Transformative surgery for starfighters

Each of the 19 gene-seeds gene-seed belongs to one of the 19 superhuman organs that are surgically implanted in a starfighter's body. The gene-seeds produce embryonic cells, each of which corresponds to one of the implanted organs in the starfighter's body. These embryonic cells develop along with the seeds.After 5 years, the seeds in the neck mature and can be removed.After 10 years, the seeds in the chest mature and can be removed.

Many warring groups have survived for thousands of years. During this time, the genetic seeds of some warbands have mutated. This has led to changes in the original nature of the artificial organs. These changes are likely to render the artificial organs ineffective. Another possibility is that the mutation of the organ may reduce its efficacy or lead to unusual effects never seen before. Whatever the consequences, it would affect the entire warband - all starfighters of the same warband implanted with organs derived from the same genetic seed.

Not only are organs mutated, but many warbands have lost one or more of their gene-seeds through accidents, genetic errors, or other reasons. Only a very few warbands retain all 19 organ implants. All warbands possess armor implant surgeries (Stage 19). Regardless of other implants, training, and mental training, only this implant procedure serves as a status symbol for Starfighters. The following is an account of nineteen organs created by the ancient technicians of the Imperium. Each organ is extremely complex, many can only function properly in the presence of another, and the removal or mutation of one can affect the normal functioning of the others. For these reasons, implantation procedures must be followed to the letter, and many more starfighters must undergo corrective surgery and chemotherapy to restore their metabolic balance.

Stage 1 - Second HeartSecondary Heart

The simplest and completely self-sustaining implanted organ. The Secondary Heart not only speeds up the blood supply, but also maintains full physiological function when the recipient's original heart is destroyed. Stage One implants allow starfighters to survive low oxygen levels or trauma.

Stage 2 - Bone Reinforcing Organ Ossmodula

This is a tubular organ that houses a complex structure in its small size. The Bone Strengthening Organ monitors and secretes hormones that affect epiphyseal healing and bone ossification. At the same time, specially engineered hormones promote the absorption of ceramic-like compounds added to the starfighter's rations by the skeletal tissue. Two years after implantation, this causes significant strengthening of the long bones and extreme ossification of the thoracic cavity (ribs grow into bony plates that overlap and interlock with each other), and an overall increase in the size of the recipient's skeleton.

Stage 3 - Muscle Strengthening Organ Biscopea

This organ is implanted in the chest cavity. It is small, almost spherical, and its main function lies in hormone regulation, which is similar to the Ossification Strengthening Module. The muscle strengthening tissue stimulates the development of muscles in the body.

Stage 4 - Haemastamen

This unassuming organ is implanted in a large artery. The purpose of the blood-reconstructing organ is twofold. One is to monitor, or in a way control, the implanted organs in stages 2 and 3. The second is that this organ will also alter the blood components of the recipient. As a result, the blood of a starfighter is more efficient than that of a normal human being, a step that is absolutely essential due to the number of additional "biological components" packed into the body of a starfighter.

Stage 5 - Larraman's Organ

This is a dark, fleshy organ that resembles a liver and is about the size of a golf ball. It is implanted in the chest cavity along with a complex set of blood vessels. This tissue produces and stores special "Larraman's Cells". If the recipient is injured, these cells are released into the bloodstream. They attach to white blood cells in the bloodstream and are then transported to the site of the injury. Once exposed to air, the Lariman's Cells generate skin replacement tissue that quickly forms a scar, which stops the bleeding and protects the exposed injury.

Stage 6 - Catalepsean Node

This organ is usually implanted in the brain through a drill hole in the occipital bone at the back of the skull. This bean-sized tissue affects the physiological rhythms of sleep, and the body's response to sleep deprivation. Normally, starfighters sleep in the same way as normal people, but when sleep deprivation occurs, the Catalepsean Nerve Node begins to "intervene". The implanted person is able to sequentially "turn off" different areas of the brain to remain alert during sleep. This process is not a substitute for normal sleep at all, but it does allow starfighters to remain alert to their surroundings while resting, improving their ability to survive.

