Monday 10 May 2010

Construction of an Astartes Warrior


The Adeptus Astartes are the elite super-soldier force of the far future. From a young age, neophytes are loaded with implants to enhance them to the super-soldier physique that they'll have upon initiation to a full-fledged space marine. In full, a space marine has a total of nineteen implants (it's work noting that you'll start off the roleplay with all of these implants). All of which are listed below for your referencing:

  1. Secondary Heart - The first implant a space marine neophyte receives is the Secondary Heart. This allows the space marines to survive if either heart is destroyed. Furthermore, it allows space marines to survive in low-oxygen environs and increase blood flow around his body.
  2. Ossmodula - A small, complex tubular organ that affects the ossification of the skeleton and encourages it to form bone growths, allowing the space marine to absorb ceramic-based chemicals that are laced into his diet. This organ is the cause of the the space marines unusually large size and bulletproof chest-plated ribcage.
  3. Biscopea - This small, circular organ is what has brought the space marine's muscles to such large bulk.
  4. Haemastamen - This tiny implant causes the space marines blood stream to become more efficient at carrying oxygen which in turn causes their blood to become bright red.
  5. Larraman's Organ - The organ releases "Larraman cells" into the space marines blood stream if he is wounded. They attach themselves to leukocytes 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.
  6. Catalepsean Node - Implanted into the back of the brain, the Catalepsean Node allows the space marine to cope with sleep deprivation. In effect the marine only requires four hous sleep per night and can potentially go up to two weeks without sleep.
  7. Preomnor - Essentially a pre-stomach that acts as a decontamination chamber for piosonous or indigestible foods.
  8. Omophagea - This implant can recall memories of the person in question by eating their flesh or drinking their blood. This has lead some chapters to crave flesh and blood.
  9. Multi-Lung - The Multi-Lung enables the space marine to breath in low-oxygen or poisonous atmospheres and even in water. This is done by blocking off the other lung while the Multi-Lung is in use.
  10. Occulobe - This implant sits at the base of the brain. It makes the space marine susceptible to optic therapy. Most importantly, however, it gives the space marine eagle eyesight, allowing him to see in low-light conditions as well as daylight.
  11. Lyman's Ear - Completely replacing the marines normal ear, Lyman's Ear makes it possible for the space marine to filter out sound or enhance it. It even makes him immune to motion sickness and dizziness.
  12. Sus-an Membrane - With sufficient training and and chemical-therapy the marine can use this implant to enter suspended animation. This can keep the marine alive for years, decades or even centuries, even if they're mortally wounded. Only the appropriate chemical therapy or auto-suggestion can awaken a marine from this state.
  13. Melanochrome - This implant controls the amount of melanin in a space marines skin. When exposed to radiation or high levels of sunlight the marines skin automatically darkens, protecting him from the effects.
  14. Oolitic Kidney - 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.
  15. Neuroglottis - This implant heightens the space marines level of taste so that he can identify chemicals and track targets by taste alone.
  16. Mucranoid - 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.
  17. Betcher's Gland - This consists of two identical glands that are implanted into either the lower lip, alongside the salivary glands or into the hard palette. It allows the space marine to spit a poisonous phlegm that they themselves are immune to thanks to the Betcher's Gland. The poison is strong and can chew through solid metal given time.
  18. Progenoids - 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 implants 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) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines.
  19. Black Carapace - The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marines torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marines body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour.
That's it, these are the organs that make up a Space Marine. This should allow you to see exactly what your warrior is capable of on and off the field of battle. - Ed

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