Chems
Chems grant powerful one-off bonuses during a game. A crew can have up to 3 doses of a specific chem per game. You can use a chem if you have an available dose marked on your roster.
Common Chems
Common Chems can be purchased during Battle Preparation (using Caps) or found via the Rummage action.
| Chem | Cost | Effect |
|---|---|---|
| Rad-X | 5 Caps | Spend when ending a turn within 3" of a Radiation Token. Ignore radiation endurance penalties until the end of the Round. |
| Psycho | 6 Caps | Spend when creating an Attack Dice Pool to add 2 Bonus Dice. |
| Nuka-Cola | 8 Caps | Spend when selecting the Active Model to increase its Control Area by 3" until the end of the Turn. |
| Stimpak | 9 Caps | Spend when selecting the Active Model to Recover up to 2 Harm. |
| Steady | 10 Caps | Spend when creating a Ranged Attack Dice Pool to increase the model’s Perception by 1 until the attack resolves. |
| Jet | 15 Caps | Spend before choosing an Active model on your Turn to Recover 1 Fatigue from any friendly model. |
Rare Chems
Rare chems cannot be purchased. They are found via the Rummage action (rolling an 18+) or specific rules.
| Roll | Rare Chem | Effect |
|---|---|---|
| 1 | Psycho Jet | Spend when creating an Attack Dice Pool to add 2 Bonus Dice. After the Attack, Recover 1 Fatigue. |
| 2 | Whiskey | Spend when creating a Strength or Endurance Test pool to increase that stat by 2 until the Test resolves. |
| 3 | Med-X | Spend at any point during your Turn to increase the Active Model’s Health by 1 until the end of the Game. |
| 4 | Nuka-Cola Dark | Spend when selecting the Active Model to increase its Control Area by 3" and its Luck by 1 until the end of the Turn. |
| 5 | Day Tripper | Spend when creating a S.P.E.C.I.A.L. test pool to increase the model's Luck by 2 until the Test resolves. |
| 6 | Buffout | Spend when Targeted by an Attack (before the pool is created) to increase Endurance by 2 until the Attack resolves. |
| 7 | Mentats | Spend when a model Fails a Confusion Test to have them Pass it instead. |
| 8 | Hydra | Spend during the Story Phase when rolling on the Serious Injury Table to Re-Roll a result (up to 3 times per dose). |
| 9 | Calmex | Spend before making a Rummage Action to set one of the dice to a number of your choice instead of rolling it. |
| 10 | Daddy-O | Spend when selecting the Active Model to double its Control Area until the end of the Game. |