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Van Saar

Provided below are the house rules we use for Van Saar gangs.

Van Saar

House Van Saar is one of six Houses of Hive Primus on the hive world Necromunda. The most technologically advanced House in Necromunda, House Van Saar produces technological goods of the highest quality.

House Van Saar is one of six Houses of Hive Primus on the hive world Necromunda. The most technologically advanced House in Necromunda, House Van Saar produces technological goods of the highest quality.

Virtually all Van Saar wear distinctive body-suits that provide extensive protection against environmental danger, a necessity for survival in the irradiated sectors of the hive they inhabit. Secretly, the House's high technological level stems from their possession of a damaged STC, which has provided them with vast riches over the years but at the cost of slowly irradiating their territory.

Van Saars are well-known for the superiority of their arms and equipment. The House's manufacturing procedures are clear-cut and its completed products are of the utmost quality. The Noble Houses of the hive are known to pay handsomely for Van Saar-made goods; as a result, the House is undoubtedly the wealthiest in Hive Primus. Due to their familiarity with Imperial weaponry and technical competency, Van Saars are often recruited by the Imperial Guard as "High Utility Conscripts". Some even survive to return home as seasoned veterans, bringing hard-won battlefield experience to bolster the House's ranks.

The Van Saars have a well-earned reputation of being serious minded and sombre people, with a deep-seated emphasis placed on order and hierarchy. Van Saar gangs are disciplined and tend to act as a trained unit rather than the gaggle of individuals more typical of other gangs in the hive. Such discipline paired with excellent equipment makes a formidable combo, as many who have run afoul of the Van Saar discovered the hard way.


Gang Composition

A Van Saar gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader. If the Leader is killed, a new Leader must be selected.
  • The total combined number of Prospects, Specialists, Gangers, and Juves in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers-on or Hive Scum.
  • When a gang is founded (and only then), up to one Specialist can be hired. During campaign play, Gangers and Juves may become Specialists via promotion.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • Armor is not included in fighter profiles or cost, but can be purchased separately and equipped on a fighter if their Equipment Access allows it.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • Hired Guns : there are various types of Hired Guns available, if the campaign format being used allows them on a case by case basis.
    • Bounty Hunter: up to one per battle (if certain criteria are met).
    • Hangers-on: up to one, plus one for every full 5 points of Reputation the gang has.
    • Hive Scum: up to 5 per battle.
    • Mercs: no limit

Fighters

A Van Saar gang is made up of the following types of fighters.

Leader

Every House gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

170 credits

A Van Saar Prime is smart, disciplined, and effective at serving the needs of their House. Shrewd strategists, they excel at wringing maximum efficiency from their gangs.

Champions

A starting House gang can have up to two Champions, but any mix of the following Champion types is allowed. For instance a gang could have a Archeotek and / or an Augmek, or two Augmeks, or none at all. During campaign play, as the gang gains Reputation additional Champion slots will become available; new Champions can be hired directly or you can promote Specialists, Prospects, or Mercs to fill the available Champion slots.

Van Saar Archeotek (0-1); + 1 per 20 Reputation
145 credits

A Van Saar Archeotek is a master of technology who wields surprising influence within House Van Saar, with access to the House's secretly held STC and its many mysteries.

Van Saar Augmek (0-2); + 1 per 15 Reputation
125 credits

Van Saar Augmeks are highly capable, skilled marksmen, and adept small unit leaders.

Henchmen

The backbone of any House gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and caters to different play styles and strategies.

Van Saar Neotek (0-2); + 1 per 10 Reputation
95 credits

Van Saar Neoteks are fearless Van Saar youths, most of whom ride upon dangerous grav cutters, dashing in and out of the fray. Most suffer terminal impacts, but some survive to rise in the ranks.

Van Saar Specialist (0-1); + unlimited via Promotion
65 credits

Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.

Van Saar Tek (unlimited)
55 credits

Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.

Van Saar Subtek (0-3); + 1 per 5 Reputation
30 credits

Juves are young House members struggling to find acceptance and make a name for themselves.

Special

A Van Saar gang can hire up to three (3) Cyberarachnids, cybernetic or robotic 'spiders'. They count as Gangers for purposes of Gang Composition and are adept at infiltrating and acquiring data or small objects as well as capable of obstructing opponents with annoying entrapping webs, but they do not gain experience and thus never improve.

75 credits

A Cyberarachnid is a cybernetically enhanced or entirely robotic 'spider', programmed to serve and protect an individual or a small group (such as fighters in a gang). Sneaky and dextrous, they are formidable helpers that are always available to be part of their gang's Crew unless they are in Recovery.

Hangers-on

Hangers-on grant a gang that can afford them certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gang's weapons in tip-top shape. A starting gang may only hire up to one Hangers-on, but in campaign play the gang gains an additional Hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any Hangers-on they purchased previously.