Stage 7 - The Pre-Positioned Stomach preomnor

The pre-positioned stomach is a large implanted organ that fits into the chest cavity. It is a stomach that performs pre-digestion, allowing the starfighter to consume a wide range of toxic or nearly indigestible substances. The actual digestion does not take place within the pre-positioned stomach. A separate detection tube detects potential toxins and neutralizes them, and the pre-digested stomach is isolated from the rest of the digestive tract if necessary.

Stage 8 - Genetic Detection of Neuro-Omophage

This is a complex implantation procedure. It is actually part of the brain, but is located in the spinal cord between the cervical and thoracic vertebrae. Four nerve sheaths called neuroclea are wired between the spinal column and the stomach wall of a pre-positioned stomach.The Omophagea is designed to absorb the tissue-generated genetic material that governs memory, experience, and innate abilities in animals. This gives the starfighter an extraordinary gift of survival. He can actually learn by eating. If a starfighter eats a part of an animal, he will absorb some of that animal's memories. This is very useful in an alien environment. It is worth noting that we learn that the existence of such organizations has led to the raw flesh devouring and blood drinking rituals of many warbands, and as such these warbands usually receive names such as the Blood Drinkers, or the Flesh Crackers.

Stage 9 - Multi-lungsMulti-lungs

This is another large organ implant. The multilung, or "third lung," is a gray tubular organ. Blood flows through this organ from vessels grafted to the recipient's pulmonary system. Air is inhaled through the dilator muscles of this organ. In toxic air, a companion sphincter closes the trachea and prevents ordinary breathing to protect the lungs. The multilungs are capable of absorbing oxygen from hypoxic or toxic air. What's more, it is not damaged by breathing in toxic air due to its effective toxin-breaking and neutralizing abilities and regenerative system.

Stage 10 - Occulobe, the visual control organ

This tiny organ shaped like a slug is located at the base of the brain. It provides hormonal and genetic stimulation that can make a starfighter's eyes respond to optical treatments. The visual control organ alone does not enhance a starfighter's vision, but it allows the mechanic to regulate the eye's growth patterns and retinal photoreceptor cells. An adult starfighter possesses vision far superior to that of a mortal, and can see normally in low light as if it were day.

Stage 11 - Lyman's EarLyman's Ear

This tissue allows a starfighter to consciously enhance or filter specific background noises. Not only is the sense of hearing enhanced, but the starfighter is also less likely to feel dizzy or nauseous due to extreme disorientation. The appearance of the Lyman's Ear is no different from a normal human ear.

Stage 12 - Sus-an MembraneSus-an Membrane

This flat, round organ is implanted at the top of the cerebral cortex. It fuses completely before growing in the brain. The organ is useless without corresponding chemotherapy and training. However, a properly instructed starfighter is able to enter a state of pseudo-death. This may be a conscious action, or it may be automatically activated in response to extreme physical trauma. In this condition, a starfighter can continue to survive for years, even if nearly fatal injuries have been sustained. Only chemotherapy and self-suggestion by an apothecary can awaken a starfighter from this state - starfighters cannot awaken themselves. The longest known hibernation to be successfully awakened reached 567 years: he was brother Silas Err, from the Dark Angel warband Dark Angel (d.321 m.37)

Stage 13 - Pigment-Control Sphere Melanochromic, or Pigment-Control Organ Melanochromic Organ

This organ is in the form of a black hemisphere. It works in an indirect and extremely complex way. It detects the level and type of radiation bombarding the skin and, if necessary, initiates a chemical reaction that darkens the skin to avoid ultraviolet burns. It also offers limited protection against other forms of radiation. Gene seeds for different pigment control organs in different warbands cause different skin and hair colors, in some warbands all starfighters have the same color, such as the albino-skinned fighters of the Undead Warbands.

