If you're thinking about starting a van saar gang for your next Necromunda campaign, you're basically signing up to be the smartest, most well-equipped person in the room—and probably the most hated by your local gaming group. While other houses are out there swinging rusty pipes or praying to dark gods, the Van Saar are busy polishing their multi-meltas and checking the calibration on their energy shields. They represent the pinnacle of high-tech warfare in a setting that's usually defined by grime and desperation.
It's a weird contradiction, honestly. These guys have access to technology that would make a Space Marine jealous, yet they're literally being killed by the very gear that keeps them alive. That "rad-sickness" isn't just a bit of flavor text; it defines how they look and how they play. If you like the idea of a glass cannon that can delete an enemy champion from across the board before they even know you're there, this is definitely the gang for you.
The High-Tech Edge
The first thing you'll notice when you unbox a van saar gang is the aesthetic. They don't look like the mohawk-sporting punks of House Escher or the muscle-bound slabs of House Goliath. Instead, they're encased in sleek, high-tech survival suits. These suits aren't just for show—they provide a decent bit of protection, which is lucky because underneath that armor, these guys are often pretty frail.
What really sets them apart, though, is their Ballistic Skill. In a game where most fighters struggle to hit the broad side of a barn, Van Saar gangers are hitting on 3+ or even 2+ right out of the gate. This makes them terrifying in the opening turns of a match. If you can draw a line of sight, you can probably land a hit. And in Necromunda, landing the first hit is often the difference between a successful raid and a trip to the Doc's office.
Superior Firepower
We can't talk about these guys without mentioning the guns. Their access to plasma weaponry is almost unfair. While other gangs might have one specialist with a plasma gun, a van saar gang can practically turn the board into a light show. They have easy access to combi-weapons, lasguns with actual range, and the dreaded rad-weapons.
Rad-weapons are particularly nasty because they don't just hurt you; they linger. The "rad-phage" trait means that even if a fighter survives the initial hit, they might still take a flesh wound. It's a great way to slowly grind down those high-toughness opponents who think they can just tank through your shots.
Building Your Starting Roster
When you're putting together your first list, it's easy to get distracted by all the shiny toys. You'll want to give everyone a plasma gun and an energy shield, but you'll run out of credits faster than you can say "STC."
The key to a good van saar gang is balance. You need a solid core of gangers with reliable lasguns or hot-shot packs to keep the enemy pinned down. Lasguns in the hands of a Van Saar are actually scary because of that high accuracy. Plus, they're cheap, which leaves you more credits for the big stuff.
The Leadership
Your Prime (the leader) and your Augmeks (the champions) are your heavy hitters. This is where you want your specialized gear. A Prime with a plasma gun and a fancy bit of cybernetics can be a nightmare to deal with. Augmeks are often better served with something like a long las or a heavy weapon, taking advantage of their superior shooting stats from a safe distance.
Don't ignore the Neoteks, though. These are the "prospects" of the gang, and they come with grav-cutters (basically hoverboards). They're fast, they're reckless, and they give the gang some much-needed mobility. While the rest of your gang is sitting back and sniping, the Neoteks can zip around flanks and drop templates on unsuspecting enemies. Just be careful—they're a bit fragile, and if they crash, it's going to hurt.
The Role of Sub-teks
Sub-teks are your juves, and while they might not seem impressive compared to your elite shooters, they're essential. They're cheap bodies you can use to hold objectives or act as a screen for your more expensive models. They also have a decent chance of becoming something better if they survive a few games. Just don't expect them to win a duel with an Orlock champion.
Tactical Considerations on the Tabletop
Playing a van saar gang requires a bit of a shift in mindset compared to other gangs. You aren't there to get into a brawl. If you find yourself in base-to-base contact with a Goliath or a Corpse Grinder, something has gone horribly wrong.
Your goal is to control the lanes. Use your superior range to create "no-go zones" for the opponent. If they want to move across that open bridge, they have to risk getting blasted by three different guys with overwatch. It's a very cagey, tactical way to play. You're playing a game of chess while the other player is trying to play rugby.
Managing the Rad-Sickness
Flavor-wise, your gang is dying from radiation. In some editions or house rules, this has mechanical effects, but even in the standard rules, it's a good reminder that your fighters aren't built for endurance. They're built for precision. You need to end fights quickly. The longer a game drags on, the more likely it is that the enemy will close the gap, and once they get into melee range, the Van Saar's lack of Strength and Toughness starts to show.
Using Energy Shields
One of the coolest pieces of gear available to a van saar gang is the Hystrar-pattern energy shield. It's a bit pricey, but it gives your fighter a massive boost to their survivability against ranged attacks. It's particularly effective on your Leader or a Champion who needs to be a bit more forward-facing. Just remember that it only works against attacks from the front arc, so positioning is everything.
The Weaknesses You Can't Ignore
Every gang has a "tell," and for the Van Saar, it's their movement and their physical frailty. They aren't the fastest gang on foot, and their Initiative stats are usually pretty dismal. This means they're bad at climbing, jumping gaps, or avoiding traps. If the terrain is particularly vertical or cluttered, you might find your van saar gang struggling to keep up with more agile opponents like the Escher.
Another thing is the cost. Your fighters are expensive. You will almost always be outnumbered on the board. This means every casualty you take hurts twice as much as it would for a Cawdor player. You can't afford to play a war of attrition. You have to be smart about your trades. If you lose an Augmek to take out three enemy gangers, was it worth it? Probably not in the long run.
Why They're Fun to Play
Despite the "mean" reputation they have for being too good at shooting, the van saar gang is incredibly rewarding for players who like strategy. There's a real satisfaction in setting up the perfect crossfire or using a grav-cutter to dive-bomb a key enemy model.
They also have some of the most interesting lore in the game. They're essentially a bunch of tech-archaeologists who found a broken machine that gives them amazing guns but gives them cancer at the same time. They're desperate, secretive, and elitist. Bringing that personality to the tabletop through your paint job and your playstyle is what Necromunda is all about.
If you enjoy the "sci-fi" side of the setting more than the "post-apocalyptic scavenger" side, you'll love these guys. Just be prepared for your friends to complain about your plasma guns—at least until they manage to charge you and realize how quickly a Van Saar ganger folds in a fistfight. It's all about balance, and in the Underhive, the Van Saar bring the most dangerous balance of all: brains over brawn, and a very big gun to back it up.