Combat Drug ‘Fury’
With spice proving too potent in pure form, we have taken to mixing it with an anti-epileptic and adrenaline booster to produce a more reliable drug cocktail.
Revision: Combat Drug 'Fury'(Normal) (3+4) = 7: Superior Craftsmanship
The problem with Spice, or at least the one we
know about, is that it's extremely potent. It may have very tangible benefits, but its negative effects quickly increase beyond the positive as dosage increases. Yet at low-enough dosage as to prevent literally driving users insane, the benefits either don't exist but aren't noticeable enough to have any notable effect.
But, as we've discovered, the right drug cocktail can exploit the positive effects present in a low dosage while minimizing side effects.
Fury's main effect is very short reaction times. Some of the more
eccentric scientists believe this must be precognition, but it's
clearly just the adrenaline booster interacting with the Spice. Soldiers under the influence of Fury exhibit near-superhuman reaction times. Also of note is, fitting to the name, rage: users tend to exhibit a... much shorter temper. While this could theoretically be of use to us, it just manifests in a tendency to occasionally hurt allies and generally just not being good at combat beyond Short range. Hallucinations are still present, but in much more manageable quantities - Fury users simply shouldn't be trusted to recon, espionage, or anything of the sort. Allies should also keep their distance from Fury-users when in combat.
Fury also tends to make users' veins much more
apparent and visibly red.
It lasts for a couple of hours and users must inject it; as of now, it'd likely be injected before or during combat. Injection takes a while and can result in occasional mishaps, but isn't a large problem. It takes roughly five minutes for it to begin taking effect.
Fury is a potent drug, but is still dangerous and flawed. The army is certain that its benefits outweigh the risks and will be deploying Fury accordingly.
Fury is unfortunately still very addictive, though troops can go roughly a week before they start experiencing withdrawal symptoms. We didn't have time to address this and, as we want an army that can function, the bulk of supply has to be allocated in such a way we can ensure a constant stream of Fury to its users; fixing this could reduce the effective cost of manafacture. Finally, the mass production of this stuff has exposed a limit in our infrastructure.
Rare Chemicals, required in heavy supplies for the production of Fury, aren't something often in such a high demand. We have 1 unit of the stuff - from our existing pharmaceutical and chemical industries - but Fury costs
3 Rare Chemicals.
New Resource: Rare Chemicals. Acquired via infrastructure. Aratam currently possesses 1 unit.
Transport Capacity: 0
Resources: 2 Ore,
1 Oil,
1 Rare ChemicalWeapons- "Pursuit" Rifle: An automatic rifle with mediocre accuracy at Medium range (and useless accuracy further).
1 Ore - "Machete" Pistol: A 6-round semiautomatic pistol semi-accurate up to Short range. Reliable.
1 Ore
Drugs- Spice: An extremely potent manufactured drug with theoretical benefits, but results in extreme schizophrenia, delusions of power, and frequent seizures. Extremely addictive.
- Combat Drug 'Fury': A Spice-based drug that massively decreases reaction time, and lasts for ~2 hours. Also incites rage, decreasing soldier effectiveness at range and chances of occasional friendly fire. Mild hallucinations are common, preventing users from being effective at recon/espionage/etc. roles. Makes veins much more apparent and red. Addictive, and takes effect >5 minutes after injection.
3 Rare Chemicals
Other- Standard Uniform: A plain red featureless uniform. The red's mild enough that it doesn't really stick out.
- Combat Drug 'Fury': A drug that massively decreases reaction time, and lasts for ~2 hours. Also incites rage, decreasing soldier effectiveness at range and chances of occasional friendly fire. Mild hallucinations are common, preventing users from being effective at recon/espionage/etc. roles. Makes veins much more apparent and red. Addictive, and takes effect >5 minutes after injection.
3 Rare Chemicals
The Diplomacy Phase of 1954 has begun. This phase is exclusive to this turn only.
Submit a single plan that:
1.) Chooses either Forenia or Cannala to cement an (unofficial) alliance with.
2.) Choose one design from Autumn 1942 [in ICAR] to import from the choice of ally.
If Mereth chooses the same ally, the nation with the best design (and revision) will get first choice.