Stage 14 - Oolitic Kidney

This brownish-red, heart-shaped organ improves and regulates a starfighter's circulatory system, allowing other implanted organs to function effectively. The Oolitic Kidney also filters blood extremely quickly and efficiently. The second heart and the oolite kidneys are able to work in tandem to circulate blood at high speeds and emergency detoxification systems while the starfighter is unconscious. This allows the starfighter to survive toxic fumes that multiple lungs cannot handle.

Stage 15 - Neuroglottis, the taste-monitoring nerve

The prepositioned stomach digests deadly substances and protects the Starfighter, while the taste-monitoring nerve allows him to taste potential food. This organ is implanted in the back of the mouth. By chewing or shallow tasting, the starfighter can detect a variety of natural toxins, some chemicals, and even the distinctive odors of certain organisms. A starfighter can track down a target based on taste alone.

Stage 16 - Sweat Gland Improvement Organ Mucranoid

This small organ is implanted in the lower part of the intestinal tissue and secretes a hormone that is absorbed by the colon. This secretion causes changes in the sweat glands. Before being activated by the chemical treatment of the apothecary, this change does not cause any alteration in the astral warrior. The result of this procedure is that the starfighter's sweat becomes a natural cleansing agent that covers the surface of the skin. This substance also protects the starfighter in extreme temperatures and provides some protection against vacuum environments. The chemical treatment of Mucranoid is a standard procedure for long-distance navigation and combat in vacuum or near-vacuum environments.

Stage 17 - Betcher's Glands Betcher's Gland

Two identical glands are implanted next to the salivary glands on the lower lip, or in the hard palate.The Betcher's Glands work in a similar way to other venomous insects: synthesizing and storing deadly venom. Starfighters are immune to this toxin because of their glands. The toxin is also corrosive. A starfighter in an iron cell can escape by biting through the bars in just a few moments.

Stage 18 - Progenoids

There are two glands***, one in the neck and one deep in the chest. This gland is important to the survival of the Starfighter Warband. Both organs grow inside the Starfighter, absorbing hormones and genetic material produced by the other organs. After five years, the neck gland matures and can be removed. After ten years, the glands in the chest mature and can also be removed. The glands can be removed at any time as soon as they are mature. These glands are the sole source of the warband gene seed. At maturity, both glands contain gene seeds corresponding to each of the recipient starfighter's implanted organs respectively. Once surgically removed, the gene deposit glands must be carefully stored, and each of his gene seeds is examined for the degree of mutation, with sound gene seeds being stored. Gene seeds are carefully stored in a suitable environment.

Stage 19 - Black CarapaceBlack Carapace

This is the final and most unusual implant. It looks like black plastic film while growing in the culture tank. It is cut into large pieces after being removed from the culture and implanted directly under the skin on the torso portion of the starfighter. Within hours this tissue expands, hardens externally, and extends nerve bundles deeper into the starfighter's body. After a few months, the armor is fully matured and the receptors are able to bind to the neural sensors and injection points cut into the hardened armor. These artificial "insertion points" connect various parts of the power armor, such as surveillance, medical and life support units. Without the aid of the black armor, the starfighter's power armor is almost completely useless. Gene seeds can only be extracted from one or a pair of gene storage glands removed from a living (or recently dead) Starfighter. For this purpose, starfighter apothecaries carry a special device, called a reductor, capable of removing the gene harvesting glands of martyred fighters on the battlefield. The purpose of the gene harvesting gland is to preserve the genetic seed for the survival of the warband. There is no other way to create fertilized eggs. Each regiment's stockpile of Gene Seeds is therefore unique. Gene Seeds are of great religious significance to a Warband, representing its identity and future. Without gene seeds, a warband no longer has a future. The loss of one gene seed means the loss of one fertilized egg forever. The loss of a Stage 18 or 19 gene seed fundamentally means the end of a warband.

