Quick Slots are dedicated equipment slots for consumable items that you want quick access to during combat. Items in Quick Slots can be used for their AP cost only, bypassing the 🎒 Manage Inventory action entirely.
Default Quick Slots
Every character has 2 Quick Slots by default.
What Can Go in a Quick Slot?
Quick Slots are primarily designed for consumable items that you want to use quickly in combat:
- Healing items — Stimpaks, First Aid Kits, bandages
- Chems — Jet, Psycho, Med-X, Buffout, etc.
- Food and drink — consumables with temporary effects
- Grenades and thrown explosives — these can be placed in either a Quick Slot or a Weapon Slot, player’s choice
Items that are not consumable (weapons, armor, scrap, tools) cannot be placed in Quick Slots. Use Weapon Slots for weapons and Armor Slots for armor.
Using Quick Slot Items
To use an item from a Quick Slot during combat, simply spend the item’s AP cost. No 🎒 Manage Inventory action is required.
Example: A Stimpak costs 3 AP to use. From a Quick Slot, you spend 3 AP and use it. From regular Inventory, you would need Manage Inventory (3 AP) + Stimpak (3 AP) = 6 AP. Quick Slots save you 3 AP per use.
Using on Allies
You may use a Quick Slot item on an adjacent ally (within 1 tile). The AP cost is the same as using it on yourself.
Stacks and Quick Slots
A Quick Slot is dedicated to a stack of items, not a single item. When you assign a consumable to a Quick Slot, the entire stack is accessible from that slot.
Example: You assign a stack of 5 Stimpaks to Quick Slot 1. Each time you use a Stimpak, one is consumed from the stack. After using all 5, the Quick Slot is empty.
Empty Quick Slots
When a Quick Slot’s stack is fully consumed, the slot is empty. To refill it:
- During combat: Use the 🎒 Manage Inventory action (3 AP) to equip a new stack of items from your Inventory to the empty Quick Slot.
- Outside combat: Freely assign items to Quick Slots at no cost.
Managing Quick Slots
Before Combat
Players should declare what is in their Quick Slots before combat begins. Outside of combat, you may freely swap items in and out of Quick Slots at no AP cost.
Preparing your Quick Slots is an important part of pre-combat planning. Having the right consumables ready can save critical AP during a fight.
During Combat
Changing what is in a Quick Slot during combat requires the 🎒 Manage Inventory action (3 AP). This covers both removing an item from a Quick Slot and equipping a new one.
The Quick Draw perk reduces the Manage Inventory AP cost by 1 (from 3 AP to 2 AP), making mid-combat Quick Slot management more efficient.
Increasing Quick Slots
By default, all characters have 2 Quick Slots. Additional Quick Slots may be gained through equipment:
- Backpacks — certain backpack items may provide additional Quick Slots
- Clothing with pockets — certain clothing may provide additional Quick Slots
The GM determines what equipment grants additional Quick Slots based on the items available in the campaign.
Quick Slots vs. Weapon Slots
| Feature | Quick Slots | Weapon Slots |
|---|---|---|
| Default count | 2 | 2 |
| Holds | Consumables, grenades | Weapons, grenades |
| Use cost | Item’s AP cost only | Weapon’s attack AP cost |
| Manage Inventory to swap | 3 AP (2 AP with Quick Draw) | 3 AP (2 AP with Quick Draw) |
| Counts against Carry Capacity | No | No |
Grenades are unique — they can be assigned to either a Quick Slot or a Weapon Slot. Placing a grenade in a Weapon Slot allows it to be thrown using the 💣 Explosives Attack rules. Placing it in a Quick Slot allows it to be accessed quickly but still requires the normal Explosives Attack action to use.
Quick Reference
Quick Slots Summary:
- 2 Quick Slots by default
- Hold consumable items (Stimpaks, chems, food, grenades)
- Use items for their AP cost only — no Manage Inventory needed
- Can be used on adjacent allies
- Dedicated to a stack — when the stack runs out, the slot is empty
- Refill during combat via Manage Inventory (3 AP)
- Freely manage outside of combat
- Quick Draw perk reduces Manage Inventory cost by 1 AP