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House Van Saar

Source: House of Artifice

Updates

Gang Composition

House Van Saar follows the normal rules for Gang Composition.

Special Rules

Follow normal rules as other gangs with the following exceptions:

  • Archaeo-cyberteknika
  • Specialist Champions do not have Group Activation (1).
  • Specialist Gangers can use Heavy Weapons.

Fighters

130 credits

Van Saar Prime (Leader)

MWSBSSTWIALdClWilInt
4"4+2+3325+24+5+5+4+

Skills: 1 Primary (custom).
Wargear: Armoured bodyglove.
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).

Special Rules

Gang Leader: A House Van Saar gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader).

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’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously. 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.
Skill Access

A Van Saar Prime has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
Secondary--Secondary-PrimaryPrimaryPrimarySecondary
Equipment

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:

  • During the course of a campaign, a Van Saar Prime may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Van Saar Prime has no restrictions upon the types of weapon they can take; all weapon types are available.

Van Saar Prime Equipment Lists


Weapons
ItemCredits
BASIC WEAPONS
Lasgun10
- Master-crafted+5
- Focusing crystal+20
Las carbine20
- Master-crafted+5
- Focusing crystal+20
Suppression laser40
- Master-crafted+10
- Focusing crystal+20
PISTOLS
Combi-pistol (laspistol/meltagun)130
Combi-pistol (laspistol/plasma gun)95
Hand flamer75
Laspistol5
- Master-crafted+5
- Focusing crystal+20
Plasma pistol50
SPECIAL WEAPONS
Flamer140
Grav gun120
Meltagun135
Plasma gun100
Rad gun100
HEAVY WEAPONS
Lascannon*155
Multi-melta*180
Plasma cannon*130
Rad cannon*130
CLOSE COMBAT WEAPONS
‘Hystrar’ pattern energy shield50
Power knife25
Servo claw30
Shock baton30
Shock stave25
Wargear
ItemCredits
GRENADES
Frag grenades30
Krak grenades45
Plasma grenades65
Rad grenades25
Smoke grenades15
ARMOUR
Carapace armour - Light80
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Ash waste grav-cutter65
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Respirator15
Servo harness – partial130
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 Cyberachnid75

Source: House of Artifice

110 credits

Van Saar Augmek (Champion)

MWSBSSTWIALdClWilInt
4"4+2+3324+15+6+6+5+

Skills: 1 Primary (custom).
Wargear: Armoured bodyglove.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).

Special Rules

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’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

A Van Saar Augmek has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
--SecondarySecondary-SecondaryPrimaryPrimarySecondary
Equipment

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:

  • During the course of a campaign, a Van Saar Augmek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Van Saar Augmek has no restrictions upon the types of weapon they can take; all weapon types are available.

Van Saar Augmek Equipment Lists


Weapons
ItemCredits
BASIC WEAPONS
Lasgun10
- Master-crafted+5
- Focusing crystal+20
Las carbine20
- Master-crafted+5
- Focusing crystal+20
Suppression laser40
- Master-crafted+10
- Focusing crystal+20
PISTOLS
Combi-pistol (laspistol/meltagun)130
Combi-pistol (laspistol/plasma gun)95
Hand flamer75
Laspistol5
- Master-crafted+5
- Focusing crystal+20
Las sub-carbine15
- Master-crafted+5
- Focusing crystal+20
Plasma pistol50
SPECIAL WEAPONS
Flamer140
Grav gun120
Meltagun135
Plasma gun100
Rad gun100
HEAVY WEAPONS
Lascannon*155
Multi-melta*180
Plasma cannon*130
Rad cannon*130
CLOSE COMBAT WEAPONS
‘Hystrar’ pattern energy shield50
Power knife25
Servo claw30
Shock baton30
Shock stave25
Wargear
ItemCredits
GRENADES
Frag grenades30
Krak grenades45
Plasma grenades65
Rad grenades25
Smoke grenades15
ARMOUR
Carapace armour - Light80
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
PERSONAL EQUIPMENT
Ash waste grav-cutter65
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Respirator15
Servo harness – partial130
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 Cyberachnid75

Source: House of Artifice

125 credits

Van Saar Archeotek (Specialist Champion)

MWSBSSTWIALdClWilInt
4"4+2+3325+24+6+6+5+

Skills: 1 Primary (custom).
Wargear: Armoured bodyglove.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Master of Cyberteknika.

