By Dom Westerland
Photography by Fatima Martín Pérez

 

One of our guiding principles when designing the second edition of Fallout: Wasteland Warfare was reducing the complexity overload. At the same time though, we didn’t want to completely throw out all the systems from the prior edition.

 

How chems and similar items changed between the two editions is a perfect example of marrying the principles of simplicity with honoring what came before.

 

Consumables in the First Edition of Fallout: Wasteland Warfare

 

In the first edition of Fallout: Wasteland Warfare, consumables could be used in a gameplay space that existed around other actions, whilst not using an action themselves. This meant that players had a great deal of freedom in how they used their consumables but at the cost of the mechanic operating outside of the established action system in the rest of the game.

 

Consumable items also had three different durations that their effects lasted for. Instant and Fixed durations allowed items to last for brief or extended periods of time, as appropriate. Diminishing was the third duration, which functioned like Fixed duration but with changing effects over time. This was represented by placing a card underneath a model’s card and sliding it as time went on to illustrate the different effects of the chem. Certain items could also get models addicted.

 

The DNA of this system can be seen in how the second edition approaches consumables.

 

How Consumables and Chems Work in the Second Edition of Fallout: Wasteland Warfare

 

Consumables all have a Trigger, which will be when they can be used. This will normally be as part of a Use Action, but gives us the flexibility of different Trigger points should they be needed.

 

If you need that extra bit of kick in battle, you may also be able to take several chems all in one Use Action!

 

 

Durations remain in a similar form. Instant stays as it was. Activation and Encounter are the spiritual successors to Fixed, accounting for consumables with different periods of effectiveness.

 

A new addition is Permanent. These consumables will change your models for the rest of the campaign. Think of it like a dose of F.E.V. or the chem Hancock took that turned him into a ghoul. If your model is going to take one of these, you better be sure that this is the right choice!

 

The two casualties here are Addiction and the Diminishing Duration. In both cases, this is down to the amount of additional admin they caused on the battlefield. Getting too fond of a chem or two is certainly part of the Fallout experience but adaptation to the tabletop means you sometimes need to cut elements in order to ensure a smooth play experience.

 

That said, it’s always possible we’ll revisit chem addiction in the future as an optional rule for the truly devoted…

 

As for what the consumables themselves do, you’ll need to experience them for yourself when you play the new edition of Fallout: Wasteland Warfare. Psycho makes you hit harder, Jet lets you slow down time and Buffout makes you tougher. All of your favorites are there!

 

Time to leave the Vault and get playing? Pre-order a Fallout: Wasteland Warfare Starter Set today! Got more questions, or ready for your campaign? Grab a (Nuka) cola and come and join us on our Discord.

 

 

 

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