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Infinity Improving Knight

Getting reborn might sound like a cool thing, but not if you're thrown into Warhammer 40k of all places. Well, at least he has a cheat that will help him in the long run. To improve infinitely is an amazing boon in the Multiverse.

Vincent_0580 · Derivados de obras
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2 Chs

Where it began

Read the auxiliary for information.

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Vulkan's words rang in my mind as I thought about my life. 

'Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.'

Agneos Caspar is my name and today marks the start of my 19th year of being alive in this Universe. The last 19 years weren't fun, but I took it like a man and went beyond my limits, beyond what was healthy and beyond what was ... sane. It cost me much, but I did it. I was chosen as a candidate to become a Primaris Adeptus Astartes and succeeded. 

Recruits are typically chosen from the best warriors among humanity. Naturally, this makes Death and Feral Worlds prized recruitment grounds, as such harsh and primal conditions produce the best warriors. However, hive worlds are considered the ideal source of potential recruits; while the populace of the lower levels is often composed of some of the most murderous scum in the human Imperium, more importantly, the higher the population of a world, the higher the chance to find truly impressive individuals. Among the most valued traits in a recruit are aggression and psychotic-level killer instinct. More rarely, certain civilized worlds are also recruited from.

Recruits must be fairly young because implants often do not become fully functional if the recipient has reached a certain level of physical maturity. They must be male because the gene-seed zygotes are keyed to male hormones and genetic structure. Only a small percentage of people are compatible with the implants and hypno-suggestion necessary to turn them into Marines. Before the process of implantation begins the potential recruit receives tissue compatibility tests and psychological screening. If the testing proves successful the recruit becomes an aspirant. After the organ implantation process begins he becomes a neophyte. When the final implant is in place and the requisite training and hypnotherapy are complete, he becomes a full brother.

Even once the organs are implanted they are generally inactive or useless without associated training, hypnotherapy, and chemical treatment. Most recruits join the ranks as a brother between the ages of 16-18 years.

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When I was an Acolyte, I had to partake in the Exposure Trial. 

Plenty of worlds feature environments that are inimical to life, yet due to some natural resource or the world's strategic value, Humans seek out an existence there nonetheless. Such environments range from sub-zero ice wastes, impenetrable swamps and arid deserts to exotic Death World jungles, methane sumps and hydrocarbon oceans.

In an Exposure Trial, the aspirant must go out into such an environment and simply survive for a set period of time. If he is a native of such a hellish place, the aspirant will have some knowledge of how to survive, yet is shorn of all aid and divested of all but the most basic of survival equipment. That was the case for me. The start of my life in this shithole of a universe was not nice. 

An Exposure Trial in such a place would force the aspirant to go out into the jungle alone and face the terrors of the wild with only himself to rely upon for the first time in his life. Some Exposure Trials test the aspirant's fortitude in a specific environment. Such Trials carried out in an icy waste could involve the aspirant travelling from one point to another, with countless hundreds of kilometres of trackless snow-blasted plains separating the two. Other aspirants might have to cross an entire continent of irradiated ash dunes, traverse an impassable mountain range, swim a predator-infested ocean or a hundred other such challenges.

For me? 

Well, I was tasked to travel about 2'000 kilometres through a jungle, infested with predators and deadly flora and fauna. I thought that my advanced mind would help me, since I was a reincarnator, or that my cheat would help me in any way ... well too bad. My cheat, as I call it, is good, incredibly so, but not if there is nothing for me to use it on. Let me explain. 

The cheat I was granted is something called a Meta Essence. The Essence of Infinity Improving Items. Every day I get 20 charges to put on an item to improve it. This can be any item, no matter what it is, it could be a piece of garbage or a small stone. The item quality ranges from common, uncommon, rare, epic, legendary, artefact, sentient, divine, etc. Although I say that, I can use any other classification for items I like, but I just went with that one, since getting to the 'divine' stage is a very long way to go. Each evolution of the item gives it a new enchantment or effect that I can choose from a list. The list is basically boundless or at least I haven't found a limit yet. 

There are two different types of 'scales'. The first one is the Quantity scale and the second, is the Quality scale. The quality scale gives me a lower number of enchantments but they would be quite potent, whereas the quantity scale gives me a much higher number of enchantments but they won't be that powerful when compared to the quality scale.

For example, even though the first level of improvement for a sword gives it an enchantment that makes it keep its sharpness for a longer duration, the higher levels of quality might give it the ability to cut through anything, even concepts, whereas quantity scale gives it a poisonous edge, fire damage, etc. I can use both quality and quantity scales but I can't use them on the same item.

The charges needed to improve an item in the Quality Scale increase on a scale of 10, 100, 1000, 10000 and so on. The Quantity scale jumps not at a 10x but at a 2x pace. So the first improvement will also be 10, then 20, 40, 80 and so on. 

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So with this cheat on hand, I had to go through with my Exposure Trial. What did I do? I did what I could, I 'armed' myself with the things I had on hand. I took inspiration from my old life and the few videos I saw about making a stone spear and somehow managed to create one. I used vines to bind together some leaves that weren't poisonous and took a larger piece of wood as a shield. Yes, that was it. And that was where my cheat came in clutch. The spear that looked like a toddler made it and all the other things were 'objects' which I could use my cheat on. Being the young man I was, I used the points available to me to make my 'tools' better. 

