This will be a work-in-progress collating various questions & answers to clarify the inevitable vagaries of rules in Neomunda. Though replying will be open, eventually replies will be purged to keep this thread focused and promote discussion of rules elsewhere. Entries will also find their way here by virtue of existing discussions and the community prompting for a rules clarification to be added here.
Q. There are discrepancies for some rules, stats and costs between the Underhive rule book and the Gang War supplement, which one is correct?
A. If you are playing the Gang War advanced campaign rules, any entries in this book override the equivalent entry in the base rule book. Prices for gang members and equipment is intended to differ due to the one-off games vs campaigns.
Q. In Gangs of Legend PDF, the Flail weapon has an Entangle trait, where are the rules for this?
A. [Confirmed] This Trait description was added in Gang War 2.
Q. Do Grenades count towards the 3 weapon limit for Gang War?
A. Though listed as weapons everywhere else, cards and goliath/escher gang pages show grenades as wargear. Grenades do not count towards the 3 weapon limit.
Q. If I charge an enemy and end up within 1" but not in base contact, am I still Engaged?
A. [Confirmed] A Charge (Double) Action is a Standard Move +D3" that permits you to come within 1" of an enemy. You MUST be in base-to-base contact to be Engaged. If you do not reach the target in base contact, you must position your model 1" away as your Charge action has failed.
Q. Do I need to declare a target for my Charge action?
A. [Unconfirmed] Moving your ganger for any kind of move action, including a Charge, requires measuring to the target. Once you have measured your desired move/charge action, you are committed to that action and must follow that line. This means you cannot move elsewhere once you've discovered you did not reach base contact with your intended target.
Q. If I have Fast Shot and 2 pistols, can I fire them both twice? What if I had Gunfighter as well?
A. Yes, with rules as written you are able to fire each pistol twice, at the usual -1 for each shot for firing 2 pistols. If you had Gunfighter skill, you could then fire each pistol twice with no penalty. Note that Twin Guns Blazing rule for using 2 pistols states you must fire at the same target, with that limitation removed if using Gunfighter as well.
Q. Scare Grenades have a Fear Trait but it doesn't seem to be in the Trait rules anywhere?
A. [Confirmed] The Fear trait was added in Gang War 2.
Q. How does the Mighty Leap skill work? It doesn't seem to offer any benefit.
A. [Unconfirmed] As written, the skill doesn't make any sense as to any benefit above the standard leap rules. Likely the intention is for the leap up to the model's Movement in inches is meant to be a bonus during a Move action.
Q. The Club, Maul, Hammer and the Stub Cannon are missing their rules in Underhive & Gang War
A. These were found in the Gangs of Legacy PDF
Q. When using Pistols in Close Combat, do you use WS or BS? What about the Acc bonus?
A. You always use WS for close combat rolls and you do not get the Accuracy bonus (if any). Note that you can only roll 1 attack dice for pistols in close combat, any other attack dice must alternate between another melee weapon or unarmed.
Q. When using Pistols in combat, how many attacks do I get with the pistols if I have X attack dice?
A. Each pistol only gets 1 attack dice allocated to it. All remaining attack dice are made using your offhand weapon, or in the case of using 2 pistols, unarmed attacks. So with 2 pistols and 4 attack dice, 1 from the first pistol, 1 from the second then 2 unarmed attacks.
Q. The Ambush scenario reputation rules don't seem to award reputation correctly. Is this a misprint?
A. [Unconfirmed] We're in general consensus that the reputation wording isn't right and should probably read "I think it should read: If more Defenders escape then go out of action the the Defenders gain 2 Reputation. If more Defenders go out of action then escape, the Attacker gains 1 Reputation."
Q. The Retreat action contains two rules for movement, which is correct? Or are they both? And what if the initiative test fails?
A. [Unconfirmed] The second rule regarding movement is in addition to the first, so a ganger doing a Retreat Action can move d6" as a Standard Move, cannot come within 1" of other gangers during this move, and their own Movement characteristic is ignored. If the Initiative test is failed, the ganger cannot move. If the ganger performing the Retreat action is Engaged when doing so, each enemy ganger Engaged can make the Initiative check to make Reaction attacks which are resolved before movement.
Q. Does equipment in my stash count towards Gang Rating (Cost)? What about Loadouts?
A. According to GW pg.14 Gang Rating, this is calculated from the total cost of all fighters, which as written excludes any equipment purchased but left in the stash. Alternate Loadouts on Leaders and Champions are not counted towards the total gang cost, but the highest of the loadouts for a fighter is used. For example, if a Leader has 3 loadouts, their current one 185cr and their inactive loadout 195cr, their cost for calculating gang rating is 195cr.
Q. Can my gang members swap their equipment back and forth to the stash?
A. [Confirmed] The "designers note" (really?) on GW pg.25 indicates that once equipment has been assigned to a fighter, they cannot return it to the stash unless they are dead or retired. This has since been clarified by GW that Leaders, Champions AND Juves can return equipment to the stash and take other equipment. This would be performed under the Part 5, Section D stage of post-battle no GW pg.25, Distribute Equipment.
Q. Melta and Rending Trait descriptions are missing?
A. [Confirmed] Melta Trait was added in Gang War 2 and Rending added in White Dwarf March 2018 with the GSC rules.
Q. There are discrepancies for some rules, stats and costs between the Underhive rule book and the Gang War supplement, which one is correct?