Special Rules

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.

Skill Access

A Van Saar Archeotek has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
---Secondary--PrimarySecondaryPrimary
Equipment

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:

  • During the course of a campaign, a Van Saar Archeotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Van Saar Archeotek has no restrictions upon the types of weapon they can take; all weapon types are available.

Van Saar Archeotek Equipment Lists


Weapons
ItemCredits
PISTOLS
Laspistol5
- Master-crafted+5
- Focusing crystal+20
Las sub-carbine15
- Master-crafted+5
- Focusing crystal+20
Plasma pistol50
SPECIAL WEAPONS
Rad beamer*70
CLOSE COMBAT WEAPONS
0-3 Digi laser25
Power knife25
Servo claw30
Spider-rig*80
Wargear
ItemCredits
GRENADES
Frag grenades30
Krak grenades45
Photon flash grenades15
Plasma grenades65
Rad grenades25
Smoke grenades15
Stun grenades25
ARMOUR
Carapace armour - Light80
Flak armour10
Mesh armour15
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Photo-goggles35
Respirator15
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 Cyberachnid75

Source: House of Artifice

70 credits

Var Saar Neotek (Prospect)

MWSBSSTWIALdClWilInt
5"5+4+3314+19+8+9+7+

Wargear: Armoured bodyglove and Grav-cutter.
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Van Saar Augmek or Van Saar Archeotek), Hot-headed, Fast Learner.

Special Rules

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.

Skill Access

A Van Saar Neotek has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
Primary-----SecondarySecondary-
Equipment

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:

  • During the course of a campaign, a Van Saar Neotek may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Van Saar Neotek may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.

Van Saar Neotek Equipment Lists


Weapons
ItemCredits
BASIC WEAPONS
Lasgun10
PISTOLS
Hand flamer75
Laspistol5
- Focusing crystal+20
Las sub-carbine15
- Focusing crystal+20
Plasma pistol50
CLOSE COMBAT WEAPONS
‘Hystrar’ pattern energy shield50
Power knife25
Shock stave25
Wargear
ItemCredits
GRENADES
Photon flash grenades15
Plasma grenades65
Rad grenades25
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Filter plugs10
Respirator15
WEAPON ACCESSORIES
Hotshot las pack (lasgun & laspistol only)20
Las-projector (Pistols, Basic and Special Weapons only)35

Source: House of Artifice

65 credits

Van Saar Tek (Ganger)

MWSBSSTWIALdClWilInt
4"4+3+3315+16+7+7+6+

Wargear: Armoured bodyglove.
Special Rules: Gang Fighter (Ganger), Promotion (Van Saar Specialist), Tools of the Trade (Van Saar Specialist).

Special Rules

**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.

Skill Access

A Van Saar Specialist has access to the following skill sets (note, however, that a Van Saar Tek may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
--SecondarySecondary--PrimaryPrimary-
Equipment

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:

  • During the course of a campaign, both Van Saar Teks and Van Saar Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Van Saar Teks and Van Saar Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Van Saar Tek may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, a Van Saar Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Van Saar Teks Equipment Lists


Weapons
ItemCredits
BASIC WEAPONS
Lasgun10
Las carbine20
Suppression laser40
PISTOLS
Hand flamer75
Laspistol5
Las sub-carbine15
Plasma pistol50
SPECIAL WEAPONS
Flamer140
Grav gun120
Meltagun135
Plasma gun100
Rad gun100
HEAVY WEAPONS
Plasma cannon*130
Multi-melta*180
Rad cannon*130
CLOSE COMBAT WEAPONS
‘Hystrar’ pattern energy shield50
Power knife25
Servo claw30
Shock baton30
Shock stave25
Wargear
ItemCredits
GRENADES
Frag grenades30
Krak grenades45
Rad grenades25
Smoke grenades15
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Ash waste grav-cutter65
Bio-booster35
Drop rig10
Filter plugs10
Grav chute40
Medicae kit30
Photo-goggles35
Respirator15
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

Source: House of Artifice

35 credits

Van Saar Subtek (Juve)

MWSBSSTWIALdClWilInt
5"5+4+3314+19+8+9+7+

Wargear: Armoured bodyglove.
Special Rules: Gang Fighter (Juve), Promotion (Van Saar Specialist), Fast Learner.