The cheat hadn't arrived for a long time at that point, only about a week since I was taken to be an acolyte. So 7 days at 20 charges each, was 140 charges for me to use on the Stone Age tools to survive 2'000 kilometres of death. I had to be smart about it. I used the Quality scale on my spear and went with the Quantity scale for both my 'clothes' and shield. I added the first 10 charges to my spear, gaining an increased sharpness and durability. Not bad for such a bad tool. With 130 charges left, I decided to add 10 charges to my armour of leaves which got blunt damage resistance up to what I like to call, level I. Then another 10 charges to my shield and got the same blunt damage resistance to level I. That left me with 110 charges. 

For good measure and to be safe, I went with 100 full charges for the Quality scale of my spear and acquired the enchantment that allowed my spear to pierce through quartz and not break. So with one enchantment, I increased its durability and power. But I had to be smart about using it. I was still not safe yet, but I felt better about myself. 

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I eventually made my way through the dangerous jungle, killing predators, and almost dying to anything I encountered. The enchantments could be taken away again, but I don't get my charges back after I do so. After the tests were over, I had to go through more tests to test everything about myself and make sure I wasn't tainted by chaos in order to be a candidate for gene-seed transplantation. 

The recruit is taken to live at the Chapter's fortress-monastery where he is instructed in the ways of battle and taught the values and history of the Chapter. At this stage, organ implantation, psycho-conditioning, and physical training begin. It was a gruelling time for me and my fellow recruits. I had to forget everything I thought I knew and just do what was asked. You were dead tired and couldn't move a muscle, but your instructor told you to do a thousand one-handed pushups, while chanting praises for the corpse Emperor, you f*cking do it and if it kills you, all the better. 

Each step in this stage has its own dangers, ensuring that only the truly 'worthy' initiates become Space Marines. After several standard years of training, conditioning, and implantation surgeries the initiate becomes a true Astartes, undergoes his Rites of Fire in his first combat action, and becomes a true battle-brother of his Chapter.

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Nineteen (+2) 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.

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My opinion about the gene-seed was mixed. I was happy about coming this far when I was to receive my first one, but also apprehensive because ... well it would hurt like a *****. But the pros far outweighed the cons. I would go from normal cannon fodder, to slightly less useless cannon fodder. No, in all seriousness, I would become a beast. The best thing was that all of these 19+ gene-seeds were considered 'items' and all of those 'items' could be improved by using my lovely Essence of Infinity improving items. Imagine that. So I took that as a lifeline to survive all of the operations and come out stronger than ever before. 

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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 backup, the secondary heart can boost the blood flow around the Marine's body.

Ossmodula

Phase 2: A small, complex, tubular 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. This drastically alters the way a 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 and strength, along with most other bones, and the rib cage will have been fused into a solid, bulletproof mass of 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.

Primaris Implants

In addition to the above, the new line of Primaris Space Marines are given three additional implants that allow for their superior size and strength in addition to a greater level of genetic stability. The Primaris implants take place between Phases 3 and 4, known as the Primaris Alpha and Primaris Beta phases. Both phases can be introduced simultaneously.

Sinew Coils

Phase 3 Alpha: Known as the Steel Within, this implant is the only one which is cybernetic. The Space Marne's sinews (tendons and ligaments) are reinforced with durametallic coil-cables that contract with incredible force, magnifying the subject's strength beyond that of a regular Space Marine and giving it another layer of interior defence.

Magnificat

Phase 3 Beta: Known as the Amplifier, this small thumbnail-sized lobe is inserted into the brain's core. The implant secretes hormones that increase the body's growth functions while also intensifying its advanced systems, especially the ossmodula and biscopea. In truth, this implant is but half of the true, dual-valve immmortis gland (the "God-Maker") that the Emperor made for the Primarchs. Belisarius Cawl was able to build the "dextrophic" lobe (right half) but discovered that information on the "sintarius" (left half) had been wholly eradicated by an unknown force.

Belisarian Furnace

Phase Unknown: Known as the Revitalizer, this dormant organ connects to both hearts. In times of extreme stress or trauma, it expels self-manufactured chemicals similar to combat stems that also aid in regeneration. After activation, the gland will fall dormant again, taking some time to build itself up for activation once more. While information is scarce on when this implant normally occurs, it appears to lack its own phase, instead implanted with either the Sinew Coils, Magnificat, or both.

Haemastamen

Phase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, but 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 bloodstream if the recipient is wounded. They attach themselves to leukocytes (white blood cells) in the blood and are carried to the site of the wound, whereupon contact with air they form a near-instant patch of scar tissue, sealing any wounds the Space Marine may suffer - acting like platelets, only better.

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 Marine's survivability by allowing perception of the environment while resting. 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, also called "the Remembrancer", 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 led 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 cravings 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.

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.

Lyman's Ear

Phase 11: Not only does this implant make a Space Marine immune to dizziness or motion sickness, but it also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ears. 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, 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.

Melanchromic Organ

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.

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.

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 a 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 a 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 palate. 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. 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.

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. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, a special spinal interface plugged into the power armour and Black Carapace provides the Space Marine an intuitive 'feel' for vehicle systems and controls, literally making him a part of his vehicle. A similar cybernetic used by the Imperium of Man is the Mind Impulse Unit.