House Van Saar
House Van Saar Gang List
RAW ✔️ House of Artifice, p33
A House Van Saar gang follows all the usual restrictions and guidelines for creating a gang.
Additional Rules
Fighters
Van Saar Prime (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 2 | 4+ | 5+ | 5+ | 4+ |
Skills: 1 Primary skill (chosen)
Wargear: Armoured bodyglove
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2) Gang Leader: A House Van Saar gang must always include a single fighter with this special rule: Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Van Saar fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, a Van Saar Prime may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Van Saar Prime is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and additional Wargear from the Van Saar Prime equipment list:Special Rules
Skill Access
Equipment
Van Saar Prime Equipment List
Weapons
Item Credits BASIC WEAPONS Lasgun 10 - Master-crafted +5 - Focusing crystal +20 Las carbine 20 - Master-crafted +5 - Focusing crystal +20 Suppression laser 40 - Master-crafted +10 - Focusing crystal +20 PISTOLS Combi-pistol (laspistol/meltagun) 130 Combi-pistol (laspistol/plasma gun) 95 Hand flamer 75 Laspistol 5 - Master-crafted +5 - Focusing crystal +20 Plasma pistol 50 SPECIAL WEAPONS Flamer 140 Grav gun 120 Meltagun 135 Plasma gun 100 Rad gun 100 HEAVY WEAPONS Lascannon* 155 Multi-melta* 180 Plasma cannon* 130 Rad cannon* 130 CLOSE COMBAT WEAPONS 'Hystrar' pattern energy shield 50 Power knife 25 Servo claw 30 Shock baton 30 Shock stave 25 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 Plasma grenades 65 Rad grenades 25 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Ash waste grav-cutter 65 Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Respirator 15 Servo harness – partial 130 WEAPON ACCESSORIES Hotshot las pack (lasgun & laspistol only) 20 Infra-sight† (Pistols, Basic and Special Weapons only) 25 Las-projector (Pistols, Basic and Special Weapons only) 35 Mono-sight† (Basic, Special and Heavy Weapons only) 35 Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-3 Cyberachnid 75
RAW ✔️ House of Artifice, p36; The Aranthian Succession – Ruins of Jardlan, p94
Van Saar Augmek (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 2+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 5+ |
Skills: 1 Primary skill (chosen)
Wargear: Armoured bodyglove
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1) Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Van Saar fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Van Saar fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, a Van Saar Augmek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Van Saar Augmek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Augmek equipment list:Special Rules
Skill Access
Equipment
Van Saar Augmek Equipment List
Weapons
Item Credits BASIC WEAPONS Lasgun 10 - Master-crafted +5 - Focusing crystal +20 Las carbine 20 - Master-crafted +5 - Focusing crystal +20 Suppression laser 40 - Master-crafted +10 - Focusing crystal +20 PISTOLS Combi-pistol (laspistol/meltagun) 130 Combi-pistol (laspistol/plasma gun) 95 Hand flamer 75 Laspistol 5 - Master-crafted +5 - Focusing crystal +20 Las sub-carbine 15 - Master-crafted +5 - Focusing crystal +20 Plasma pistol 50 SPECIAL WEAPONS Flamer 140 Grav gun 120 Meltagun 135 Plasma gun 100 Rad gun 100 HEAVY WEAPONS Lascannon* 155 Multi-melta* 180 Plasma cannon* 130 Rad cannon* 130 CLOSE COMBAT WEAPONS 'Hystrar' pattern energy shield 50 Power knife 25 Servo claw 30 Shock baton 30 Shock stave 25 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 Plasma grenades 65 Rad grenades 25 Smoke grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 PERSONAL EQUIPMENT Ash waste grav-cutter 65 Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Respirator 15 Servo harness – partial 130 WEAPON ACCESSORIES Hotshot las pack (lasgun & laspistol only) 20 Infra-sight† (Pistols, Basic and Special Weapons only) 25 Las-projector (Pistols, Basic and Special Weapons only) 35 Mono-sight† (Basic, Special and Heavy Weapons only) 35 Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-2 Cyberachnid 75
RAW ✔️ House of Artifice, p38; The Aranthian Succession – Ruins of Jardlan, p94
Van Saar Archeotek (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 2+ | 3 | 3 | 2 | 5+ | 2 | 4+ | 6+ | 6+ | 5+ |
Skills: 1 Primary skill (chosen)
Wargear: Armoured bodyglove
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Master of Cyberteknika Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Van Saar fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Master of Cyberteknika: The cost of any Cyberteknika purchased for a Van Saar Archeotek is reduced by half, before rounding up to the nearest 5 credits. In addition, a Van Saar Archeotek may choose any one Alpha level item of Cyberteknika to be equipped with when they are added to the gang. This does not cost any credits and does not increase the fighter's credits value. Skills: When recruited, a Van Saar Archeotek may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Van Saar Archeotek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and additional Wargear from the Van Saar Archeotek equipment list:Special Rules
