Space Marines - Implantation of Astartes Organs: Nineteen genetically-engineered organs grown from the Chapter's gene-seed are implanted in a Firstborn Space Marine neophyte's body to further bolster his combat and survival ability should he live to become a full battle-brother and initiate of the Chapter.Many of these organs are cultured in vitro from the gene-seed, whilst others require that the gene-seed be injected into the aspirant's body and then grow into a new organ using the implantee's own physiological processes.All Space Marine Chapters use the gene-seed organs to unleash and control the metabolic processes that transform an ordinary mortal into a Space Marine.The gene-seed itself is encoded with all the genetic information needed to reshape ordinary Human cell clusters into the special organs Space Marines possess in those instances where they are not directly implanted after being cultured outside the body.The gene-seed contains genetically-engineered viral machines which rebuild the male Human body according to the biological template contained within it and created by the Emperor. However, even from the beginning of the Astartes' existence, there was never a set way to activate these transformative functions of the gene-seed.During the First Founding of the 30th Millennium when the Space Marine Legions were first created, the process was still highly experimental and many different ways of controlling and managing the transformation from mortal into Astartes were tried.This led to the Space Wolves using the ritual known as "Blooding," the Imperial Fists using the process known as the "Hand of Faith," the White Scars conducting the "Rites of the Risen Moon" and the Blood Angels using the ritual of "Insanguination."Each implant has a high margin of catastrophic metabolic failure and physiological rejection and so only a small number of neophytes live to become initiates of the Chapter and enter the 10th Company as Scout Marines.Many Chapters have lost the knowledge needed to culture new versions of some of these implants, and therefore, must ensure this gene-seed is recovered from dead battle-brothers.Amongst the crucial implants are the Interface, better known as the Black Carapace, and the Progenoid Glands, without which a Chapter would die out fairly quickly.The gene-seed organs must be implanted into an adolescent Human male for the process to have the greatest chance of success no later than his 16th year, though it is medically possible to begin the process as late as 18 standard years of age before full growth has been reached in the early 20's.However, a gene-seed organ implantation procedure done at this late stage in the boy's growth will as likely kill him as not. In general, most Space Marine Chapters prefer to begin the process sometime between the ages of 10 and 14 Terran years.The full list of 19 gene-seed organs, presented in the order in which they must be implanted within a Firstborn Space Marine neophyte, is as follows:1. Secondary Heart (The Maintainer) - This is the first and least difficult implant to install. The Secondary Heart increases blood supply and pumping capacity and is capable of taking over entirely should the primary heart fail. It may also pump steroids and adrenaline into the first, primary heart to give the Astartes an extra "rush" of energy on the battlefield.2. Ossmodula (The Ironheart) - This implant strengthens and greatly accelerates the growth of the skeleton of a Space Marine by inducing his bones to absorb a ceramic-based mineral administered in every Astartes neophyte's diet. Within two standard years after the surgery, the Space Marine's skeleton will be larger and exponentially stronger than a normal man's with growth having topped out at around 7-7.5 feet (2.1 to 2.3 metres) in height with an equivalent amount of skeleto-muscular mass. An Astartes' rib cage will also be fused into a solid bone plate to provide greater protection from injury for the internal organs.3. Biscopea (The Forge of Strength) - Implanted into the chest cavity, this implant massively bolsters skeletomuscular development and muscle fiber density throughout the Astartes' body to increase physical strength by unleashing a wave of Human growth hormones. This gene-seed organ is commonly implanted at the same time as the Ossmodula since it is necessary to successfully regulate the Ossmodula's hormonal secretions.4. Haemastamen (The Blood Maker) - Implanted into a main blood vessel like the aorta, femoral artery or the vena cava, the Haemastamen alters an Astartes' blood's biochemical composition to carry oxygen and nutrients more efficiently. The actions of the Haemastamen turn a Space Marine's blood a brighter shade of red than that of normal Humans because of its greatly increased oxygen-carrying capacity. It also acts to biochemically regulate the actions of the 2nd and 3rd gene-seed implants, the Ossmodula and Biscopea.5. Larraman's Organ (The Healer) - Shaped like the Human liver but only the size of a golf ball, this gene-seed organ is placed within the chest cavity and manufactures the synthetic biological cells known as Larraman Cells.These biosynthetic cells serve the same physiological purpose for an Astartes as the normal Human body's platelets, serving to clot the blood lost from wounds, but they act faster, more efficiently and more effectively. When a Space Marine is wounded and incurs blood loss, Larraman Cells are released by his circulatory system, attached to the body's normal leukocytes (white blood cells). At the site