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Chems

Quick Reference
  • A crew can have up to three doses of each Chem per game.
  • Chems can be purchased before a game (Common only) or found via Rummage.
  • To use a Chem, your crew must have at least one available dose (single diagonal mark on the Game Sheet).
  • After using a Chem, cross the box (second diagonal line) — that dose is spent.
  • At end of game: all Common Chems and all used Rare Chems are removed from the Game Sheet.
  • Floating Chems: any model in your crew can use any Chem your crew has available — no need to track which model is carrying which Chem.

Chems

The Wasteland is littered with potent Chems that a crew can put to use when they need a boost. Players have the chance to purchase Chems before a game. They can also find them during play by making a Rummage Action (see pg. 26). Each dose of Chems can then be used to grant a single one-off bonus, determined by the Chem's type. [Rulebook pg. 25]

Chems can be either Common or Rare. Rare Chems cannot be purchased before a game; instead, they must be found by making a Rummage Action (see pg. 26) or via special rules. [Rulebook pg. 25]

Chem prices and effects can be found in the Chems compendium.

Marking Chems

At the top of the Game Sheet, there is a section to show the crew's current supply of available Chems. A crew can only have up to three doses of each Chem per game, so each entry has three boxes. [Rulebook pg. 25]

Available doses of Chems are marked with a single diagonal line. When a Chem is spent during play, a second diagonal line is added to the box, to form a cross. [Rulebook pg. 25]

For example, the example below shows that the crew has one available dose of Jet and has already spent its one available dose of Steady. [Rulebook pg. 25]

Using Chems

A player can only use a Chem if their crew has at least one available dose (i.e., a box with a single diagonal mark, as explained above). [Rulebook pg. 26]

Immediately after using a Chem, the player must add a second line to the box showing the available dose. As explained above, this indicates the dose has been spent and cannot be used again. [Rulebook pg. 26]

At the end of a game, all Common Chems and all used Rare Chems are removed from the Game Sheet entirely. [Rulebook pg. 26]

Scavenging the Wasteland

Scavenging is a part of everyday life, and making use of the Wasteland itself can be the difference between victory and defeat. [Rulebook pg. 26]

Each Objective instructs players to set up Search Tokens across the Battlefield. These Tokens cannot be moved once they have been placed; however, they are ignored entirely for the purposes of Visibility and Movement. [Rulebook pg. 26]

During a crew's Turn, the Active model can make a Rummage Action if it is Unengaged and within 1" of a Search Token. [Rulebook pg. 26]

Action: Rummage (Unengaged Models)

The Active player chooses a Search Token within 1" of the Active model and rolls two dice. Then they choose one of the following options: [Rulebook pg. 26]

Find a Chem: Choose a Common Chem with a Cap cost no higher than the total result of the two rolled dice, and add one dose of it to the Crew's Roster. Alternatively, if the total of the two dice is 18 or higher, you find a Rare Chem instead! Roll on the table in the Chems compendium to determine which type of Rare Chem you find. [Rulebook pg. 26]

Find Caps and Parts: The die with the higher result is how many Caps you find. The die with the lower result is how many Parts you find. Add both to the crew's Stash. [Rulebook pg. 26]

Then, if either of the dice shows a 10, replace the Search Token with a Radiation Token. Otherwise, remove the Search Token from play. [Rulebook pg. 26]

Scout: Stashed Goods: After rolling the dice, the player can spend a Scouting Point (pg. 27) to Re-roll one or both dice. [Rulebook pg. 26]

Floating Chems

Designer's Note

It's important to note that you don't need to know which models are carrying which Chems until you want to use them. And yes, a Scribe can find some Nuka-Cola with a Rummage Action, then a Knight can use it on the other side of the Battlefield!

This is a small abstraction that saves record-keeping, allows the game to flow smoothly, and ensures that Chems are always available to use. [Rulebook pg. 26]

A Floating Chem is simply a Chem available to the crew as a whole — any model may use any Chem the crew currently has available, regardless of which model found or carried it.