Necromunda Gangs: Van Saar

Homebrew by Aionex1441

The House of Van Saar, known as the House of Artifice, the wealthiest of the Great Houses of the Necromunda Underhive. They are known for their mastery of Archaeotech and extreme high quality tech which takes a toll on their bodies as being permanantly irridiated. 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 despit their lower numbers than their rivalling houses. Making them the best trained, well equiped, and overall the most effective hired militia in Necromunda.

100% positive
Composition

A VAN SAAR KillTeam is composed of:

  • 1 VAN SAAR LEADER operative selected from the following list:
    • AUGMEK equipped with one of the following options:
      • Lascannon*
      • Twin-Laspistols
    • ARCHAEOTEK equipped with one of the following options:
      • Plasma Pistol
      • Rad Beamer
  • 5 VAN SAAR operatives selected from the following list:
    • TEK equipped with one of the following options:
      • Multi Melta; Gun Butt**
      • Plasma Cannon; Gun Butt**
      • Rad Cannon; Gun Butt**
      • Grav Gun; Power Knife*
      • Meltagun; Power Knife*
      • Plasma Gun; Power Knife*
      • Long-Las; Power knife
      • Lasgun; Power Knife
    • NEOTEK equipped with one of the following options:
      • Twin-Laspistols
      • Twin-Handflamer
    • SUBTEK equipped with one of the following options:
      • Sub-Carbine Laspistol
      • Hand Rader**
  • 1 VAN SAAR HIRED ARM operatives selected from the following list:
    • ARACHNI-RIG equipped with one of the following options:
      • Rad Gun
      • Plasma Gun*
      • Las Carbine
    • COGITATOR CORE-SERVITOR
    • CYBERACHNID

Other than TEK, SUBTEK and CYBERACHNID, your kill team can only include each operative on these lists once.

Your kill team can include up to three TEK and six SUBTEK operatives.

SUBTEK and CYBERACHNID operatives each counts as half a selection.

*You cannot select this option more than once and you cannot select more than 2 of these options combined.

**You cannot select this option more than once and you cannot select more than one of these options combined.

Common Abilities and Options

*Versatile:
Whenever this operative is performing a Shoot action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After that sequance has ended, this operative can immediately perform another shooting attack against another enemy operative within control range of that target (if any) but must use this weapon for it. In the Roll Attack Dice step of that attack, this operative can only roll the remaining Atk dice. This operative cannot perform another shooting attack if it rolled all the remaining Atk dice of this weapon.

Cyberteknika:
In the Select Operatives phase, select a Cyberteknika rule for each type of operatives for the battle:

  • LEADER (AUGMEK or ARCHAEOTEK):

    • That operative’s ranged weapons have the Seek Light weapon rule and enemy operatives within 12 inches cannot be obscured whenever that operative is shooting at them.
    • That operative’s ranged weapons have the Punishing weapon rule.
    • Add 2 to the Move stat of that operative.
  • TEK and NEOTEK:

    • Enemy operative within 8 inches cannot be obscured whenever that operative is shooting at them.
    • That operative’s ranged weapons have the Balanced weapon rule.
    • Add 1 to the Move stat of that operative.
  • SUBTEK:

    • That operative’s ranged weapons have the Rad* weapon rule.
    • That operative’s melee weapons have the Balanced weapon rule.

Irradiated:
In the Ready step of each strategy phase after the first, worsen the Save stat of each VAN SAAR operative (excluding HIRED ARM). This is cumulative for each sequential strategy phase.

Friendly VAN SAAR operatives (excluding HIRED ARM) cannot be affected by Rad, Poison, Gas or Toxic rules.

*Rad:
In the Resolve Attack Dice step, if you inflict damage with a critical success, the operative this weapon is being used against gains one of your Rad Tokens (if it does not already have one). Whenever an operative that has one of your Rad Tokens is activated, inflict 1 damage on it and worsen its Save stat by 1.

Arachnid Machine:
This operative cannot perform Pick Up Marker or Mission actions. Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Ignore any vertical distance whenever this operative is climbing or dropping.