of the injury, they form scar tissue in a matter of seconds, effectively preventing massive blood loss and infection of the wound. The action of this organ is one of the reasons that the Space Marines are seen as nearly invincible and so difficult to kill despite the terrible wounds they sometimes endure.6. Catalepsean Node (The Unsleeping) - Implanted into the back of the cerebrum, this implant allows a Space Marine to avoid sleep, instead entering an almost comatose trance where their minds "recharge". It also allows one half of the brain to rest while the other hemisphere remains alert, thus removing the need for the unconsciousness required by normal sleep. The longest any Space Marine has ever been on active combat duty without rest is 328 hours, achieved by a squad of the Crimson Fists Kill-team during the battle against the Orks for Rynn's World.7. Preomnor (The Neutraliser) - The Preomnor is essentially an organic decontamination chamber that is implanted inside the chest cavity and connected to the digestive system, above the original stomach so that no actual digestion occurrs in the Preomnor. It is capable of biochemically analyzing ingested materials and neutralizing most known biochemical and inorganic toxins. The Preomnor enables the Astartes to eat normally inedible substances and resist any poisons he may ingest.8. Omophagea (The Remembrancer) - Implanted into the upper spinal cord so that it becomes a component of the central nervous system, this organ is designed to absorb information and any DNA, RNA or protein sequences related to experience or memory. This enables the Space Marine to gain information, in a survival or tactical sense, simply by eating an animal indigenous to an alien world and then experiencing some of what that creature did before its death. Over time, mutations in this implant's gene-seed have given some Chapters an unnatural craving for blood or flesh.9. Multi-lung (The Imbiber) - The Multi-lung is a third lung implanted into an Astartes' pulmonary and circulatory systems in the chest cavity that is able to absorb oxygen from environments usually too poor in oxygen to allow normal Human respiratory functioning. Breathing is accomplished through a sphincter implanted into the trachea, allowing all three lungs to be used at full capacity. In toxic environments, a similar muscle closes off the normal lungs, thus oxygen is absorbed exclusively by the Multi-lung, which then filters out the poisonous or toxic elements.10. Occulobe (The Eye of Vengeance) - Essentially, the Occulobe is a gene-seed organ that enhances an Astartes' eyesight after being implanted along the optic nerve and connected to the retina, granting him exceptional vision and the ability to see normally in a low-light environment.11. Lyman's Ear (The Sentinel) - This gene-seed organ implant renders a Space Marine immune to dizziness and motion-induced nausea, and enables an Astartes to consciously filter out "white noise" or resist other sonic attacks.12. Sus-an Membrane (The Hibernator) - This implant allows a Space Marine to enter a catatonic or "suspended animation" state and is implanted within the brain near the pituitary gland as a part of the body's endocrine system. It can allow a mortally wounded Astartes to survive his injuries, and bring the metabolism to a standstill until he can receive full medical care. Only the appropriate chemical therapy or hypnotic auto-suggestion can revive a Space Marine from this state. The longest recorded period for this form of hibernation was endured by battle-brother Silas Err of the Dark Angels Chapter, who was in Sus-an hibernation for 567 standard years.13. Melanochrome - Linked into the endocrine system via the lymphatic system, this gene-seed organ alters the pigment cells in the skin, which allows the Astartes' skin to shield him from otherwise dangerous levels of radiation and heat. Different levels of radiation cause variations of skin color in different Chapters due to mutations in the Melanochrome organ's gene-seed. This can be related to the unusually pale skin of the Blood Angels and their Successor Chapters and the dark black skin and red eyes of the Salamanders.14. Oolitic Kidney (The Purifier) - This gene-seed organ works in conjunction with the Preomnor, filtering the blood to remove toxins that have been ingested or breathed into the body. However, this detoxification process renders the Astartes unconscious once it begins, so it can be very dangerous if required during combat. Under normal circumstances, the Oolitic Kidney also acts as a regulatory organ for the Astartes physiology, maintaining the efficient action of the Space Marine's advanced circulatory system and the proper functioning of his other organs, implanted or otherwise.15. Neuroglottis (The Devourer) - This gene-seed organ implanted in the mouth allows an Astartes to biochemically assess a wide variety of things simply by taste or smell, biochemically testing various objects for toxicity and nutritional content, essentially determining if the substance is edible or poisonous. From poisons to chemicals to animals, a Space Marine can even track his quarry by taste or smell alone, much like the average canine bred for tracking.16. Mucranoid (The Weaver) - This gene-seed organ is implanted within the central nervous system and responds to specific chemical stimuli in the environment, causing the Space Marine to secrete a waxy protein substance similar to mucus through his pores that seals his skin. The gland's operations must first be activated