Provided below are the house rules we use for Van Saar gangs.
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.
A Van Saar gang must follow these rules when it is founded, and when new fighters
are added to the gang.
A Van Saar gang is made up of the following types of fighters.
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.
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.
125 credits
Van Saar Augmeks are highly capable, skilled marksmen, and adept small unit leaders.
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.
65 credits
Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.
55 credits
Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.
30 credits
Juves are young House members struggling to find acceptance and make a name for themselves.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.