Exclusive Hangers-on

150 credits

If a gang has a Van Saar Shock Trooper who is not in Recovery or Captured, the gang's player gains a Mesh Underlay Tactics Card to use in the battle in addition to any other Tactics Cards available to them.

Standard Hangers-on

Acquirer (0-1)
50 credits

During the Pre-Battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.

Ammojack (0-1)
125 credits

An Ammojack makes sure ammunition is plentiful and weapons are well-maintained. If the Ammojack is not in Recovery or Captured, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot caskets to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-2)
50 credits

When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

100 credits

If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender, this gang's controller may choose whether their gang will attack or defend. However, if the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.

Rogue Doc (0-3)
50 credits

During the Post-Battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.

125 credits

Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

Outcast Hangers-on

150 credits

Unlike many types of Hangers-on, Delaque Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Escher Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Campaign

House Gangs are allowed in most campaign types, though House Gang specific guidelines may apply. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.

Special Territory

In campaigns that use Territories, Van Saar gangs start with a Workshop.

Workshop: During the Buy Common Equipment step of the Post-Battle Sequence, for each Workshop the gang controls the player may select an item from the Equipment List of one of their gang's fighter types. The gang may purchase that item with a discount of D3 x 15 credits (to a minimum of 0 credits).
Workshop: Buy Common Equipment step: per Workshop, select 1 of the gang's fighters and 1 Common item they can be equipped with. You can buy 1 of that item at a discount of D3 x 15 credits (min 0) and add it to their fighter card.

Van Saar Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Carapace Armor-20----
Hazard Suit555555
Mesh Armor151515151515
Power Armor-50----
Fields
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Conversion Field-150----
Displacer Field-50----
Refractor Field858585858585
Weapons (CCWs)
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Chainsword353535353535
Club5-5555
Energy Shield (Hystrar Pattern)303030303030
Knife555555
Power Fist-60----
Power Knife151515151515
Power Maul-50----
Power Sword4545-454545
Shockbaton454545454545
Shockglove101010101010
Shock Sword303030303030
Weapons (Pistols)
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Autopistol10--101010
Hand Rader505050505050
Hurly5--555
Laspistol5--555
Subcarbine Laspistol151515151515
Melta Pistol5555-555555
Plasma Pistol45-50454545
Rad Pistol-6060---
Shock Pistol151515151515
Stub Pistol10--101010
Archeotech Pistol-50----
Plasma Pistol (Master Crafted)-65----
Weapons (Basic)
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Autogun15--1515-
Carbine Lasgun20--2020-
Lasgun10--1010-
Suppression Laser [No Ammo]30--3030-
Weapons (Specials)
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Combi (Bolter / Plasma)115--115--
Combi (Lasgun / Melta)120120-120--
Combi (Lasgun / Plasma)115115-115--
Combi (Lasgun / Rad)115115-115--
Meltagun105105-105--
Plasma Gun9595-95--
Radgun120120-120--
Radthrower100100-100--
Shockgun45454545--
Sniper Rifle (Long-las)55--55--
Throwing Daggers10101010--
Archeotech Gun-100----
Weapons (Heavies)
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Heavy Plasma Cannon195195----
Multimelta205205----
Radcannon150150----
Grenades
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Photon Flash Grenades151515151515
Frag Grenades30-30303030
Krak Grenades45--454545
Rad Grenades303030303030
Smoke Bombs20--202020
Plasma Grenades-45----
Ammunition
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Broadburst (Suppression Laser)10--101010
Hotburst (Suppression Laser)10--101010
Hotshot (Laspistol / Lasgun)5--555
Shortburst (Suppression Laser)10--101010
Bionics
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Biobooster252525252525
Bionic Actuators3025-303030
Bionic Arm4540-454545
Bionic Cogitator605560606060
Bionic Eye454545454545
Bionic Leg6055-606060
Bionic Ruggedization252525252525
Bionic Upgrades404040404040
Chainsword Arm-90----
Cranial Stinger202020202020
Hacker Interface151515151515
Integrated Body Glove202020202020
Servo-claw909090909090
Skinblade1010-101010
Skullchip252525252525
Steel Skull303030303030
Suspensor Arm (Heavy weapons)-20----
Extra Suspensor Arm (Heavy weapons)-40----
Wargear
ItemPrime / AugmekArcheotekNeotekSpecialistTekSubtek
Ammo Cache-20----
Auspex3530-353535
Bio Scanner252525252525
Biostim101010101010
Drop Rig1010-101010
Extra Ammo101010101010
Filter Plugs555555
Grapnel-Launcher-25----
Grav-chute3535-353535
Grav Cutter--20---
Hands-free Lumens101010101010
Impressive Headgear-20----
Medicae Kit2525-252525
Meds stash555555
Melta Trap-25----
Photo-goggles151515151515
Respirator101010101010
Servo-Arm Pack-15----
Shades555555
Spider Optics252525252525
Strip Kit1010-101010
Timed Explosive-15----
Digilasers-35----

Van Saar Tactics Cards

A Van Saar gang may select Tactics Cards from the Van Saar Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Auto-Healer ~Gamma~

You may play this card at the start of any End Phase.

