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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.