A. If you are playing the Gang War advanced campaign rules, any entries in this book override the equivalent entry in the base rule book. Prices for gang members and equipment is intended to differ due to the one-off games vs campaigns.
Q. In Gangs of Legend PDF, the Flail weapon has an Entangle trait, where are the rules for this?
A. [Confirmed] This Trait description was added in Gang War 2.
Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any reaction attacks made by the target have an additional -2 modifier.
Q. Do Grenades count towards the 3 weapon limit for Gang War?
A. Though listed as weapons everywhere else, cards and goliath/escher gang pages show grenades as wargear. Grenades do not count towards the 3 weapon limit.
Q. If I charge an enemy and end up within 1" but not in base contact, am I still Engaged?
A. [Confirmed] A Charge (Double) Action is a Standard Move +D3" that permits you to come within 1" of an enemy. You MUST be in base-to-base contact to be Engaged. If you do not reach the target in base contact, you must position your model 1" away as your Charge action has failed.
Q. Do I need to declare a target for my Charge action?
A. [Unconfirmed] Moving your ganger for any kind of move action, including a Charge, requires measuring to the target. Once you have measured your desired move/charge action, you are committed to that action and must follow that line. This means you cannot move elsewhere once you've discovered you did not reach base contact with your intended target.
Q. If I have Fast Shot and 2 pistols, can I fire them both twice? What if I had Gunfighter as well?
A. Yes, with rules as written you are able to fire each pistol twice, at the usual -1 for each shot for firing 2 pistols. If you had Gunfighter skill, you could then fire each pistol twice with no penalty. Note that Twin Guns Blazing rule for using 2 pistols states you must fire at the same target, with that limitation removed if using Gunfighter as well.
Q. Scare Grenades have a Fear Trait but it doesn't seem to be in the Trait rules anywhere?
A. [Confirmed] The Fear trait was added in Gang War 2.
Instead of making an injury roll for an attack with the Fear trait, the opposing player makes a Nerve test for the target, subtracting 2 from the result. If the test fails, the target is immediately Broken and runs for cover.
Q. How does the Mighty Leap skill work? It doesn't seem to offer any benefit.
A. [Unconfirmed] As written, the skill doesn't make any sense as to any benefit above the standard leap rules. Likely the intention is for the leap up to the model's Movement in inches is meant to be a bonus during a Move action.
Q. The Club, Maul, Hammer and the Stub Cannon are missing their rules in Underhive & Gang War
A. These were found in the Gangs of Legacy PDF
Q. When using Pistols in Close Combat, do you use WS or BS? What about the Acc bonus?
A. You always use WS for close combat rolls and you do not get the Accuracy bonus (if any). Note that you can only roll 1 attack dice for pistols in close combat, any other attack dice must alternate between another melee weapon or unarmed.
Q. When using Pistols in combat, how many attacks do I get with the pistols if I have X attack dice?
A. Each pistol only gets 1 attack dice allocated to it. All remaining attack dice are made using your offhand weapon, or in the case of using 2 pistols, unarmed attacks. So with 2 pistols and 4 attack dice, 1 from the first pistol, 1 from the second then 2 unarmed attacks.
Q. The Ambush scenario reputation rules don't seem to award reputation correctly. Is this a misprint?
A. [Unconfirmed] We're in general consensus that the reputation wording isn't right and should probably read "I think it should read: If more Defenders escape then go out of action the the Defenders gain 2 Reputation. If more Defenders go out of action then escape, the Attacker gains 1 Reputation."
Q. The Retreat action contains two rules for movement, which is correct? Or are they both? And what if the initiative test fails?
A. [Unconfirmed] The second rule regarding movement is in addition to the first, so a ganger doing a Retreat Action can move d6" as a Standard Move, cannot come within 1" of other gangers during this move, and their own Movement characteristic is ignored. If the Initiative test is failed, the ganger cannot move. If the ganger performing the Retreat action is Engaged when doing so, each enemy ganger Engaged can make the Initiative check to make Reaction attacks which are resolved before movement.
Q. Does equipment in my stash count towards Gang Rating (Cost)? What about Loadouts?
A. According to GW pg.14 Gang Rating, this is calculated from the total cost of all fighters, which as written excludes any equipment purchased but left in the stash. Alternate Loadouts on Leaders and Champions are not counted towards the total gang cost, but the highest of the loadouts for a fighter is used. For example, if a Leader has 3 loadouts, their current one 185cr and their inactive loadout 195cr, their cost for calculating gang rating is 195cr.
Q. Can my gang members swap their equipment back and forth to the stash?
A. [Confirmed] The "designers note" (really?) on GW pg.25 indicates that once equipment has been assigned to a fighter, they cannot return it to the stash unless they are dead or retired. This has since been clarified by GW that Leaders, Champions AND Juves can return equipment to the stash and take other equipment. This would be performed under the Part 5, Section D stage of post-battle no GW pg.25, Distribute Equipment.
Q. Melta and Rending Trait descriptions are missing?
A. [Confirmed] Melta Trait was added in Gang War 2 and Rending added in White Dwarf March 2018 with the GSC rules.
Melta - If the target is within short range of this weapon, no injury roll is made - instead the target automatically goes Out of Action.
Rending - If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
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