Juggernaut serum

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Juggernaut serum

Juggernaut serum

A syringe of opaque milky-yellow liquid that increases the user's strength and speed, and allows them to recover from injuries faster. The serum is injected into the user's musculature, where it adds energy to various metabolic processes. However, the unstable substance also psychically influences the mind, provoking unsettling thoughts and severely reducing the user's mood.

Base Stats

Type
DrugSerum
Tech Level
Industrial
Market Value
200 Silver
Stack Limit
10
Mass
0.5 kg
HP
60
Flammability
70%
Rotatable
False
Path Cost
14 (48%)

Ingestion

Food Type
processed
Maximum To Ingest
1
Ingestion Time
100 ticks (1.67 secs)

Creation

Crafted At
Serum lab
Required Research
Juggernaut serum
Skill Required
Crafting 4
Work To Make
1,080 ticks (18 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Twisted meat 20 + Bioferrite 10
Technical
defName
JuggernautSerum
thingSetMakerTags
RewardStandardLowFreq
Preferability
NeverForNutrition
Drug Category
Medical


The juggernaut serum is serum, a consumable item added by the Anomaly DLC, that significantly increases a pawn's melee combat ability at the expense of a mood penalty.

Acquisition[edit]

Juggernaut serums can be crafted at a serum lab once the Juggernaut serum research project has been completed. Note that this research requires dark study to unlock. Each requires Twisted meat 20 Twisted meat, Bioferrite 10 Bioferrite, 1,080 ticks (18 secs) of work modified by the drug synthesis speed of the crafter, and a crafting skill of 4.
Juggernaut serums can be bought from the following traders: Orbital bulk goods trader, Orbital combat supplier, Orbital exotic goods trader, Outlander base trader, Outlander bulk goods trader, Outlander slaver, Outlander visitor, Slave ship, Empire base traderContent added by the Royalty DLC, Imperial trader caravanContent added by the Royalty DLC, Orbital imperial traderContent added by the Royalty DLC.

Summary[edit]

Juggernaut serum is a powerful combat enhancement serum. Unlike drugs, serums do not have a severity-based high, have no addiction, tolerance, or withdrawal mechanics and do not count as any kind of drug for the purposes of the Chemical need, the chemical interest, fascination, or teetotaler traits, or the Drug use precepts.Content added by the Ideology DLC

Upon injection[edit]

"A serum is super-powering this person's musculature, making them stronger and faster, but reducing their mood due to discomfort."

— Juggernaut hediff description

A pawn taking the serum will do so right where they stand without looking for a place to sit first. The serum is taken by injection, taking 100 ticks (1.67 secs). Pawns can be ordered to inject the serum through the usual means, but it can also be ordered from the item itself. This option allows ghouls to take serums without using an operation bill.

The serum applies the "juggernaut" hediff with the following effects for 600,000 ticks (166.67 mins) or 10 in-game days:

Analysis[edit]

Juggernaut serum is an incredibly powerful combat drug, specially for melee combatants, with no overdose risk whilst also being relatively cheap. It's also useful for ranged colonists, as the healing factor and move speed bonus can help with kiting and healing from stray shots, and for reducing the down time of injured colonist. It can also be combined with Go-juice or any other drug.

In a colony that is mass producing bioferrite and with large stockpiles of twisted meat, whether from a captured fleshmass nucleus or from butchered entities, it can be added to the list of combat drugs that all colonists take.

Mood mitigation[edit]

The mood debuff can be mitigated by taking psychite tea or any other safe drug, Fine/Lavish meals, or paired with the mood buff from Go-juice. Others mood management techniques also apply.

The inhumanized hediff will prevent the mood penalty. A mind-numb serum will also remove this mood penalty for 2 days, alongside all other thoughts.

Misc[edit]

Besides combat, the increased moving speed can make pawns significantly faster at hauling, indirectly aiding other tasks. It also counters/mitigates the move speed penalty from other pieces of gear/implants. If the mood penalty can be managed and the required resources abundant, there's no reason to not use this serum on all colonist that do not remain stationary most of the time.

Version history[edit]