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Fallout: Wasteland Warfare simplifies chems and adds permanent consumables

Fallout: Wasteland Warfare simplifies chems and adds permanent consumables
NewsMythscribe21 October 2026

Modiphius has explained how triggers and four duration types replace some of the first edition’s consumable bookkeeping.

The second edition of Fallout: Wasteland Warfare will bring consumables into a clearer action framework, according to Modiphius designer Dom Westerland. In an October 16 development blog, he explains that every consumable now has a trigger specifying when it can be used, usually through a Use Action. Some situations

will let a model take several chems within that single action. The design changes how players track effects as well: Instant remains, while Activation and Encounter replace the earlier fixed-duration approach. A new Permanent duration can change a model for the remainder of a campaign, making those doses a longer-term

decision. Two first-edition systems are being removed: addiction and diminishing durations. Westerland attributes both cuts to the extra administration they created during battles, while leaving open the possibility of optional addiction rules later. Familiar chems retain their thematic purposes, with Psycho improving

hitting power, Jet affecting time and Buffout increasing toughness. The preview explains a specific part of the forthcoming rules rather than announcing a new release date. Read the official announcement. Image credit: Fatima Martín Pérez / Modiphius Entertainment; official Fallout: Wasteland Warfare miniature

photography.

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