Necromunda Gangs: Van Saar

Necromunda Gangs: Van Saar

Common Abilities and Options

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.

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.

*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.

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

*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.

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

Operatives

1. AUGMEK
AUGMEK
A 3
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Lascannon (Hvy(Dash), Dev3, Prc1, PrcCrits2)
3
3+
4/4
Hystar-Pattern Energy Shield (Shock, *Energy Shield)
3
4+
3/3
Abilities
IrradiatedCameleoline ProtocolCyberteknika*Energy Shield*Versatile

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.

*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.

NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, AUGMEK; 28
2. TEK
TEK
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Rad Cannon (Hvy(Dash), Prc1, Blast 2", *Rad)
5
4+
4/4
Gun Butt
3
4+
2/3
Abilities
*Rad*Concealed PositionIrradiatedCyberteknika*GravTrack Target
NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, TEK; 28
3. TEK
TEK
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Power Knife (Lethal 5+)
3
4+
2/4
Abilities
*Rad*Concealed PositionIrradiatedCyberteknika*GravTrack Target
NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, TEK; 28
4. TEK
TEK
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Long-Las
Concealed (Hvy, Dev3, Silent, *Concealed Position)
4
2+
3/3
Mobile
4
4+
3/4
Stationary (Hvy, Dev3)
4
2+
3/3
Power Knife (Lethal 5+)
3
4+
2/4
Abilities
*Rad*Concealed PositionIrradiatedCyberteknika*GravTrack Target
NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, TEK; 28
5. NEOTEK
NEOTEK
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
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
Irradiated*Twin TorrentCyberteknika*VersatileFlying Goblin

*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
6. SUBTEK
SUBTEK
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Sub-Carbine Laspistol (Rng 6", Ceaseless)
4
4+
2/3
Shock Baton (Shock)
3
5+
2/3
Abilities
*RadCortical StimulantsCyberteknikaIrradiated
NECROMUNDA GANGS, VAN SAAR, GANG, SUBTEK; 25
7. SUBTEK
SUBTEK
A 2
M 7"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Sub-Carbine Laspistol (Rng 6", Ceaseless)
4
4+
2/3
Shock Baton (Shock)
3
5+
2/3
Abilities
*RadCortical StimulantsCyberteknikaIrradiated
NECROMUNDA GANGS, VAN SAAR, GANG, SUBTEK; 25
8. ARACHNI-RIG
ARACHNI-RIG
A 2
M 5"
S 4+
W 15/15
Weapons
ATK
HIT
DMG
Rad Gun (Rng 6", Prc1, Blast 2", *Rad)
4
2+
3/3
Mechanical Legs (Brutal)
5
4+
3/5
Abilities
2AP: WidowmakerHouse BruteArachnid Machine*Rad

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.

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.

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.

NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, ARACHNI-RIG; 25

Reserves

COGITATOR CORE-SERVITOR
COGITATOR CORE-SERVITOR
A 2
M 4"
S 5+
W 10/10
NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, COGITATOR CORE-SERVITOR; 32
CYBERACHNID
CYBERACHNID
A 2
M 6"
S 5+
W 4/4
NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, CYBERACHNID; 32
CYBERACHNID
CYBERACHNID
A 2
M 6"
S 5+
W 4/4
NECROMUNDA GANGS, VAN SAAR, GANG, HIRED ARM, CYBERACHNID; 32
ARCHAEOTEK
ARCHAEOTEK
A 3
M 6"
S 3+
W 9/9
NECROMUNDA GANGS, VAN SAAR, GANG, LEADER, ARCHAEOTEK; 28

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

OVERCHARGER
Firefight Ploy

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.

AUTO-HEALER
Firefight Ploy

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.

COMM BURST
Firefight Ploy

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.

WEAPONSMITH
Firefight Ploy

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.

BATTLEFIELD MATRIX
Strategy Ploy

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.

COLD AND CALCULATED
Strategy Ploy

Friendly VAN SAAR operatives (excluding HIRED ARM) within your territory have the Accurate 1 for their ranged weapons.

GADGETEER
Strategy Ploy

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.

HYPER STEALTH
Strategy Ploy

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.

Tac Ops

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.

Flank
Recon

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.

Retrieval
Recon

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.
Scout Enemy Movement
Recon

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.