Choose one of your gang's Seriously Injured fighters. That fighter becomes Pinned.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Blood Cleansers ~Beta~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter is unaffected by the Toxin, Gas, and Enervating traits. When this fighter makes a recovery test, they are considered to be assisted even when they are alone.

Comm Burst ~Alpha~

You may play this at the start of any round.

For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.

Cortical Stimulants ~Gamma~

You may play this card at the start of a round. Select one of your gang's fighters on the battlefield and tuck this card under that fighter's card.

While this card remains in play, this fighter gains a +1 bonus to all Initiative, Intelligence, and Detect checks they roll. If this fighter fails a roll that this bonus applies to, you can discard this card to instead succeed on the check.

Death Trap ( Ω )  ~Gamma~

You may play this card when an enemy fighter takes an action to open or close a door.

The enemy fighter must test to see if they are struck by the door, as if they were standing in a closing doorway.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Dialed In ~Alpha~

You may play this card at the start of a round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Ballistics Expert skill.

Door Remote ( Ω )  ~Gamma~

You may play this card at any point during one of your fighter's activations.

Select any unlocked door within 6'' of this fighter and either open or close that door. If closing a door and there is a fighter standing in the doorway, that fighter must test to see whether they avoid being crushed by the closing door as normal.

Enhanced Auspexes ~Beta~

You may play this card at the start of any round.

Until the end of this round your gang's fighters have a 360° vision arc, gain a +1 bonus to Detect, can attack through smoke clouds, and are unaffected by low-light conditions. At the end of the round, you may discard a different Tactics Card to return this card to your hand.

Experimental Powercell ~Beta~

You may play this card when activating a fighter. Tuck this under that fighter's card.

Select one of the fighter's weapons that has the Melee trait. That weapon gains the Power, Shock, and Pulverize traits if it does not already have them.

Experimental Rig ~Beta~

You may play this card when activating a fighter. Select one of the fighter's ranged weapons, and tuck this card under that fighter's card.

The selected weapon's long range is increased by 6'', and its Strength is increased by 1. If the weapon has the Plentiful trait it loses it; if the weapon does not have the Plentiful trait it gains the Scarce trait.

Hyper Auto-Loader ~Beta~

You may play this card when activating one of your gang's Active fighters who has a Rapid Fire weapon that is not Out of Ammo.

Select one of the fighter's weapons with the Rapid Fire trait and make a ranged attack with it; you may roll up to two extra Firepower dice. Ignore any Ammo symbols rolled. After the attack is resolved the weapon is Out of Ammo and the fighter's activation ends.

Master Switch ( Ω )  ~Beta~

You may play this card instead of activating a fighter.

Choose A or B:

A) open every unlocked closed door on the battlefield.

B) close every open door on the battlefield.

After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Medical Protocols ~Gamma~

You may play this card at the start of any End Phase.

For the duration of this End Phase when any of your gang's fighters assists a friendly fighter's Recovery test, do not make an Injury roll. The assisted fighter is no longer Seriously Injured, suffers a Flesh Wound, and may stand up immediately.

Mesh Underlay ~Alpha~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter's armor save is never worse than a 5+ regardless of modifiers such as AP.

Overcharger ~Beta~

You may play this card when activating one of your gang's Active fighters who has a Plasma weapon that is not Out of Ammo.

Select one of the fighter's Plasma weapons that is not Out of Ammo. Until the end of the round that weapon loses the Scarce and Unstable traits.

Proper Preparation ~Beta~

You may play this card when activating a fighter. Tuck this under that fighter's card.

For the duration of this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.

Tactical Reload ~Beta~

You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.

One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.

Trapped Console ~Gamma~

You may play this card when an enemy fighter must make an Intelligence check to interact with a device or terminal.

The enemy fighter suffers a -4 modifier to their check. If the check is failed, in addition to any other outcome caused by failing the check, the fighter suffers an automatic Strength 5, AP -1, 2 Damage hit.

Vacuum Chamber ( Ω )  ~Gamma~

You may play this card instead of activating a fighter.

Select a room that is fully enclosed with one door. The door closes (if open) and all air in the enclosed room is sucked out. Until the door is opened, each fighter in the room suffers an automatic Flesh Wound at the end of each Action Phase. When the door is opened every Active fighter in the room and / or within D6'' and line of sight of the doorway become Pinned.

Warforge ~Alpha~

If this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

For the duration of the battle your gang's fighters add a +1 modifier to any Ammo checks they are required to take.