Revision: "Goldeneye" CryoStat Spice Therapy Enhanced Combatants
New research has shown that the reason Compound 42b, hereafter "Spice", never worked properly on its users was an overheating of the brain as it became able to think faster and faster, within minutes causing symptoms of heatstroke and denaturing the Spice, reducing it to a poison infesting the brain of the unfortunate victim. Rather than diluting the Spice and minimizing the damage, as in our Combat Drug: "Fury" project, it is now possible to prevent all overheating and associated brain trauma by administering the Spice to a subject safely ensconced within the cold embrace of a CryoStat Tank. While it would not be safe to continue administering Spice after the subject has been removed from the CryoStat Tank, this is hypothesized to be unnecessary, as while in the tank, the subject's brain will fully integrate the Spice, and, having survived the transformation safely, will now operate so efficiently that there will be no risk of spontaneous overheating, although prolonged exposure to other sources of heat may remain a risk. We anticipate that, if successful, the subjects' irises will take on a much clearer yellow than that of the original users of Spice, and that this yellow will not fade over time.
Revision: "Goldeneye" CryoStat Spice Therapy Enhanced CombatantsNormal: (2+2) = 4: Below Average
Through heavily monitored use inside a CryoStat tank, we can "accustom" a subject to allow (relatively) safe usage of smallish doses of spice once. The effects of Compound 42b (spice) itself aren't permanent, but any subjects that have undertaken the Goldeneye treatment will be able to take Spice consistently in the future without suffering debilitating side effects. The treatment takes about a week in the CryoStat tank with numerous technicians monitoring it and carefully injecting very specific amounts of Spice based on what we can gleam about the subject's brain using examinations prior to the treatment. Anyone that undergoes Goldeneye will become permanently addicted to Spice.
Goldeneye-enhanced soldiers have a permanent clear "yellowness" in their irises, though it's not as noticeable if the enhanced soldiers are going through withdrawal. Goldeneye-enhanced soldiers don't quite possess the heightened reaction time of Fury-users (though reaction time and thinking speed are just barely notably above that of regular humans). Instead, they possess an uncanny awareness of their surroundings. In our "simulation" tests, Spice soldiers can notice hidden people when the hidden don't think they could be seen at all. Some of our test monitors swear it's precognition, but that's just silly.
We do feel Spice presents a
lot of potential. While effective, our chemists at the Refinery tell us it's still in a "crude form" and the safe dosage levels allowed by the Goldeneye treatment are still quite low.
As Spice can actually be used now, proper manufacturing and logistics have been set up. Compound 42b 'Spice' requires
5 Rare Chemicals and is
Complex, making it
Very Expensive for the time being. We doubt we can easily solve addiction; but as it stands, subjects that underwent the Goldeneye treatment
have to routinely take Spice - even very early withdrawal symptoms can be quite horrific. This means it's more effectively expensive. Furthermore, the effective complexity is caused by the low availability of CryoStat tanks for the treatment.
Import: M1938 A-3 'Parrot'A handful of parrots arrive.
We also get a small number of M1938 A-3 'Parrots', too. We're not sure what to do with the real parrots yet. The blueprints are also provided to construct our own. They're luckily just Expensive.
M1938 A-3 'Parrot': The Parrot is a low-cost air superiority fighter, designed to counter the Yellowjacket. It looks very similar to the Falcon, but without the complicated prop system and reduced to a 10-cyclinder, normally aspirated power plant. It too is fully aluminum, and contains most of the little features like retractable gear, an oxygen system, and a reflex sight. It is actually quite heavily armed with two Muerte heavy machine guns and two Can Perforators, though the perforators don't have a lot of ammo. [3 Ore (2Al), 2 Oil]
Transport Capacity: 0
Resources: 2 Ore,
1 Oil,
2 Rare ChemicalsWeapons- "Pursuit" Rifle: An automatic rifle with mediocre accuracy at Medium range (and useless accuracy further).
[Cheap] 1 Ore - "Machete" Pistol: A 6-round semiautomatic pistol semi-accurate up to Short range. Reliable.
[Cheap] 1 Ore
Land Vehicles- M3T1A1 Raider: The Raider is a Diesel-Electric tracked APC designed to serve as a base platform for many roles. It has light RHA armor with a sloped front, plus slats. It holds ten passengers and three crew, making it look like a large metal box. It has an interchangeable turret, which is very wide and flat with medium armor. Default armament is a Can shredder, plus 6 external Thumper barrels for smoke grenades and an RPG, these can only be reloaded from the outside. It's also chemical warfare protected, and last but not least, amphibious, with a trim vane and two electric powered propellers. Exits are on large rear hatch and one small top hatch, only latter can be used while afloat.
[Expensive] 3 Ore 2 Oil
Air Vehicles- M1938 A-3 'Parrot': The Parrot is a low-cost air superiority fighter, designed to counter the Yellowjacket. It looks very similar to the Falcon, but without the complicated prop system and reduced to a 10-cyclinder, normally aspirated power plant. It too is fully aluminum, and contains most of the little features like retractable gear, an oxygen system, and a reflex sight. It is actually quite heavily armed with two Muerte heavy machine guns and two Can Perforators, though the perforators don't have a lot of ammo.
[Expensive] 3 Ore, 2 Oil
Navy- Corsair Destroyer: The Corsair is a moderate sized ship with light (for a ship) steel hull armor. It has a light cannon armament of two hydraulic-equipped Nightwind cannons and four Can Shredders. However, its main armament is its Shark Torpedo launchers (it has a couple on each side) and newly-invented Seahorse mines, which use the same warheads as Shark torpedoes but rest on the sea surface, detonating on cpntact with ships. It is powered by steam turbines and easily outpaces battleships like the Kalmar, Kraken and Kurokami.
[Very Expensive] 4 Ore, 3 Oil
Chemicals- Spice: An extremely potent manufactured drug resulting in extreme schizophrenia, delusions of power, frequent seizures, and eventually death. Extremely addictive. Those who undergo the week-long "Goldeneye" treatment in a CryoStat tank become accustomed (and permanently addicted) to low dosages of Spice, enabling very high awareness of surroundings and mildly increased reaction and thinking speeds when under the influence of the drug.
[Very Expensive] 5 Rare Chemicals, Complex. - 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.
[Expensive] 3 Rare Chemicals
Other- Standard Uniform: A plain red featureless uniform. The red's mild enough that it doesn't really stick out.
- CryoStat Tank: A large three-meter tall "coffin" with a small glass vertical slit inside showing a tank. Dozens of tubes connect it to the other machinery required for operation, taking up ~36 square meters of space total. Trained technicians monitor and operate it and prepare subjects for submerging. Subjects are put into "stasis" via a numbing solution they're submersed in, and medical drugs are constantly pumped into their body via dozens of injection sites prepared pre-submerging. Once taken out, subjects are put into a machine to recover from the effects of the tank. A day stabilizes minor life-threatening wounds, and a week stabilizes near all wounds. A month starts completely healing scars and generally brings up health status to pristine, and a year can restore lost limbs. Also used for life-extending "rejuvenation" processes by important people.
[Very Expensive] 4 Rare Chemicals, Complex
Infrastructure- The Refinery: An extremely secretive facility hidden under the canopy in a remote part of the rainforest, identifiable only by its smoke. Contains large liquid storage tanks and refineries for the production of chemicals, well-equipped laboratories, cells for test subjects, a steady supply of test subjects from Aratam's prisoners, and more. Useful as a base for chemical research.
Provides 1 Rare Chemical - Division of Biological Manipulation: An abandoned set of rooms on top of the Refinery; originally intended for biological manipulation research but was never finished due to a sudden test subject escape.
The Design Phase of 1957 has begun.