Because each starfighter has only two gene storage glands, there is a limit to how quickly a warband can make new starfighters. It would take many years to rebuild a warband that had suffered heavy losses. If a starfighter is exposed to intense radiation or is subjected to other genetic disruptions, the gene seed can fail. The efficiency of storing gene seeds in the gene storage glands varies from regiment to regiment, so some regiments are able to add new recruits more quickly than others. According to the warband charter, each warband is required to turn over 5% of its genetic material to the Adeptus Mechanicus on Mars.This "tithe" serves two purposes. First, it allows the Mechanicus to regulate the health of the warband. Second, it allows the Mechanicus to stockpile genetic seeds for the creation of new warbands.

New warbands are not built overnight. Each type of fertilized egg had to be selected accordingly for the proper gene seed. The fertilized eggs are then grown under care and implanted into human slave test bodies. These slave test subjects must be guaranteed to have normal biological parameters and be free of any mutations. The entire life of the slave subjects is confined to the static chamber. Although they retain consciousness, they are completely inactive and serve only as a medium for the development of various types of fertilized eggs. Two gene-harvesting glands were obtained from the initial slave, and then implanted into each of the other two slaves, yielding four gene-harvesting glands, and so on. It would take 55 years to create 1,000 healthy organs. These organs must obtain official approval from the Mechanical God Teachers, and then be presented to the Emperor by the High Lords of Terra, the highest council of lords in the empire (PS: It seems to be just a symbolic rite of passage). Only the Emperor can authorize permission for the creation of a new warband. The various implanted organs have an extremely profound effect on the physical and mental state of a starfighter. Most of these changes are controlled by natural hormone production and developmental patterns. If the recipient has reached a certain stage of natural growth, the implanted organs may not work, or may not work at all. Therefore, the recruit must be young enough. Body tissue compatibility is also a must, or the organ won't develop properly.

The third consideration is mental compatibility; the Catalepsean nerve nodes, visual control organs, and sus-an meninges will only develop to a usable state under the stimulation of hypnotic suggestion. A recruit must be sensitive to these special treatments.

These things to consider mean that only a small percentage of people can become starfighters. They must be male, as fertilized eggs correspond to male hormones and body tissue types, and then screening begins based on the required physical and mental compatibility. If these tests are successful, the candidate becomes a new entrant. After organ implantation is complete and they have received chemotherapy and psychological training, the title changes to Initiate. The initiate receives training before becoming a full member of the crew. A Starfighter is usually formally inducted into the Corps between the ages of 16 and 18, but due to hormonal changes caused by the methods used to create Starfighters, the recruit's body is fully developed before then. The pressures of wartime will also accelerate this process Although the warband will only select the most suitable candidates, not all newcomers will live to become initiates. This was due to the loss of knowledge from the various warbands causing the screening procedures to be less effective than before. In some cases, the surgical procedures are also not as effective as they could be in their entirety. In many warbands, implantation procedures have become highly ritualized, often accompanied by self-mutilation, incantations, prolonged prayers, fasting, and various occult behaviors that will affect medical outcomes. For example, the Stage 17 surgery of the Space Wolves, a warband of Space Wolves, had a slight mutation so that the canines of the Space Wolves continued to grow throughout their lives, transforming them into fearsome fangs over the centuries. The length of the teeth is a sign of seniority within the warband, and is even part of the warband's organization, which is why the veterans who make up their Heavy Weapons Squads are known as Longtooths.

Another warband rumored to be broadcasting due to their genetic seed is the Holy Blood Angels. From time to time, they fall into a battle-induced berserker rage known as Black Rage, which then transforms them into berserk warriors with a hunger for flesh and blood. The Sacred Blood Angels have been seeking a cure for the curse of St. Giles Sanguinius, but the Death Company, formed from these berserk starfighters, make excellent assault troops, virtually ignoring injuries and tearing through enemies with their bare hands.

