 10 in the latter)1 to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. See main article: Progenoids.

Black Carapace
Phase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface.1 This allows a Space Marine to interface directly with his Power Armour.
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post #12 of 32 (permalink) Old 11-07-10, 04:12 PM
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The gene seed that is harvested when a SM dies is the Progenoid Gland, one is implanted in the neck and one in the chest. The Progenoid Gland is used to create the other 18 implants and is harvested either when the SM dies or after 5-10 years, when it has matured.
The other implants are pretty much disposable, they are implanted into the marine and stay there. The Progenoid holds all of the genetic information needed to create new marines and new implants.
The full list of implants is as follows:

1 Secondary Heart
2 Ossmodula
3 Biscopea
4 Haemastamen
5 Larraman's Organ
6 Catalepsean Node
7 Preomnor
8 Omophagea
9 Multi-lung
10 Occulobe
11 Lyman's Ear
12 Sus-an Membrane
13 Melanochrome
14 Oolitic Kidney
15 Neuroglottis
16 Mucranoid
17 Betcher's Gland
18 Progenoid Glands
19 The Black Carapace

Edit- Ninja'd!!!

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post #13 of 32 (permalink) Old 11-07-10, 04:43 PM
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Originally Posted by normtheunsavoury View Post
Edit- Ninja'd!!!
Haha, You'll beat me to it a hundred times over in the future. XD
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post #14 of 32 (permalink) Old 11-07-10, 06:47 PM
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I thought that over the years a space marine will grow another gene seed.

Last edited by locustgate; 11-07-10 at 07:15 PM.
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post #15 of 32 (permalink) Old 11-07-10, 07:16 PM
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Originally Posted by locustgate View Post
As I understand it over the years a space marine will grow another gene seed.
Where did you hear this?
Sounds interesting but I find it highly unlikely. Many scientists try to unlock the secrets of the Gene-seed, one of the more prominant being Fabius Bile.

If they could be grown in ANY way, at all. It would be done.

But the secrets of the Primarchs and the gene-seed is for the Emperor's eyes only.
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post #16 of 32 (permalink) Old 11-07-10, 07:17 PM
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I think thats more that the ones they given reach maturity and are harvested. I'm sure I read somewhere about a Marine who had had his harvested and felt that he had less to offer the Imperium as a result, can't remember what book it was, possibly one of the Grey Knight books.

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post #17 of 32 (permalink) Old 11-07-10, 07:58 PM
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Well one of my friends mentioned it when we were talking about space marines. That brings up another thing how have they not ran out of geneseeds, SMs not recovering the seeds or the body being to destroyed to recover.
I know there are several large stores of them, but 1 have been destroyed by the iron warriors

Last edited by locustgate; 11-07-10 at 08:01 PM.
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post #18 of 32 (permalink) Old 11-07-10, 08:25 PM
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Originally Posted by locustgate View Post
Well one of my friends mentioned it when we were talking about space marines. That brings up another thing how have they not ran out of geneseeds, SMs not recovering the seeds or the body being to destroyed to recover.
I know there are several large stores of them, but 1 have been destroyed by the iron warriors
From one SM you get two gene seed. One progenoid is implanted in the neck, one in the chest

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post #19 of 32 (permalink) Old 11-07-10, 08:30 PM
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Space Marines have 2 prognoid glands, one in the neck and one in the chest. iirc both can be removed without the death of the SM so the chapter number will slowly rise.

Also, what happens if a neophyte dies during the transformation process, is the progniod gland with the organs used up and can't be replaced in another neophyte?

It should also be noted that the time it takes to transform into a Space Marines differs depending on chapter, the Blood Angels Exsanguination only takes 1 year to complete when the aspirant is placed in an esophagus and is rendered unconscious, talk about insta-space marine.

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Last edited by Quozzo; 11-07-10 at 08:34 PM.
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post #20 of 32 (permalink) Old 11-08-10, 01:14 AM
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Space Marine organs don't grow inside marines, though, they are literal implants (they probably do mature, I admit). So I don't think Blood Angels take a year to become full marines unless they keep opening those caskets to perform surgey. Also, they have scouts, don't they? (I've not seen their recent Codex, so feel free to correct me.)

I believe the progenoids actually contain what are essentially multipotent cells that will grow into each of the SM organs - this means it may be more than 'Two for one' with regards to marines. This makes sense because, well, there are two progenoid glands implanted... So the one marine makes two clearly doesn't work.

I suspect the real limit on numbers is due to difficulties in culturing the cells and growing the sensitive organs, which do have a high rejection rate. It would also explain how some Chapters lost some of the organs (Imperial Fists, Raven Guard) or they mutated (Raven Guard, Salamanders)- the genetic material of the organs became unstable and it spread through the Chapter in terms of hardship and low numbers (which is akin to inbreeding in thsi case - less gene-seed means inferior gene-seed is used).

With regards to Scouts, barely any will have progressed far enough to have Progenoids and not been inducted into another company, but their deaths are still a waste of the organ stores.
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