Warhammer 40,000 Basic Implants

By: Andrew Lo
Created: May 25, 2000


These are the basic implants of the Warhammer 40000 universe. Compatible only with specially prepared Marines.

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 metabolisms.

Every 2d4+2 years, the Space Marine requires corrective measures to be taken to rebalance their metabolisms. This operation takes 24 hours and requires the most advanced imperial equipment, usually only available at Chapter fortresses and major worlds.

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.

This implant enables the Marine to survive with half the oxygen usage of a normal human and provides a +15% to save vs. coma/death. Furthermore, the organ can be used to compensate for a damaged heart. Cumulative with other organs.

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.

This implant gives the Marine a boost in strength to the terms of +2d4 to PS and adds 2d4x10 kgs to the Marine's mass. Cumulative with other organs.

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 sitmulates muscle growth throughout the body.

This organ gives the Marine a +2d4+4 to PS. Also adds 1d4x10 kg to mass. Cumulative with other organs.

Phase 4 -- Haemastamen

This tiny organ is implanted into a main blood vessel. The haemastamen serves two purposes. It monitors and to some degre 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!

This implant enables the marine to use half the oxygen required by the secondary heart to survive. This organ is required to have a Phase 1 or 2 implant. Cumulative with other organs.

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 blook and protecting any exposed wound area.

With this implant, the blood clots far more rapidly than normal blood and the Marine only suffers blood loss penalties for 1d4 melee rounds. Cumulative with other organs.

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.

By permitting the brain to engage in REM sleep in half their brain for 6-hour periods, this implant enables a Marine to go for 2 weeks without sleep by alternating which sides of their brain is asleep. Cumulative with other organs.

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 neutralize them or, where necessary, isolate the preomnor from the rest of the digestive tract.

This makes the Marine immune to most non-magical poisions and toxins that may be ingested, i.e. the Marine can eat hemlock until he explodes, but won't be poisioned by it.. Furthermore, ingested drugs have almost no effect on the Marine. Cumulative with other organs.

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 vertibrae. 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.

The organ enables a Marine to absorb genetic memories and instinctive knowledge from a creature or a plant. The first 500 grams of a biological material ingested gives the Marine an instinctive 50% knowledge of the toxins and edibles in a particular region. This knowledge goes up 5% per 500 grams of bio-matter ingested. This organ is also used to intiate the gene-seed activation process. Cumulative with other organs.

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, neutralization and regeneration systems.

This implant enables the Marine to absorb oxygen from a planet with 10% or more oxygen level, permitting the Marine to stay in a suit twice as long. It also filters aresol toxins, gasses, and particles at a 95% level. Partially effective against nerve agents, around 70% of the time. Cumulative with other organs.

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.

This emplant gives Marines hawk-like vision, and can easily see half that distance under low-light conditions. Cumulative with other organs.

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.

This gives the Marine the equivilant of a cybernetic sound filtration system and amplified hearing. Also makes the Marine immunce to dizzyness and nausea. Cumulative with other organs.

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 inneffective 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 happpen 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).

The implant enables the Marine to enter indefinate statis until re-awaked by either telepathic interference or standard re-awakening technequies. Cumulative with other organs.

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.

Reduce radiation damage to Marine by 50% after melanochrome change. Changes takes 2d4 hours. Cumulative with other organs.

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.

When used with the secondary heart, enables the Marine to enter a 15-minute coma (no save is needed to re-awaken) and purge all forgien particles in the blood system. This has a 95% sucess rate. Cumulative with other organs.

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 odors of some creatures. To some degree a Marine is also able to track a target by taste alone.

This organ enables the Marine to test foods by taste, giving him an instinctive identify plants and animals at 50%. Can also recognize many common industrial chemicals and some common poisions (i.e. cyanide, curae, etc.). Also gives the Marine the ability to track by taste at 40%. Cumulative with other organs.

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.

This provides the Marine the ability to survive in a vacuum without a suit for 1d4x10 minutes when the coating is activated. Furthermore, the organ enables Marines to handle temperates from -100C degrees to +100C degrees. Cumulative with other organs.

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 synthesizing 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.

The Marine can spit a powerful acidid poision that does 5d6 SDC per melee round that lasts for 1d4+2 melee rounds unless washed off. It also enables the Marine to do 1d4 MDC per 30 minutes of chewing. Cumulative with other organs.

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 sutable conditions.

These glands serve no combat purpose, the just permit the reproduction of the Marine chapter. Often removed within 6d6 years of maturation, afterwhich, the Marine must undergoe metabolism re-alignemnt. Cumulative with other organs.

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 severla 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.

This gives the Marine a natural AR of 14 and an additional SDC of 250. It is required to operate power armour and adds 3d4x10 kg to the Marine's mass.

Stages in Marine Initiation
Implant Age range for implantation Notes
Phase 1 Secondary Heart 10-14 years \
 } Phases 1-3 can be introduced at the same time
Phase 2 Ossmodula 10-12 years
Phase 3 Biscopea 10-12 years
Phase 4 Haemastamen 12-14 years \ Phases 4-5 can be introduced at the same time
Phase 5 Larraman's Organ 12-13 years
Phase 6 Catalepsean Node 14-17 years Hypnotherapy begins
Phase 7 Preomnor 14-16 years \
 }Phases 7-9 are usually introduced simultaneously
Phase 8 Omophagea 14-16 years
Phase 9 Multi-lung 14-16 years
Phase 10 Occulobe 14-16 years
Phase 11 Lyman's Ear 14-16 years
Phase 12 Sus-an Membrane 15-16 years
Phase 13 Melanochrome 15-16 years
Phase 14 Oolitic Kidney 15-16 years Phases 14-15 can be introduced at the same time
Phase 15 Neuroglottis 15-16 years
Phase 16 Mucranoid 16 years
Phase 17 Betcher's Gland 16-17 years
Phase 18 Progenoids 16-18 years
Phase 19 Black Carapace 16-18 years Final implant

Warhammer40k_Enhancements.php -- Revised: January 27, 2021.