by an external chemical treatment, usually self-administered, before it will activate. Space Marines are cocooned in this way before they enter suspended animation, and the process can even protect them from the harshness of the vacuum and other extremes of temperature, particularly deeply frigid environments.17. Betcher's Gland (The Poison Bite) - Actually consisting of 2 separate glands implanted into multiple locations inside an Astartes' mouth, including the inside of the lower lip, in the salivary glands or in the hard palette, these two glands work in tandem to transform a Space Marine's saliva into a corrosive, blinding acid when consciously triggered. An Astartes trapped behind iron bars, for example, would be able to chew his way out given a few hours. These implants' more common use is to aid in the digestion of unusually difficult or impossible things to digest, such as cellulose. In the gene-seed of several primarchs, like that of Rogal Dorn, this organ has atrophied and is no longer as effective or has simply ceased to function entirely in the Astartes of the Chapters that use those primarchs' gene-seed.18. Progenoid Glands (The Gene-Seeds) - Implanted into both the neck and the chest cavity, these reproductive glands serve to collect, gestate and maintain the gene-seed from a Space Marine's body, and to safeguard it for the continuity of a Chapter. These organs hormonally respond to the presence of the other Astartes gene-seed implants in the body by creating germ cells with DNA identical to that of those implants through a process very similar to cellular mitosis. These germ cells grow and are stored in the Progenoid organs, much like sperm cells or egg cells are stored in the testes and ovaries of normal men and women. When properly cultured by the Apothecaries of a Space Marine Chapter, these germ cells can be gestated into each of the 19 gene-seed organs needed to create a new Space Marine. Thus, for most Astartes, their Progenoid Glands represent the only form of reproduction they will ever know, though the DNA passed on will be that of their primarch, not their own. The neck gland can be removed after 5 years, and the chest gland after 10 years; both are then used to create new gene-seed organs for the development of the next generation of Space Marines.19. The Black Carapace (Interface) - The last and possibly most important of all gene-seed implants, this neuroreactive, fibrous organic material is implanted directly under the skin in the chest area of the hardened and shell-like ribcage of the Astartes neophyte. Invasive fibre bundles that serve as neuron connectors then grow inward from the implant and interlink with the Space Marine's central nervous system. Points pre-cut into the Carapace before its implantation by the Apothecary are effectively neural connection points, allowing an Astartes to directly interface his central nervous system with his suit of power armour's Machine Spirit so that the suit can provide enhanced protection and combat maneuverability unavailable to an unaltered Human wearing the same armour.Throughout the implantation process, a Space Marine neophyte must undergo multiple regimens of chemical and hypno-therapy treatments in order for the implanted organs to develop normally and function properly so that they integrate without mishap into the new Astartes' physiology.Too many neophytes have been lost during the implantation process as their bodies proved critically unable to meet the new biochemical and hormonal stress being placed upon them.For these unlucky individuals, the only recourse is usually euthanasia or being reduced to a mindless cybernetic Servitor who can still prove to be of at least marginal use to the Chapter. The full course of implantation surgeries begins under ideal conditions between the ages of 10-14 Terran years as outlined below:Age 10-14: The Secondary Heart, Ossmodula and Biscopea are implanted, with the Ossmodula and the Biscopea usually being implanted during the same surgical procedure.Age 12-14: The Haemastamen and the Larraman's Organ are implanted. This surgery can be difficult for neophytes at the older end of this age range, who have less time to recover from the previous surgeries and the effects of the implants upon their rapidly growing adolescent bodies.Age 14-17: Once the Catalepsean Node is implanted at the sixth stage of the process, the neophyte begins his hypno-therapy conditioning in the device known as a Hypnomat.Age 14-16: The Preomnor, Omophagea, and Multi-lung are all implanted within the neophyte simultaneously in the same surgical procedure, some time during this age range but after the Catalepsean Node has been implanted and hypno-therapy has already begun. The Occulobe, Lyman's Ear, and the Sus-an Membrane can also be implanted at any time during this age range, also usually during the same surgical procedure.Age 15-16: The Melanochrome, Oolitic Kidney, and Neuroglottis are ideally implanted during this age range, all during the same surgical procedure.Age 16-18: The remaining gene-seed implants, the Mucranoid, Betcher's Gland, Progenoid Glands and the Black Carapace, are implanted in that order at any time between the ages of 16 to 18 standard years. The idea is to be able to introduce a neophyte into a Chapter's company of Scout Marines by the time his adult growth has been reached, usually around 18 years of age, though some neophytes have become Scouts as early as the age of 16 if their implantation process began at the young end of the age ranges given here.