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Orlock (HoI)
R Cr St W
995¢ 995¢

Rust Vipers

Orlock (HoI)

Overview

The Rust Vipers – “One for the Road”

In the sump-stained depths of Sector 73, where the vents wheeze and the air tastes like rust, the Rust Vipers run their trade from a leaning hab-stack that doubles as a distillery. Officially, they bottle and ship Second Best - a cheap knock-off of Wildsnake - brewed from reclaimed sumpwater, fungal mash, and whatever chemical runoff they can skim from passing Escher chem-trains.

Unofficially, they drink more of it than they sell.

The Vipers began as a road crew hauling freight through the underhive’s rust-choked arteries, but a broken shipment and a long, dry stretch led them to make their own brew. One still became two, and before long they were distillers first and haulers second. Second Best kept them in business - and inebriated. Every bottle they sell helps fund the next, and every bottle they keep helps them forget how far they’ve fallen.

Their leader, Ruke “Tapper” Halvern, a scarred road captain with a servo claw and a loyal cyber-mastiff named Stitch, holds the gang together with oil, oath, and alcohol. Tapper’s known for his ritual of “tapping the barrel” before every job - a tradition that’s grown into the gang’s own battle cry: “One for the road!” Each member takes a swig before a fight, swearing it steadies the hands and hardens the heart.

They skim the best of each batch for themselves, leaving the paying customers with whatever sludge settles at the bottom. Among the underhive, their private reserve - Second Best, First Pour - is infamous for burning like promethium and numbing like a stubber round.

Other gangs mock them for their dependency, calling them the “Sludge Snakes.” The name stuck, but so do their knives. The Vipers wear the insult with a drunken grin — it’s better to be a Sludge Snake than sober and soft.

Led by Tapper and his brutal lieutenants - Dax “Breaker” Korran, the arc-hammered Arms Master, and Marl “Torch” Kett, who loads inferno shells like cocktail mixers - the Vipers run their territory on fumes, fumes, and fury. Their gangers and juves are all cut from the same oily cloth: half-cut, half-crazed, and fully loyal to the crew and the bottle.

They could’ve been one of the most profitable Orlock outfits in the sector if they didn’t drink half their stock. But then again, that’s just what happens when you make your living out of the bottle and can’t stop sipping.

As the saying goes down in Sector 73:

“They ain’t the best — just the ones still standin’.”

Additional Gang Rule

If a fighter is not within 12" of an enemy fighter they must take a willpower test. If they fail, they take a swig of second best. 

Ruke “Tapper” Halvern - Road Captain (Leader)

Ruke “Tapper” Halvern runs the stills, the routes, and the Vipers with the same steady hand — until the bottle shakes it loose. He earned his nickname from his habit of “tapping the barrel” before every job (and sometimes during). Stitch, his half-mechanical mastiff, is fiercely loyal — it’s said the mutt’s the only one Tapper ever sobers up for. Together they enforce discipline, or what passes for it, among the gang.

Ruke “Tapper” Halvern

Road Captain (Leader)
280¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 3 4+ 2 4+ 5+ 5+ 5+
Rules Gang Hierarchy (Leader)Gang LeaderGroup Activation (2)Tools of the Trade
Skills Fixer
Legendary Names Impressive Leadership (Too Pretty for Primus)
Gear Second Best (15¢)Mesh armour (15¢)Cyber-mastiff (100¢)
Weapons S L S L Str Ap D Am
Sawn-off shotgun (15¢) 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot
Servo claw (30¢) - E - - S+2 - 2 -
Melee

Stitch - Cyber-mastiff (Exotic Beast)

A mangy hybrid of muscle, steel, and sump oil, Stitch is part loyal guard dog and part walking scrap heap. Originally a House Orlock enforcer unit, Stitch was nearly scrapped after taking a frag blast that shredded his rear legs and tore out half his chassis. Tapper found the hound dumped on a refuse barge and rebuilt him using scavenged servo parts, plating from broken loaders, and more enthusiasm than expertise.

Now Stitch moves with a stiff, metallic gait — each step accompanied by a whining grind of worn servos and a heavy clank that echoes down the corridors. Despite his limp and the patches of rust creeping across his frame, he’s all teeth and loyalty when it counts. The Vipers say he can smell Second Best a mile away and only bites those who refuse a drink.

To Tapper, he’s more than a pet — he’s proof that even the broken can be patched up and made mean again, if you’ve got the will (and the scrap) to do it.

