N18 Van Saar growing

Sky Rider

New Member
Dec 30, 2020
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Hello!
Pretty new player here, just going to play my first campaign with Van Saar gang and reading books at the moment. I have a little problem - our community has many 40k "sporty" players so it will be hard to play something too narrative and not competitive.
So I got a bunch of questions what are most common ways to expand later on campaign.
My current idea on start:
I've ordered half of core van saar box more, neoteck box and forge world weapon sets but they will arrive after first 2 weeks of campaign.
My main questions:
  • what are the most useful skills?
  • what are the must have defensive and offensive equip you need to invest?
  • gravgun, melta/multimelta, plasma cannon, another big weapons?
  • what are the best sources to generate income and what are must have spenders on start?
  • how do you think Van Saar gang is looking good at 2000?
  • best alliance and traits?
  • do we need bounty hunters?
  • what are good loadouts for neotek?
  • does archeotek discount is for all gang or only for him and how do you see his equipment?
  • lasers and plasmas for the win or we have some another good options?
Sorry for this sweaty questions but im not sure if I will manage to survive in our campaign if I won't be prepared 😅
 

Psyan

Ganger
Sep 2, 2016
133
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28
Olympus Mons, Mars

Here's the link to my current favorite list. It's good and flavorful, but not optimized. The plan is to get a melta gun on the hip shooting Augmek and a grav gun on the Specialist quickly, as well as adding a few more gangers, a second Neotek and mesh armor and hot shots on everyone.

Regarding your questions...
1) Fast Shot is good, but remember that you have to be standing still to use it. Hip Shooting and Trick Shot are also good. For your pistol Augmek, you should switch to Gunfighter; it's almost mandatory if you're running a dual pistol Augmek.
2) You're going to want mesh armor on everyone, ASAP. It pairs really well with VS undersuits. For offense, you generally want either plasma guns or lasguns w/ hotshot packs.
3) It's probably optimal to wait until late campaign before going with heavy weapons. Plasma cannons, las cannons and multi meltas are all nice, but since you'll need to also buy a 60cr suspensor to move and shoot them, they're not points efficient.
4) Lots of people seem to prefer the Promethium Guild for alliances. I'm not an expert here, so I'll defer if anyone has another opinion.
5) Start a Neotek with a las gun and give him frag grenades or incendiary charges as soon as you can afford to. When it's convenient, get him a flail and a pistol... and a friend (ie, a second Neotek).
6) I haven't used any bounty hunters in my very limited games in this edition.
7) The Archeotek discount only appplies to the Archeotek. I think they're a flavorful mid-campaign addition, but definitely not mandatory. They just don't fill any niche that an Augmek or an Ambot can't fill better, for less.
 

mateyboy3000

Gang Champion
May 29, 2017
289
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The promethium guild is a must on a plasma heavy list as it removes the scarce from plasma, if you are buying champions later on as well you can consider Arkeoteks for the discount cyberteknika, the 15cr increase isn't a direct stat line change but does cover the ocular alpha you want to give him and you can then stack Weaponsmith and promethium guild if you are trying to be super competitive for maximum breaking of plentiful plasma weapons.

Skill wise you don't want to take trick shot, you can buy ocular alpha which gives you an infra sight on everything which does the same and doesn't stack with trick shot
 
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Jan 12, 2021
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Thanks for replies!
And what about hagers?
Are there musthave ones?
You can't go wrong with either a rogue doc or ammo-jack as your first hanger-on in Van Saar.

Because Van Saar gangs tend to lean on the "elite" side (i.e. relatively few but well-equipped gang members), you're likely to face more crippling blows to your gang if even one member is critically wounded, and having the rogue doc helps mitigate the chance that you'll have to recruit an entirely new gang member (or worse, a new augmek), or at the very least a means of recovering their equipment should they die on the operating table. Having a rogue doc in-house can also potentially save you quite a few credits in what would otherwise be a 2d6x10 credit Visit to the Doc for one of your gang members (it sucks having to pay upwards of 120 credits just to watch one of your prized gang members die anyway).

The ammo-jack improves your odds of keeping your guns from failing their ammo checks if you roll a natural 1, which is extremely valuable in its own right for a gang with a propensity for Scarce weapons like Van Saar. For an added bonus, you can have up to 3 of them (provided you have sufficient reputation), each improving the re-roll conditions further such that you can potentially re-roll on a 3 or less. Since Van Saar champions and leaders can take Savant skills (and thus the Munitioneer skill) as a primary skill however, you may find ammo-jacks to not be worth the credits unless you lack such gang members.

The tech merchant is good in a pinch by reducing item rarity by 2 and offering a discount, but you're better off sending what augmeks, archeoteks, and primes you can spare to the market for rolling on item rarity instead, especially if you have the Tech Bazaar as one of your territories. Again however, another hanger-on potentially made redundant through skills (in this case, Savvy Trader).

If instead you're going to the trading post for grenade launchers or items you're not usually getting from the Van Saar equipment lists, Bullet Merchant is a decent, if pricy, means of getting that special ammo without having to roll for rarity. Van Saar love their energy weapons which don't really have special ammo though (seriously, even the focusing crystals Van Saar have immediate access to aren't worth the 20 credits), so you may just want to pass on this.
 
