Van Saar

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 this familiarity with Imperial weaponry, as well as the abilities to improve and use it in combat, 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 deeply 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. That plus their easy access to quality gear is a potent combination.


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, see page 24 of Gang War).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total number of Gangers 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 starting gang is founded up to one Ganger may carry a Special Weapon. During campaign play, additional Gangers will become eligible to carry Special Weapons as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • 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.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A gang may hire as many Mercs as they can afford, while observing the total number of Gangers restriction described above.
  • A gang may hire a maximum of one Hangers-on for every full 5 points of Reputation the gang has.
  • A gang may hire up to five Hired Scum to fight in one battle.
  • A gang may hire up to one Bounty Hunter to fight in one battle (if certain criteria are met).

Fighters

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

Van Saar Leader

Leader
135
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
3
3
2
5+
2
Ld
Cl
Wil
Int
4+
5+
5+
4+
Save
-

Skill Access

Primary: Leadership, Shooting, Savant

Secondary: Combat, Cunning

Starting: Van Saar Leaders start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Starting: All Van Saar must be equipped with an Armored Body Glove (at additional cost).

Van Saar Champion

Champion
95
M
WS
BS
 S 
 T 
W
I
A
4"
3+
2+
2
2
2
5+
2
Ld
Cl
Wil
Int
5+
6+
6+
5+
Save
-

Skill Access

Primary: Shooting, Savant

Secondary: Combat, Cunning, Leadership

Starting: Van Saar Champions start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Starting: All Van Saar must be equipped with an Armored Body Glove (at additional cost).

Van Saar Juve

Juve
10
M
WS
BS
 S 
 T 
W
I
A
5"
5+
4+
2
2
1
4+
1
Ld
Cl
Wil
Int
7+
7+
7+
6+
Save
-

Skill Access

Primary: Agility

Secondary: Shooting, Savant

Equipment

Access: When starting a Juve only has access to Pistols, Close Combat Weapons, and Grenades. During campaign play a Juve with three or more advances has no Equipment restrictions.

Starting: All Van Saar must be equipped with an Armored Body Glove (at additional cost).

Van Saar Ganger

Ganger
25
M
WS
BS
 S 
 T 
W
I
A
4"
4+
3+
2
2
1
5+
1
Ld
Cl
Wil
Int
6+
6+
6+
6+
Save
-

Skill Access

Primary: Shooting, Savant

Secondary: Combat, Cunning

Equipment

Access: When starting a Ganger has access to Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and Wargear. During campaign play, a Ganger with at least one advance gains access to Special Weapons.

Starting: All Van Saar must be equipped with an Armored Body Glove (at additional cost).

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. If the Van Saar Shock Trooper takes part in the battle, this Tactics Card can and must be played on the Van Saar Shock Trooper.


Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Van Saar may select from the following House Equipment list.

Armor

5
Common
15
Common

Weapons (CCWs)

10
Common
5
Common
20
Common
45
Common
35
Common
25
Common

Weapons (Pistols)

10
Common
5
Common
45
Common
10
Common

Weapons (Basic)

15
Common
20
Common
5
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

Weapons (Specials)

105
Common
95
Common
120
Common
100
Common

Weapons (Heavies)

195
Common
205
Common
150
Common

Grenades

30
Common
45
Common
30
Common
20
Common

Bionics

35
Common
30
Common
40
Common
60
Common
55
Common
60
Common
30
Common
20
Common
25
Common

Wargear

20
Common
20
Common
10
Common
10
Common
10
Common
5
Common
35
Common
25
Common
5
Common
20
Common
10
Common
5
Common
10
Common
35
Common
10
Common

Tactics Cards

In addition to neutral Tactics Cards, the following are exclusively available to gangs belonging to this House:

Blood Cleansers

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card 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

You may play this at the start of any round.

For the duration of this round, Group Activation and Leading by Example 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

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

This fighter passes any Intelligence check they are required to make, and adds +1 to detect hidden enemy fighters.

Enhanced Auspexes

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 hidden enemy fighters, and gain +1 to hit with all attacks.

Experimental Powercell

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card 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

You may play this card when you set up one of your gang's fighters onto the battlefield. 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

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.

Medical Protocols

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 you may roll an extra Injury dice and discard one before deciding which to keep.

Mesh Underlay

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

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

Overcharger

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.

Ultra-Accuracy

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

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

Warforge

You may play this card at the start of the battle after setting up your gang.

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


Campaign

No special House specific modifications to Campaign rules apply.