Stitch

Cyber-mastiff (Exotic Beast)
Ruke “Tapper” Halvern
M WS BS S T W I A Ld Cl Wil Int
5" 3+ - 3 3 1 4+ 1 7+ 6+ 8+ 8+
Rules Loyal ProtectorWatchdog
Gear None
Weapons S L S L Str Ap D Am
Savage bite - E - - S -2 1 -
Disarm, Melee

Dax “Breaker” Korran - Arms Master (Champion)

Breaker once worked maintenance on the dome’s power grid until he started siphoning current to heat still vats. He’s the one who keeps the Vipers’ gear running - barely. His hammer hums with half-stolen charge, and when he swings it, you can smell ozone and singed flesh. He drinks because it helps him ignore the constant buzzing in his ears from too many arc surges.

Dax “Breaker” Korran

Arms Master (Champion)
200¢
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Rule of IronTools of the Trade
Skills Nerves of Steel
Legendary Names Impressive Leadership (Iron Stare)
Gear Mesh armour (15¢)Second Best (15¢)
Weapons S L S L Str Ap D Am
Arc hammer* (70¢) E 1" - - S+3 -1 3 -
Melee, Pulverise, Versatile
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Marl “Torch” Kett - Road Sergeant (Champion)

Torch believes everything burns better after a drink. He loads his inferno shells like a bartender mixing cocktails - with style, swagger, and a total disregard for safety. He’s the loudest in a fight, often staggering through the smoke cackling and singing half-remembered drinking songs while the world burns around him.

Marl “Torch” Kett

Road Sergeant (Champion)
155¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 3+ 3 3 2 4+ 2 5+ 6+ 6+ 6+
Rules Gang Hierarchy (Champion)Group Activation (1)Tools of the Trade
Skills Shotgun Savant
Legendary Names Impressive Leadership (Lucky)
Gear Second Best (15¢)Mesh armour (15¢)
Weapons S L S L Str Ap D Am
Shotgun (30¢)
scatter ammo 4" 8" +2 - 2 - 1 4+
Scattershot
solid ammo 8" 16" +1 - 4 - 2 4+
Knockback
inferno ammo (+15¢) 4" 16" +1 - 4 - 2 5+
Blaze, Limited

Jex “Split” Harl - Gunner (Specialist) (Ganger)

Split got his name after a still explosion carved a jagged scar straight down his face. He swears it makes him lucky, though luck’s not what keeps him alive - it’s his sawn-off, Double Trouble, and a mean streak that never quite sleeps. He’s the first through a door and the last to sober up.

Jex “Split” Harl

Gunner (Specialist) (Ganger)
100¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)Tools of the Trade
Gear Second Best (15¢)Hazard suit (10¢)
Weapons S L S L Str Ap D Am
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Sawn-off shotgun (15¢) 4" 8" +2 - 3 - 1 6+
Plentiful, Scattershot

Kree “Boomer” Malvern - Gunner (Ganger)

A high-flying daredevil with a taste for danger — and drink — Kree “Boomer” Malven lives for the rush of wind, noise, and violence. As an Orlock Wrecker, she darts through the underhive skies like a rusted comet, knives flashing and laughter echoing through the gantries. The Vipers joke that she’s powered more by Second Best fumes than fuel cells, but no one doubts her courage. She treats every descent as a dive into glory — or the grave — whichever comes first.

Kree “Boomer” Malvern

Gunner (Ganger)
115¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Second Best (15¢)Hazard suit (10¢)
Weapons S L S L Str Ap D Am
Blasting charges (30¢) - Sx2 - - 5 -1 2 5+
Blast (5"), Grenade, Knockback
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee

Varn “Slug” Tern - Gunner (Ganger)

Slug’s a knife man through and through - quiet, twitchy, and mean. He’s the sort who drinks just enough to steady his hands before a fight. Never talks much, but if Tapper points, Slug cuts.

Varn “Slug” Tern

Gunner (Ganger)
90¢
M WS BS S T W I A Ld Cl Wil Int
5" 4+ 4+ 3 3 1 4+ 1 6+ 7+ 7+ 7+
Rules Gang Fighter (Ganger)Promotion (Orlock Specialist)
Gear Second Best (15¢)Hazard suit (10¢)
Weapons S L S L Str Ap D Am
Fighting knife (15¢) - E - - S -1 1 -
Backstab, Melee
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm

Tann “Half-Cut” Orris - Greenhorn (Juve)

Half-Cut’s the youngest and drunkest of the lot - which says plenty. He’s eager to impress but can barely aim straight. The Vipers keep him around for errands and laughs; somehow, the little fool always survives firefights he’s too soused to realize he’s in.

Tann “Half-Cut” Orris

Greenhorn (Juve)
55¢
M WS BS S T W I A Ld Cl Wil Int
6" 5+ 5+ 3 3 1 3+ 1 7+ 8+ 8+ 8+
Rules Fast LearnerGang Fighter (Juve)Promotion (Orlock Specialist)
Gear Second Best (15¢)
Weapons S L S L Str Ap D Am
Stub gun (5¢) 6" 12" +2 - 3 - 1 4+
Plentiful, Sidearm