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Dec 6, 2016
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Nottingham
Hip shooting, trick shot, munitioneer, gadgeteer and weaponsmith are good ones.

Anything that helps you keep moving or moving further will help with one of the major weaknesses of the gang. Skills that help with credits and kit are also good.

I find that fast shot doesn't work after the first shock as opponents will not let you get use out of it.

Most of all, enjoy the games!
 

Pancake5765

New Member
Apr 17, 2021
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In a campaign I would recommend an Archeotek with free ocular and weaponsmith. Give him mesh and a las-sub carbine then just don’t die game 1. Get him a grenade launcher ASAP, or a cheap alt if cash strapped. Your first xp spent should be to get the gadgeteer skill. Now you have a rapid firing grenade launcher or rapid(2) long las. Eventually you could do a second load out with a heavy weapon like the rocket launcher. And have a rapid(1) S4 5” template weapon. Or a heavy bolter with pulveriz, etc . . . .


I played this dude in a full campaign and he did amazing. I ended up with a dual wielding las sub Carbine rapid(2) load out, and a ridiculous rocket launcher one. with the ocular infrasight on every weapon he touches , he destroyed. Here is the ending list he is in, his name is: Harold of the Light.
LIST
 
Jan 12, 2021
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In a campaign I would recommend an Archeotek with free ocular and weaponsmith. Give him mesh and a las-sub carbine then just don’t die game 1. Get him a grenade launcher ASAP, or a cheap alt if cash strapped. Your first xp spent should be to get the gadgeteer skill. Now you have a rapid firing grenade launcher or rapid(2) long las. Eventually you could do a second load out with a heavy weapon like the rocket launcher. And have a rapid(1) S4 5” template weapon. Or a heavy bolter with pulveriz, etc . . . .


I played this dude in a full campaign and he did amazing. I ended up with a dual wielding las sub Carbine rapid(2) load out, and a ridiculous rocket launcher one. with the ocular infrasight on every weapon he touches , he destroyed. Here is the ending list he is in, his name is: Harold of the Light.
LIST
Another funny prospect is to build a similar Archeotek at first, but instead of the grenade launcher you give him a lascannon and Overwatch via Memnonic-Inload Spike. It's a bit risky, but then you're laughing with a Plentiful S10 weapon that, should you also take Gadgeteer later and if the campaign arbitrator permits, you can give Rapid FIre like it's a souped-up multilaser.

EDIT: Turns out I forgot that Gadgeteer does not give you the ability to give Rapid Fire to any weapon. Where Rapid Fire is concerned, Gadgeteer can only improve it if the weapon already has Rapid Fire.
 
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PaleLupine

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Feb 1, 2022
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The tech merchant is good in a pinch by reducing item rarity by 2 and offering a discount, but you're better off sending what augmeks, archeoteks, and primes you can spare to the market for rolling on item rarity instead, especially if you have the Tech Bazaar as one of your territories. Again however, another hanger-on potentially made redundant through skills (in this case, Savvy Trader).
Does this mean that the Tech Bazaar and Tech Merchant don't stack, ie: You can't roll for rarirty on the Trading Post and then add the Tech Merchant bonuses on the result for an item?
 

WCWill

Juve
Mar 26, 2022
21
9
3
Does this mean that the Tech Bazaar and Tech Merchant don't stack, ie: You can't roll for rarirty on the Trading Post and then add the Tech Merchant bonuses on the result for an item?
I don't see any rules reason why they wouldn't. You might have every other gang challenging you fir it though.

To be honest I don't understand the point about it being better just sending folk to roll for rarity, as the tech merchant makes that both easier and cheaper.
 
Jan 12, 2021
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I don't see any rules reason why they wouldn't. You might have every other gang challenging you fir it though.

To be honest I don't understand the point about it being better just sending folk to roll for rarity, as the tech merchant makes that both easier and cheaper.
While I don't doubt the utility of the Tech Merchant, it's more a question of whether or not you really want, let alone can afford, to have them taking up a spot among your hangers-on in place of one that would be of much better value to you. This is especially so in the early- to mid-campaign, where the likelihood of you having enough reputation to afford taking multiple hangers-on is pretty low and volatile at best.
 

WCWill

Juve
Mar 26, 2022
21
9
3
While I don't doubt the utility of the Tech Merchant, it's more a question of whether or not you really want, let alone can afford, to have them taking up a spot among your hangers-on in place of one that would be of much better value to you. This is especially so in the early- to mid-campaign, where the likelihood of you having enough reputation to afford taking multiple hangers-on is pretty low and volatile at best.
I really like munitioneer so personally I wouldn't bother with an ammo jack as the second hanger-on (rogue doc being the first one), so a Tech Merchant wouldn't have much other competition. Choosing when to get a second hanger-on is a great point though, if you only have a Tech Merchant for two games they might have paid for themselves but not done much to help build the gang.

If the other players and ploughing in with brutes early on then that's an option, but as you say early-mid campaign is a turbulent time for reputation and a brute would be an even more risky investment.