Special Rules

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.

Skill Access

A Van Saar Subtek has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
Primary-----SecondarySecondary-
Equipment

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:

  • During the course of a campaign, a Van Saar Subtek may be given additional weapons purchased from this list.
  • In addition, during a campaign a Van Saar Subtek may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.

Van Saar Subtek Equipment Lists


Weapons
ItemCredits
BASIC WEAPONS
Lasgun10
PISTOLS
Laspistol5
Las sub-carbine15
CLOSE COMBAT WEAPONS
Power knife25
Servo claw30
Shock baton30
Shock stave25
Wargear
ItemCredits
GRENADES
Frag grenades30
Krak grenades45
Rad grenades25
Smoke grenades15
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-booster35
Drop rig10
Filter plugs10
Medicae kit30
Photo-goggles35
Respirator15

Source: House of Artifice

45 credits

Teknika (Crew)

BSLdClWilInt
3+6+7+7+6+

Wargear: Armoured bodyglove.
Special Rules: Gang Fighter (Crew), Vehicle Crew.

Special Rules

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.

Skill Access

A Van Saar Teknika has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondarySecondaryPrimaryPrimary
Equipment

A Van Saar Teknika must be equipped with a vehicle and they may purchase Wargear and weapons from the Van Saar Teknika equipment list.

  • During the course of a campaign, a Van Saar Teknika may be given additional Wargear from this list and the Trading Post.
  • During the course of a campaign, a Van Saar Teknika may be given additional weapons from this list and the Pistols section of the Trading Post.
  • A Van Saar Teknika may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash.

Van Saar Teknika Equipment Lists


Vehicles
ItemCredits
Custom vehiclevariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Laspistol5
Las sub-carbine15
Plasma pistol50
Wargear
ItemCredits
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15

Source: The Aranthian Succession: Ruins of Jardlan

240 credits

0-1 ‘Arachni-Rig’ Servo-Suit (Brute)

MWSBSSTWIALdClWilInt
5"4+4+5434+45+5+8+6+

Skills: Fast Shot (same as Superior Weapons Array).
Weapons: Twin-linked heavy las carbine, 4x servo-arms.
Wargear: Light carapace (4+).
Special Rules: Twin-linked, Van Saar Protective Gear, Superior Weapons Array.

Options
OptionCredits
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

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.

Skill Access

A Van Saar Arachni-rig Servo-suit has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
-Secondary--Secondary--Primary-

Source: House of Artifice

360 credits

0-2 Van Saar Ash Wastes ‘Arachni-Rig’ (Brute)

MWSBSSTWIALdClWilInt
5"4+4+5434+25+5+8+5+

Skills: Hip Shooting.
Weapons: Twin-linked heavy las carbine, rad gun, plasma gun and two servo-arms.
Wargear: Heavy carapace armour, Arachni-rig jump boosters.
Special Rules: Van Saar Protective Gear, Superior Weapons Array.

Options
OptionCredits
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

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.

Skill Access

A Van Saar 'Ash Wastes' Arachni-rig has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
-Secondary--Secondary--Primary-

Source: The Aranthian Succession: Ruins of Jardlan

75 credits

Cyberarchnid (Exotic Beast)

MWSBSSTWIALdClWilInt
6"4+5+2212+17+8+8+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Venomous bite-E---1---Melee, Toxin
Web projector-T--2--6+Scarce, Silent, Template, Web

Special Rules: Clamber, Fear Inducing, Fearsome (Ferocity), Horrific.

Special Rules

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.

Skill Access

Should a Cyberachnid become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingTech
Secondary--Primary-----
Equipment

A Cyberachnid may not purchase weapons or Wargear. A Cyberachnid is armed with a Venomous Bite and a Web Projector.

Source: House of Artifice

Vehicles

All vehicles in a Van Saar gang add the following to their equipment lists:

Van Saar Vehicle Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Las carbine20
SPECIAL WEAPONS
Grav gun120
Rad gun100
HEAVY WEAPONS
Lascannon155
Multi-melta180
Plasma cannon130
Rad cannon130
Wargear
ItemCredits
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