Skill Access
Equipment
Van Saar Archeotek Equipment List
Weapons
Item Credits PISTOLS Laspistol 5 - Master-crafted +5 - Focusing crystal +20 Las sub-carbine 15 - Master-crafted +5 - Focusing crystal +20 Plasma pistol 50 SPECIAL WEAPONS Rad beamer* 70 CLOSE COMBAT WEAPONS 0-3 Digi laser 25 Power knife 25 Servo claw 30 Spider-rig* 80 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 Photon flash grenades 15 Plasma grenades 65 Rad grenades 25 Smoke grenades 15 Stun grenades 25 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Photo-goggles 35 Respirator 15 WEAPON ACCESSORIES Hotshot las pack (lasgun & laspistol only) 20 Infra-sight† (Pistols, Basic and Special Weapons only) 25 Las-projector (Pistols, Basic and Special Weapons only) 35 Mono-sight† (Basic, Special and Heavy Weapons only) 35 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-3 Cyberachnid 75
RAW ✔️ House of Artifice, p40
Van Saar Tek-hunter (Specialist)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 7+ | 6+ |
Wargear: Armoured bodyglove
Special Rules: Gang Fighter (Specialist), Tools of the Trade, Expert in their Field Gang Fighter (Specialist): Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Expert in their Field: Each Van Saar Tek-hunter has a specific field of expertise. When added to a gang, each Van Saar Tek-hunter must select one of the following sub-types. A gang may never include more than two of each sub-type: Van Saar Tek-hunters are equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Tek-hunter equipment list:Special Rules
Skill Access
Equipment
Van Saar Tek-hunter Equipment List
Weapons
Item Credits BASIC WEAPONS Las carbine 20 Lasgun 10 PISTOLS Laspistol 5 Las sub-carbine 15 SPECIAL WEAPONS Combi-weapon (flamer/man-catcher) (Teknomat only) 160 Long las (Gunntek only) 20 Rad gun (Teknomat only) 100 CLOSE COMBAT WEAPONS Fighting knife 15 Power knife 25 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 ARMOUR Carapace armour – light (Teknomat only) 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Augurspex (Augurtek only) 20 Bio-booster 35 Medicae kit (Bioteknist only) 30 Photo-lumens 15 Photo-goggles 35 Refraction cloak (Gunntek only) 35 Respirator 15 Servo-medicae (Bioteknist only) 15 Vox array (Augurtek only) 30 WEAPON ACCESSORIES Hotshot las pack (lasgun & laspistol only) 20 Las-projector (Pistols, Basic and Special Weapons only) 35 Mono-sight† (Basic, Special and Heavy Weapons only) 35 Telescopic sight† (Pistols, Basic and Special Weapons only) 25
RAW ✔️ Necromunda: Hive Secundus Rulebook, p144; The Book of Desolation, p114
Van Saar Neotek (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ |
Wargear: Armoured bodyglove and a grav-cutter
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Van Saar Augmek or Van Saar Archeotek), Hot-headed, Fast Learner Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Van Saar Augmek or Van Saar Archeotek): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Van Saar Augmek or a Van Saar Archeotek as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as a Van Saar Augmek or a Van Saar Archeotek for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Van Saar Augmek or a Van Saar Archeotek), Hot-headed and Fast Learner special rules and gain all the special rules associated with a Van Saar Augmek or a Van Saar Archeotek, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become an Archeotek), an appropriate model should be used to represent their new category and type. Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. A Van Saar Neotek is equipped with an armoured bodyglove and a grav-cutter (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Neotek equipment list:Special Rules
Skill Access
Equipment
Van Saar Neotek Equipment List
Weapons
Item Credits BASIC WEAPONS Lasgun 10 PISTOLS Hand flamer 75 Laspistol 5 - Focusing crystal +20 Las sub-carbine 15 - Focusing crystal +20 Plasma pistol 50 CLOSE COMBAT WEAPONS 'Hystrar' pattern energy shield 50 Power knife 25 Shock stave 25 Wargear
Item Credits GRENADES Photon flash grenades 15 Plasma grenades 65 Rad grenades 25 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Filter plugs 10 Respirator 15 WEAPON ACCESSORIES Hotshot las pack (lasgun & laspistol only) 20 Las-projector (Pistols, Basic and Special Weapons only) 35
RAW ✔️ House of Artifice, p42
Van Saar Tek (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 3+ | 3 | 3 | 1 | 5+ | 1 | 6+ | 7+ | 7+ | 6+ |
Wargear: Armoured bodyglove