AUGMEK
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Lascannon (Hvy(Dash), Dev3, Prc1, PrcCrits2)
3
3+
4/4
Twin-Laspistols (Rng 8", *Versatile)
6
3+
3/4
Hystar-Pattern Energy Shield (Shock, *Energy Shield)
3
4+
3/3
Abilities
*Energy Shield*VersatileCameleoline ProtocolCyberteknikaIrradiated

*Energy Shield: Whenever this operative has a Conceal order or if it didn’t move during its activation or counteraction, improve its Save stat by 1 and ignore the Piercing 1 and Piercing Crits 1 weapon rules. Whenever an operative is shooting this operative using a Plasma or Melta or Las weapons (e.g. Plasma Gun, Lasgun etc.) or fighting against it using a Power weapon (e.g. Power Sword, Power Fist etc.), in the Resolve Attack Dice step, you can ignore the damage inflicted from a normal success or change any or all of your opponent’s critical succesess into normal successes.

Cameleoline Protocol: - STRATEGIC GAMBIT if this operative is in the killzone. Select one friendly VAN SAAR operative with a Conceal order to benefit from this rule. Until the start of that operative’s next activation, while it has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

  • This operative can perform two Shoot actions (the second one is free) after it performed a Reposition action during its activation.
NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, AUGMEK; 28
ARCHAEOTEK
A 3
M 6"
S 3+
W 9
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Prc1, Lethal 5+, Hot)
4
3+
4/5
Rad Beamer (Rng 8", Prc1, *Rad, *Rad Beam)
4
3+
3/3
Spider Rig (Brutal, *Entangle)
5
4+
2/4
Abilities
*Entangle*Rad*Rad BeamCyberteknikaIrradiatedMaster Of Cyberteknika

*Entangle: Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After this action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining Atk dice. This operative cannot perform the free Fight action if it rolled all the Atk dice of this weapon.

*Rad Beam: Whenever this operative is shooting with this weapon and you retained a critical success during that shooting attack, each other operative within its range and along one (and only one) straight targeting line gains one of your Rad Tokens (i.e. the RAD weapon rule), but the target isn’t affected. An operative is along a targteting line if that line can be drawn from this operative to its base while crossing the base of the original target but not crossing Heavy terrain.

Master Of Cyberteknika: - STRATEGIC GAMBIT if this operative is in the killzone. Select one friendly VAN SAAR operative with a Conceal order to benefit from this rule. Until the start of that operative’s next activation, while it has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2 inches.

  • This operative can perform two Shoot actions (the second one is free) after it performed a Reposition action during its activation.
NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, ARCHAEOTEK; 28
TEK
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Multi-Melta (Hvy(Dash), Dev4, Prc2)
4
4+
6/3
Plasma Cannon
Standard (Hvy(Dash), Prc1, Blast 2")
4
4+
4/6
Supercharge (Hvy(Dash), Prc1, Blast 2", Lethal 5+, Hot)
4
4+
5/6
Rad Cannon (Hvy(Dash), Prc1, Blast 2", *Rad)
5
4+
4/4
Grav Gun (Prc1, *Grav)
4
3+
4/5
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
5/6
Long-Las
Concealed (Hvy, Dev3, Silent, *Concealed Position)
4
2+
3/3
Mobile
4
4+
3/4
Stationary (Hvy, Dev3)
4
2+
3/3
Lasgun
4
3+
2/3
Power Knife (Lethal 5+)
3
4+
2/4
Gun Butt
3
4+
2/3
Abilities
*Concealed Position*Grav*RadCyberteknikaIrradiatedTrack Target

*Concealed Position: This operative can only use this weapon the first time it is performing a Shoot action during the battle.

*Grav: Each time this operative makes a shooting attack with this weapon, if the target has an unmodified Save characteristic of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.

Track Target: This operative can perform the Guard action (see close quarters rules, Kill Team Core Book) in any killzone if you will select Long-Las or Lasgun to be used for that action. It can perform the Guard action while it has a Conceal order, but when you perform the free Shoot or Fight action during the interruption, you must change its order to Engage.

NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, TEK; 28
NEOTEK
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin-Laspistols (Rng 8", *Versatile)
5
3+
3/4
Twin-Handflamer
Twin-Torrent (Rng 6", Saturate, Tor 0", *Twin Torrent)
4
2+
3/3
Focused (Rng 6", Saturate, Tor 2")
4
2+
3/3
Power Knife (Lethal 5+)
3
4+
2/4
Abilities
*Twin Torrent*VersatileCyberteknikaFlying GoblinIrradiated

*Twin Torrent: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately). Torrent 0" means you cannot select secondary targets, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).

Flying Goblin: Whenever this operative is performing a Charge, Fall Back or Reposition action, it can Fly. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance cannot be measured over or through Wall terrain). Note that it gains no additional distance when performing a Charge action. It must be set up in a location it can be placed, and unless it’s a Charge action, it cannot be set up within control range of an enemy operative.

Whenever this operative performs a Reposition action (by Flying) during its activation, it can perform a Shoot action during that action (it must do so in a location it can be placed, and any remaining distance it had from that Reposition action can be used after it does so).

This operative can perform Operate Hatch action for 1 less AP and can do it even if it did it during its activation (this takes precedence over action restrictions).

NECROMUNDA GANGS, VAN SAAR, GANG, NEOTEK; 25
SUBTEK
A 2
M 7"
S 4+
W 7
Weapons
ATK
HIT
DMG
Sub-Carbine Laspistol (Rng 6", Ceaseless)
4
4+
2/3
Hand Rader (Rng 6", Saturate, Blast 2", Lim 1, *Rad)
4
3+
1/3
Shock Baton (Shock)
3
5+
2/3
Abilities
*RadCortical StimulantsCyberteknikaIrradiated

Cortical Stimulants: Once per battle, you can use any firefight ploy for 0 CP if this is the specified VAN SAAR operative.

NECROMUNDA GANGS, VAN SAAR, GANG, SUBTEK; 25
ARACHNI-RIG
A 2
M 5"
S 4+
W 15
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
3+
4/6
Supercharge (Prc1, Lethal 5+, Hot)
4
3+
5/6
Rad Gun (Rng 6", Prc1, Blast 2", *Rad)
4
2+
3/3
Las Carbine (Ceaseless)
4
3+
2/3
Mechanical Legs (Brutal)
5
4+
3/5
Abilities
*RadArachnid MachineHouse Brute2AP: Widowmaker

House Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

This operative cannot be affected by Rad, Poison, Gas or Toxic rules.

Widowmaker (2AP): Select one enemy operative visible to this operative. Until the end of the turning point, until that enemy operative is no longer visible to this operative or until this operative performs this action again (whichever comes first), whenever a friendly VAN SAAR operative is shooting that enemy operative, that friendly operative’s ranged weapons have the Seek weapon rule. This operative cannot perform this action while within control range of an enemy operative.

NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, ARACHNI-RIG; 25
COGITATOR CORE-SERVITOR
A 2
M 4"
S 5+
W 10
Weapons
ATK
HIT
DMG
Mechanical Arms
2
5+
1/2
Abilities
Data ScrivenerSecurity Measures

Data Scrivener: Once per turning point; when your opponent uses a firefight ploy during the turning point (excluding Command Re-roll), you gain 1CP.

Security Measures: Whenever determining control of an objective marker, treat this operative’s APL stat as 1 higher. This operative can perform each of these Unique actions once per battle:

  • VACUUM CHAMBER (1 AP): Place one of your Vacuum Chamber Markers within an enclosure (e.g Gallowdark Killzone room of 4 or more parts of Wall terrain where all Hatches are closed) if this operative controls a part of terrain feature within that enclosure during its activation. Whenever an operative (excluding VAN SAAR operatives) activates and/or performs an action inside an enclosure where it has a Vacuum Chamber Marker within it, inflict 1 damage on it. Whenever a Hatch inside that enclosure has been opened, remove that Vaccum Chamber Marker from the killzone. This operative cannot perform this action while within control range of an enemy operative.

  • PITCH BLACK (1 AP): Place one of your Pitch Black Markers within an enclosure (e.g Gallowdark Killzone room of 4 or more parts of Wall terrain where all Hatches are closed) or Stronghold if this operative controls a part of terrain feature within that enclosure or Stronghold. Whenever a friendly VAN SAAR operative is within that enclosure or Stronghold, that operative is obscured except if an enemy operative is within 2 inches of it. This operative cannot perform this action while within control range of an enemy operative.

NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, COGITATOR CORE-SERVITOR; 32
CYBERACHNID
A 2
M 6"
S 5+
W 4
Weapons
ATK
HIT
DMG
Web Thrower (Stun)
2
4+
1/2
Fangs (*Poison)
2
4+
2/2
Abilities
*PoisonArachnid Machine1AP: Nightmare View1AP: Vox Jammer

*Poison: In the Resolve Attack Dice step, if you inflict damage with any critical success, the operative this weapon is being used against gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Nightmare View (1AP): Select one enemy operative within 3 inches of this operative. That enemy operatve cannot re-roll its Atk or Defence dice.

Vox Jammer (1AP): Select an enemy operative within 3 inches of this operative, that enemy operative's APL stat cannot be added to. Note that this does not affect the APL stats that have already been changed.

NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, CYBERACHNID; 32
Equipment

BOOBY TRAPS:
You can set up to two of your Booby Trap Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. The first time a Booby Trap Marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative. Friendly VAN SAAR operatives (excluding HIRED ARM) are ignored for this equipment’s effects (i.e. they cannot trigger it or take damage from it).


GRAV CHUTES:
Whenever a friendly VAN SAAR operative (excluding HIRED ARM) is dropping, ignore the vertical distance.


DOOR REMOTE:
Select a friendly VAN SAAR operative to have one of your Door Remote Tokens. Whenever a friendly operative has a Door Remote Token, it can perform the Operate Hatch action on a Hatch that is within 6 inches of it (this take precedence over the action range restriction).


HEALTH DISPENSERS:
You can set up to two of your Health Dispenser Marker wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. Whenever a Health Dispenser MarKer is within the control range of an operative (excluding HIRED ARM or operatives with MACHINE or BEAST rules or DAEMON keyword), that operative can perform a First Aid action.

FIRST AID (1 AP): The operative regains 1D3+1 lost wounds. That operative cannot perform this action while within control range of an enemy operative. Treat this as a Mission action.


Ploys

Firefight - OVERCHARGER:
Use this firefight ploy when a friendly VAN SAAR performs a shooting action. Remove the Hot weapon rule (if any) from the ranged weapon in-use for that action and worsen its Hit stat by 1.


Firefight - AUTO-HEALER:
Use this firefight ploy during a friendly VAN SAAR operative’s activation (excluding HIRED ARM). That operative can regain up to 1D3+1 lost wounds.


Firefight - COMM BURST:
Use this firefight ploy when a friendly VAN SAAR operative is activated. Until the end of that operative’s activation, add 1 to its APL stat.


Firefight - WEAPONSMITH:
Use this firefight ploy when a friendly VAN SAAR operative (excluding HIRED ARM) is activated. Change one equipped ranged weapon (except Grenades from Universal Equipment) to another from its datacard that was not selected during the Select Operatives phase (this takes precedence over any restrictions). The second time this firefight ploy will be used, spend 1 additional CP for it.


Strategic - BATTLEFIELD MATRIX:
Whenever a frendly VAN SAAR operative (excluding HIRED ARM) is shooting an enemy operative between the drop zones, its ranged weapon has the Saturate weapon rule.


Strategic - COLD AND CALCULATED:
Friendly VAN SAAR operatives (excluding HIRED ARM) within your territory have the Accurate 1 for their ranged weapons.


Strategic - GADGETEER:
Select one faction equipment that wasn’t selected during the Select Operatives phase to be used for friendly VAN SAAR operatives (except HIRED ARM) until the end of the turning point. If the selected equipment is BOOBY TRAPS or HEALTH DISPENSERS, you must set it up within control of a friendly VAN SAAR operative along its placment rules (i.e. from Faction Equipment) and you cannot set it up within control range of an enemy operative. At the end of the turning point, remove any tokens or markers related to that equipment from the killzone.


Strategic - HYPER STEALTH:
Whenever an operative is shooting a friendly VAN SAAR operative (excluding HIRED ARM); if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.


TacOps
Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.