The Vipers
The Vipers prowl the dusty roads of the Mojave, lying in wait for choice targets to present themselves for the taking. All Vipers are expert ambushers and cause constant headaches for the NCR in the region. [Folio pg. 27]
Differences from the main Wasteland Raiders profile:
- Boss: Replace Personal Stash (Innate) with Informant (Intelligence). [Folio pg. 28]
- Butcher: Replace Sticky Fingers with Devious (Intelligence). [Folio pg. 28]
- Veteran: Replace Sticky Fingers with Devious (Intelligence). [Folio pg. 28]
Crew Limits
| Tier 1 | Tier 2 | Tier 3 | |
|---|---|---|---|
| Upgrade Limit per Model | 3 | 5 | 7 |
| Champion Limit | 3 | 5 | 5 |
| Control Limit | 5 | 10 | 15 |
| Facility Limit | 2 | 4 | 6 |
[Rulebook pg. 79; Folio pg. 90]
Playstyle
The Vipers make the Initiative Token central to their strategy. Informant on the Boss gives free repositioning after deployment — up to Luck 3 friendly models get a second placement, letting you correct bad rolls or react to the opponent's setup. Devious on both Butcher and Veteran fires a free extra action at the end of any Round your crew holds the token: that's a free attack, move, or recovery without spending the activation on your next Turn. The Vipers reward aggressive initiative play — hold the token each Round and your Champions punch above their rating; lose it and the subfaction's edge evaporates. In Moderation and Oh Yeah! remain the core chem engine; Scavvers and Scum handle Grunt attrition as in the main faction.
Starter Roster
A suggested crew built around the Informant Boss and Devious Champions who reward holding the Initiative Token (total: 244 pts).
| Unit | Weapons | Rating |
|---|---|---|
| Boss ★ | Combat Rifle & Baseball Bat | 48 |
| Butcher ★ | Pipe Revolver & Baseball Bat | 17 |
| Butcher ★ | Pipe Revolver & Baseball Bat | 17 |
| Veteran ★ | Pipe Pistol & Machete | 24 |
| Scavver | Short Hunting Rifle | 16 |
| Scavver | Short Hunting Rifle | 16 |
| Scavver | Short Hunting Rifle | 16 |
| Scavver | Pipe Rifle | 18 |
| Scavver | Pipe Rifle | 18 |
| Scavver | Pipe Rifle | 18 |
| Scum | Pipe Revolver & Baseball Bat | 12 |
| Scum | Pipe Revolver & Baseball Bat | 12 |
| Scum | Pipe Revolver & Baseball Bat | 12 |
| Total | 244 | |
Captive Story Action: Sell Captive
A Vipers crew may take the Sell Captive Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Rulebook pg. 79]
Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a d10 and consult the Sell Captive Table. This Action cannot be made if the Captive was taken in your last game.
| Score | Result | Effect |
|---|---|---|
| 1–2 | Escape! | The Captive escapes, returning to its original crew. The owner clears the Absent box. |
| 3–4 | Fight Pits | The Captive is sold to the Fighting Pits. Roll a die and add Caps equal to the result to your Crew Stash. The Captive is removed from its owner's Crew Roster. |
| 5–7 | Scrap Mines | The Captive is sold to the Steelyards. Roll a die and add Parts equal to the result to your Crew Stash. The Captive is removed from its owner's Crew Roster. |
| 8–9 | Two Enter, One Leaves | The Captive is pitted against a Raider for entertainment but doesn't last long. The Captive is removed from its owner's Crew Roster and your crew gains 3 XP. |
| 10 | We Have... a Winner?! | The Captive wins! Randomly choose a model in your crew — they are killed and removed from your Crew Roster. Copy the Captive's statistics and Traits onto your Crew Roster, removing it from the original owner's. If the model you lost had Natural Leader, the new model gains Natural Leader. Otherwise they gain the Outsider Perk. |
[Rulebook pg. 63]