Special Rules: Gang Fighter (Ganger), Promotion (Van Saar Specialist), Tools of the Trade (Van Saar Specialist) Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Van Saar Specialist): When the gang is founded, a single Van Saar Tek can be promoted to become a Van Saar Specialist. During Campaign play, additional Van Saar Teks may become Van Saar Specialists by spending Experience (XP), as described in the campaign rules. A Van Saar Specialist gains the Tools of the Trade special rule, may purchase Special weapons and Heavy weapons, and may spend XP to gain additional skills. Tools of the Trade (Van Saar Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Van Saar Teks and Van Saar Specialists are equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Tek equipment list:Special Rules
Skill Access
Equipment
Van Saar Tek Equipment List
Weapons
Item Credits BASIC WEAPONS Lasgun 10 Las carbine 20 Suppression laser 40 PISTOLS Hand flamer 75 Laspistol 5 Las sub-carbine 15 Plasma pistol 50 SPECIAL WEAPONS Flamer 140 Grav gun 120 Meltagun 135 Plasma gun 100 Rad gun 100 HEAVY WEAPONS Plasma cannon* 130 Multi-melta* 180 Rad cannon* 130 CLOSE COMBAT WEAPONS 'Hystrar' pattern energy shield 50 Power knife 25 Servo claw 30 Shock baton 30 Shock stave 25 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 Rad grenades 25 Smoke grenades 15 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Ash waste grav-cutter 65 Bio-booster 35 Drop rig 10 Filter plugs 10 Grav chute 40 Medicae kit 30 Photo-goggles 35 Respirator 15 WEAPON ACCESSORIES Hotshot las pack (lasgun & laspistol only) 20 Infra-sight† (Pistols, Basic and Special Weapons only) 25 Las-projector (Pistols, Basic and Special Weapons only) 35 Suspensor (Heavy Weapons only) 60
RAW ✔️ House of Artifice, p44; The Aranthian Succession – Ruins of Jardlan, p94
Van Saar Subtek (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 9+ | 8+ | 9+ | 7+ |
Wargear: Armoured bodyglove
Special Rules: Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner Gang Fighter (Juve): Fighters with this special rule form the backbone of House Van Saar gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Van Saar Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Van Saar Specialist. When a fighter is promoted in this way, they will from now on count as a Van Saar Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Van Saar Specialist), and Fast Learner special rules and gain all the special rules associated with a Van Saar Specialist. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. A Van Saar Subtek has access to the following skill sets A Van Saar Subtek is equipped with an armoured bodyglove (included in their starting cost) and may purchase weapons and Wargear from the Van Saar Subtek equipment list:Special Rules
Skill Access
(note, however, that a Van Saar Subtek may not gain additional skills):Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Tech Primary - - - - - Secondary Secondary - Equipment
Van Saar Subtek Equipment List
Weapons
Item Credits BASIC WEAPONS Lasgun 10 PISTOLS Laspistol 5 Las sub-carbine 15 CLOSE COMBAT WEAPONS Power knife 25 Servo claw 30 Shock baton 30 Shock stave 25 Wargear
Item Credits GRENADES Frag grenades 30 Krak grenades 45 Rad grenades 25 Smoke grenades 15 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-booster 35 Drop rig 10 Filter plugs 10 Medicae kit 30 Photo-goggles 35 Respirator 15
RAW ✔️ House of Artifice, p46
Exotic Beasts
Cyberachnid (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 5+ | 2 | 2 | 1 | 2+ | 1 | 7+ | 8+ | 8+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Venomous bite | - | E | - | - | - | - | - | - | Melee, Toxin |
| Web projector | - | T | - | - | 2 | - | - | 6+ | Scarce, Silent, Template, Web |
Special Rules: Clamber, Fear Inducing, Fearsome (Ferocity), Horrific Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Fear Inducing: Cyberachnids have the Fearsome (Ferocity) skill and may confer this onto their owner. The owner only gains this skill provided they have an Active Cyberachnid within 3", otherwise the skill is lost. Fearsome (Ferocity): If an enemy makes a Charge action that targets this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their activation ends immediately. Horrific: A Cyberachnid is a horrifying meld of machine and spider that gangers of other Houses would just as soon not have in their hide-out. A Cyberachnid can never be Captured. A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web Projector.Special Rules
Skill Access
Equipment
RAW ✔️ House of Artifice, p49
Brutes
0-1 Van Saar 'Arachni-Rig' Servo-Suit (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 4 | 5+ | 5+ | 8+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Twin-linked heavy las carbine | 15" | 30" | +1 | - | 4 | - | 1 | 4+ | Plentiful, Rapid Fire (3), Twin-linked |
| Servo-arm (x4) | E | 3" | - | +1 | S | - | 1 | - | Melee, Versatile |