Another extreme example of gene-seed mutation is the Black Dragons Chapter of the Black Dragon Warriors, whose bone-strengthening module takes effect in a perverse way. This causes an ossified crown to grow on their heads, while razor-sharp bone spikes protrude from their forearms and elbows. Similar to the Holy Blood Angels' Company of the Dead, warriors affected by this perverse development are organized into a separate combat unit. Called Dragon Claws, they sharpen their extra bone spurs and sheathe them in fine gold sheaths, transforming them into formidable melee weapons.

If an implanted organ fails to develop properly, a starfighter's metabolism may go seriously haywire. He may fall into a state of mental abnormality or hyperactivity. In any of these cases, he could die.

Those unfortunate enough not to die usually suffer mental damage, degenerating into either murderous maniacs or babbling idiots. If the warband is well-staffed, these misfits will have their agonizing lives ended. However, if the warband is short of starfighters, they will often be allowed to live and will then be integrated into their own special unit. Those who show a complete loss of mental control can be used to form suicide attack units.

Certain warbands deliberately create such monsters, even implanting mutilated fertilized eggs into some initiates. This is dangerous and forbidden by Imperial decree. Unfortunately, ancient traditions are stubborn. The implantation procedure was synchronized with chemotherapy, psychological training, and subliminal hypnosis. All were necessary for the normal development of a starfighter.

Chemotherapy - Starfighters are routinely tested and examined before they are initiated. Newly implanted organs are carefully monitored and imbalances, corrections, and all hints of impairing development are treated. Chemotherapy is reduced upon completion of the initiation process, but never ends. Starfighters receive periodic treatments for the rest of their lives to maintain a steady metabolism. This is why their power armor comes with monitoring and drug delivery devices.

Hypnotherapy - While undergoing extremely intensive physical growth, the recipient must learn how to utilize their new skills. Some implanted organs, especially Stage 6 and 10 injections, only work properly when given the correct hypnotherapy. Hypnotherapy is usually not as effective as chemotherapy, but it can be effective. If a starfighter can learn how to control his metabolism, he becomes less dependent on drugs. The entire process takes place in a machine called a hypnomat. Starfighters enter a hypnotic state and receive visual and auditory visions as a way of awakening their perception of unconscious metabolic processes.

Training - Physical training stimulates the implanted organs and enables them to be tested for effectiveness.

Teaching - Starfighters are above mortals due to their extraordinary powers. Starfighters are equally exceptional in mind and spirit. Their bodies have undergone 19 implantation surgeries, and their minds have been transformed to unlock the potential within them. This mental power is more powerful than the physical power mentioned above. For example, a starfighter has a high degree of control over his senses and nervous system, and can therefore withstand injuries that would kill a normal human being. A starfighter can also think and react at lightning speed. Memory training is also an important part of the teachings. Certain starfighters reinforce image memory. It is obvious that starfighters thirst for knowledge as much as regular people do, and with their unique mental abilities. As a result, another of the most distinguished Imperial warriors is born, becoming a solid link in the armor of the Empire. The Starfighter's largest warship is the Battle Barge, the Imperial Navy's equivalent of a battleship. This massive warship can carry four fully loaded companies at a time, including all their vehicles and Thunderhawk gunships. The main guns of such battleships are capable of bombarding and suppressing the surface, as well as easily tearing through the defensive batteries of synchronized orbits and charging straight for the surface of a planet, dropping the deadly passengers inside. Additionally, a large number of assault cruisers are the fleet's primary fighting force, carrying a company of soldiers, vehicles, and gunboats at a time. Like the larger battleships, the cruisers can remain in geosynchronous orbit, providing a short but dense barrage. In addition to these main battleships, Starfighters also have a multitude of auxiliary ships, such as frigates and destroyers, all of which make up the Starfighters' unique cosmic sub-fleet.

Once the fleet had broken through the other side's space defenses and approached near-Earth orbit, all the ground combatants began to get busy, preparing for a surprise attack on the ground, which had to be swift and violent, and since the Starfighters were small in number, they were surrounded on almost all occasions, so they had to be precise in striking at the opponent's vitals.