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Chems

RAW ✔️ Tribes of the Wastelands, p110

Chem Suppliers

While chems are not under the same control within nomad society as in the underhive, obtaining a steady supply of a particular chem can still be difficult. With the secrets of their creation a closely guarded secret, finding a supplier is a difficult proposition.

When a gang buys a chem from the Nomad Trading Post, they are buying one dose. This means the chem can be used once – as detailed in its description – and then it is gone. After the gang buys a chem, however, make a note that they have found a supplier for that chem. The next time they want to buy the same chem from the Nomad Trading Post, it counts as not having the Scavenge (X) rule.

However, after buying a chem from a supplier, the gang rolls a D6. On a 1, the supply has run out and the next time the gang wishes to buy the chem the Scavenge (X) rule applies as normal.

When a gang buys a chem, it may buy multiple doses of that chem. These can be distributed among gang members or placed in the gang's Stash for future use.

Side Effects, Duration and Mixing Chems

All chems have ‘side effects'. A chem's side effects are detailed under the chem's description and are usually detrimental.

Unless otherwise noted, all chems last for the duration of a single battle and can be taken by a fighter either before the battle begins (the fighter beginning the battle under the chem's effects) or as part of a fighter's activation by performing the Use Chem (Simple) action.

Finally, if a fighter takes more than one chem at a time, there is a chance they will have a bad reaction. Each time a fighter takes a chem while under the effects of one or more other chems, roll a D6. If the result is equal to or less than the number of chems the fighter has taken (counting the chem they just took), the fighter has had a bad reaction. The fighter immediately goes Out of Action, though no roll is made on the Lasting Injuries table, rather they go Into Recovery. If a fighter starts a battle under the effect of more than one chem then they must make this check as soon as they activate.

Milk Of The Harpy

RAW ✔️ Tribes of the Wastelands, p110
45 Credits – Scavenge (8)

Extracted from the adrenal glands of the sheen harpies of the Caustic Chasms, Milk of the Harpy gives the user boundless energy. However, this energy comes at a cost as anyone under the effects of Milk of the Harpy has to keep moving or else their body starts to consume itself.

Any fighter who has taken Milk of the Harpy increases their Movement characteristic by 2" and their Attacks characteristic by 1.

Side Effects

Each time a fighter under the effects of Milk of the Harpy activates, if they do not end their activation at least 5" from where they started their activation they suffer a Flesh Wound.

Ash Orchid Venom

RAW ✔️ Tribes of the Wastelands, p111
30 Credits – Scavenge (9)

Made by mixing the powdered thorax chitin of a Spinewyrm with Duneskuttler musk, Ash Orchid Venom induces a euphoric state where the mundane world and all pain seems to fade away.

Each time a fighter under the effects of Ash Orchid Venom activates, they must make a Willpower test before performing any actions. If they pass the Willpower test they may act normally, otherwise they may only perform a single action during their activation. Regardless of the result of the Willpower test, at the end of their activation, the fighter removes one Flesh Wound.

Side Effects

During the Recovery & Restart step of the End phase, a fighter who has taken Ash Orchid Venom may attempt to shake off the effects of the chem. To do so roll 2D6 and add the fighter's Toughness; if the total is 10 or more they have cleared it out of their system and are no longer under its effects.

Tears Of The Storm

RAW ✔️ Tribes of the Wastelands, p111
45 Credits – Scavenge (11)

The precise compounds that go into creating Tears of the Storm are a closely guarded secret of the Oilrun Stalkers tribe of nomads. Coming from the mobile chem-stills of the Poison Sea, each dose of Tears of the Storm is sealed tight so as not to risk losing any of the precious chem.

While under the effect of Tears of the Storm, a fighter may perform an additional action during each of their activations, however they also gain the Insane condition.

Side Effects

During the Recovery & Restart step of the End phase, a fighter who has taken Tears of the Storm must test to see if the effects wear off. To do so roll 2D6 and add the fighter's Toughness, if the result is 11 or more, the effects of Tears of the Storm wear off (note: this will not cause them to lose the Insane condition), for the remainder of the battle, the fighter may only perform one action during each of their activations.

Duststalker's mandible

RAW ✔️ Tribes of the Wastelands, p111
25 Credits – Scavenge (9)

An incredibly powerful stimm, Duststalker's Mandible forces a fighter's senses into hyper awareness, able to pick up the slightest sound and sharpening their sight to near superhuman levels. However, this overload of stimuli makes them twitchy and likely to lash out at any movement they detect. Having taken Duststalker's Mandible, many fighters become addicted to the sensory overload caused by the chem and will do anything to get their next hit.

While under the effect of Duststalker's Mandible, a fighter ignores the effect of the Visibility (X) rule.

Side Effects

A fighter who has taken Duststalker's Mandible automatically fails any Initiative test they make due to the Flash trait. In addition, all of their attacks gain the Reckless trait.

Duststalker's Mandible is highly addictive. During the Wrap-up step of the post-battle sequence, any fighter who has used Duststalker's Mandible must make a Toughness check, adding 1 to the roll. If the check is failed, the fighter has become addicted to Duststalker's Mandible. Once addicted to Duststalker's Mandible, a fighter may only be included in a crew if they have taken a dose of the chem. This addiction can be shaken by paying 2D6x10 credits for anti-addiction chems during the post-battle actions step of the post-battle sequence.