BIOTECH

I have little to say in this area, since the wilderzone population uses mostly hard tech. Tribals tend to be suspicious of organic-based technology, more than we are in the Empire. There are a few obscure tribes who dabble more in biotech, but none of them have come to prominence. One of the great concerns, naturally, is the use of biological warfare, which the Tenets of Harabec expressly forbid. Already concerned with the ever-present threat of x-pox has made tribals rather sensitive to the danger of artificial plagues. Besides, modern panimmunity treatments mean any military disease organism would have to be incredibly virulent. Most wilderzone facilities haven't the resources to create individually-targeted diseases. Perhaps we should be thankful for that, given recent Imperial history.

Implants
As a rule, the wilderzone inhabitants use few, if any, biotech implants. They are prone to viewing invasive technology as anti-human, especially crafted biological constructs.

Breeding and Eugenics
The Tribes of Man breed livestock as does the rest of human space. They have also incorporated genemod foodstuffs into their diets, but they are generally distrustful of such products. Compared to the Empire, the foods here are natural, wholesome, and bland. (I still miss spider-meat truffles like the ones we used to share at Vinalam's during our University days. And the blood tomatoes! As you see, Danli, I sit here in the backwater of human space and long for the luxuries of the past. You will have to send me a package to succor me in the meantime!)

The tribals do not, to my knowledge, practice any organized form of eugenics. The x-pox and the comparatively high mortality rates seem to deter such artificial selection, though I believe the Tenets also speak against this issue. Occasionally, I came across fanciful stories of hidden tribes inbreeding themselves into some kind of cyclopean supermen, but such tales always proved to be products of some jongleur's overactive imagination. The Tribes of Man appear to hold eugenics programs in much greater disregard than we of the Empire. I wonder how they will fare when the Scourge finally turns its attention to this part of the galaxy.

MEDICAL APPLICATIONS

Medkits
Since a comrade with a knitterbeam may not be available when a warrior sustains battlefield injury, every standard tribal armor includes a medkit. Unlike the automeds of Imperial armors, tribal medkits must be applied manually. The central item in a medkit usually consists of a spray applicator containing entek docs, painkillers, and adrenaline in a liquid solution. All sprayers feature a nozzle designed to adjust the spray to access a wound through a variety of armor breaches.

The liquid medium surrounding the docs is a general antibiotic and local analgesic, and is also rich in calcium and iron. Since the majority of combat injuries involve burns, the spray also includes a Quikskin option that covers the wound with a quick-drying bioplas film that protects against infection. Many armors keep an additional small sprayer in a vambrace or greave compartment. Warriors commonly equip themselves with emergency spray contents according to individual preference, but not all customization is medically oriented. The Gorgon Killers are known to load their secondary sprayers with a cocktail of amphetamines, synapse boosters, and adrenaline. Ish'Mlak says they call it "Berserker Juice" or simply "Killjuice."

Bioplas pressure bandages and casts are also a standard item. The latter resemble a compact cloth sleeve that hardens to rigidity when the control tab is pulled.

Panimmunity Boosters
With the threat of epidemics high from unregulated travel between worlds, the tribes have consistently worked on panimmunity boosters that incorporate viral and bacterial material from various worlds. These boosters fail to stem the high infant mortality rate that contributes to the wilderzone's relatively low population, but they are effective enough for adults. When traveling to distant star systems, it is common for warriors to receive boosters that increase immune response and provide enhanced protection against exotic infection.

Cloning and Regeneration
Cloning is available in the wilderzone, but mostly on larger worlds that enjoy fully-equipped hospitals. Some holdfasts clone livestock, but that technology is relatively less complex and will not support cloning of selective human tissue. Thus, limb and organ replacement requires access to major medical facilities.

Most heavy recovery is done in regeneration tanks, wherein the patient is completely immersed in a dense fluid of nutrients, antibiotics, and sophisticated nanodocs. Some holdfasts have these facilities, but again, they are typically found only on the larger or wealthier worlds. The Blood Eagle use Evacuation D-ships equipped with a dozen or more regeneration tanks for the most seriously injured warriors. Patients in a regen tank are commonly sedated to prevent them from moving and interfering with the various electrostim and intravenous lines connected to them as part of the treatment. Oxygen is supplied via a mask or simply by impregnating the fluid medium with sufficient oxygen to be breathable, much like standard deep-sea diving methods.

Limb regeneration without cloned replacement parts is not possible in the wilderzone.

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