| In options: | |||||||||
| Rad Gun | T | - | - | - | 2 | -2 | 1 | 4+ | Rad-phage |
| Plasma gun | |||||||||
| - low | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | Rapid Fire (1), Scarce |
| - maximal | 12" | 24" | +1 | - | 7 | -2 | 3 | 5+ | Scarce, Unstable |
Wargear: Light carapace armour
Special Rules: Twin-linked, Van Saar Protective Gear, Superior Weapons Array Twin-linked: When a fighter makes a ranged attack with this weapon, they may re-roll any number of the Ammo dice rolled. However, they must accept the result of the re-roll, even if it is worse. Van Saar Protective Gear: Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional Flesh Wound). Superior Weapons Array: Rather than making a single Shoot (Basic) action each turn, this fighter may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and each action may target a different enemy fighter, provided that all of the normal rules for Target Priority are followed.Options
Option Credits A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a rad gun. Doing so will reduce its Attacks characteristic by 1 +60 A Van Saar Arachni-rig Servo-suit may replace one servo-arm with a plasma gun. Doing so will reduce its Attacks characteristic by 1 +60 A Van Saar Arachni-rig Servo-suit may upgrade its light carapace armour to heavy carapace armour +20 Special Rules
RAW ✔️ House of Artifice, p58
Wasteland Additional Rules
A House Van Saar gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
All Van Saar Primes, Augmeks and Teks add the following Wargear to their equipment list:
- Ash waste grav-cutter 65 credits
Van Saar Teknika (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 3+ | 6+ | 7+ | 7+ | 6+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew Gang Fighter (Crew): Models with this special rule form the backbone of House Van Saar gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Vehicle Crew: A Van Saar Teknika must always be equipped with a vehicle. A Van Saar Teknika must be equipped with a vehicle and they may purchase Wargear and weapons from the Van Saar Teknika equipment list.Special Rules
Skill Access
Equipment
Van Saar Teknika Equipment List
Vehicles
Item Credits Custom vehicle variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Laspistol 5 Las sub-carbine 15 Plasma pistol 50 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p95
0-2 Van Saar Ash Wastes 'Arachni-Rig' (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 5 | 4 | 3 | 4+ | 2 | 5+ | 5+ | 8+ | 5+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Twin-linked heavy las carbine | 15" | 30" | +1 | - | 4 | - | 1 | 4+ | Plentiful, Rapid Fire (3), Twin-linked |
| Servo-arm (x2) | E | 3" | - | +1 | S | - | 1 | - | Melee, Versatile |
| Rad Gun | T | - | - | - | 2 | -2 | 1 | 4+ | Rad-phage |
| Plasma gun | |||||||||
| - low | 12" | 24" | +2 | - | 5 | -1 | 2 | 5+ | Rapid Fire (1), Scarce |
| - maximal | 12" | 24" | +1 | - | 7 | -2 | 3 | 5+ | Scarce, Unstable |
| In options: | |||||||||
| Flamer | - | T | - | - | 4 | -1 | 1 | 5+ | Blaze, Template |
| Harpoon launcher* | 6" | 18" | +2 | - | 5 | -3 | 1 | 5+ | Drag, Impale, Scarce |
Skills: Hip Shooting
Wargear: Heavy carapace armour, Arachni-rig jump boosters
Special Rules: Van Saar Protective Gear, Superior Weapons Array Van Saar Protective Gear: Van Saar fighters are somewhat protected from the effects of their own rad weapons by their armour and are therefore immune to the effects of the Rad-phage Weapon Trait (i.e., they will not suffer the additional Flesh Wound). Superior Weapons Array: Rather than making a single Shoot (Basic) action each turn, this fighter may make two Shoot (Simple) actions per turn. Each action may be made with a different weapon, and each action may target a different enemy fighter, provided that all of the normal rules for Target Priority are followed.Options
Option Credits A Van Saar Ash Wastes Arachni-rig may replace its plasma gun with a flamer +40 A Van Saar Ash Wastes Arachni-rig may replace its rad gun with a harpoon launcher +40 Special Rules
RAW ✔️ The Aranthian Succession – Ruins of Jardlan, p97
Van Saar Vehicle Equipment
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p122
All vehicles in a Van Saar gang add the following to their equipment list:
Van Saar Vehicle Equipment List
Weapons
| Item | Credits |
|---|---|
| BASIC WEAPONS | |
| Las carbine | 20 |
| SPECIAL WEAPONS | |
| Grav gun | 120 |
| Rad gun | 100 |
| HEAVY WEAPONS | |
| Lascannon | 155 |
| Multi-melta | 180 |
| Plasma cannon | 130 |
| Rad cannon | 130 |
Wargear
| Item | Credits |
|---|---|
| WEAPON ACCESSORIES | |
| Hotshot las pack (lasgun & laspistol only) | 20 |
| Infra-sight† (Pistols, Basic and Special Weapons only) | 25 |
| Las-projector (Pistol, Basic and Special Weapons only) | 35 |
| Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |