Helix Combat Stim Injector
Combat stim; suppresses pain and enhances reflexes for 10 rounds, then crashes hard.
The Helix Combat Stim Injector is the verse's most widely used -- and most widely abused -- battlefield chemical. Crack the seal, jab the thigh, and in three seconds the world sharpens: pain vanishes, reflexes quicken, and the soldier who was about to collapse from blood loss is now shooting straight and moving fast. The Legion issues one per soldier per engagement; PMC contracts typically include two. The catch, and everyone knows it, is the crash. When the stim metabolises -- ten rounds, give or take -- the bill comes due. Pain returns doubled, exhaustion hits like a wall, and the soldier who was fighting like a machine is now shaking, nauseous, and barely conscious. Helix's marketing calls it 'tactical endurance management.' Legion veterans call it 'borrowing from tomorrow.' The Mk.VII formulation is the latest revision; the Mk.VI had a 1-in-20 chance of cardiac arrest in users with undiagnosed heart conditions. Helix addressed this by adding a warning label.
Rules Reference
| Field | Value |
|---|---|
| Category | gear-medical |
| Function | combat stimulant; pain suppression, performance enhancement, condition masking |
| Kadiss Signature | legit |
| Manufacturer | Helix |
| Pharmaceutical / Complexity | 4 |
| Pharmaceutical / Fate | craftable-formula |
| Pharmaceutical / Formula Id | FORMULA-MED-HELIOS-STIM-INJECTOR |
| Rek Cost | 200 |
| Tech Tier | spacer |
| Uses | 1 |
| Weight | 0.1 |
Notes
Capacity: single auto-injector containing Helix Stim-Cocktail Mk.VII (combat amphetamine, pain suppressant, coagulant booster, neural accelerant)
Effect: Injects a single dose of Helix combat stim cocktail. For 10 rounds: suppresses pain (ignore 'wounded' condition penalties), grants +2 to Fortitude saves, and grants +1 to all attack rolls from heightened reflexes. After duration: crash phase (4 hours), during which the user takes -2 to all d20 rolls from exhaustion and chemical comedown. Does NOT heal damage; the patient fights on borrowed time. Masked conditions (bleeding, fractures) resume full effect when the stim wears off.