Warhammer 40,000 rules

Chapter Approved

Mission Sequence

WTC 7 rulings on this section

WTC Core Rules 22 Set up #

When a transport model is destroyed, if it has multiple units embarked within, you can choose to set up the first unit so that the second unit has to do an Emergency Disembarkation. However, when disembarking from a destroyed transport, if there is enough space to set up all models you must do so, you cannot voluntarily destroy your own models. If there is not enough space, then you have to set them so the minimum number of models are destroyed. If in doubts, call a ref to see what is possible to set up.

WTC Core Rules 23 Set up #

When a unit is removed from the battlefield as part of the Repositioned Units set of rules when it returns to the battlefield it must do so by making an Ingress Move. This covers a lot of 10th edition rules that did not specify how a unit arrives.

WTC Mission 1 Scoring #

A unit or model may control more than one objective at the same time.

WTC Set Up 1 Set up #

Strategic reserves (excluding units that entered strategic reserves after the first battle round has started) cannot come into the game past turn 3. Units that haven’t come in by turn 3 count as destroyed. Note that this only applies when the models couldn’t physically be placed. It is both players duty to remember units that have been placed in strategic reserves to come into the game in a timely fashion (you may want to ask your opponent: are you bringing in strategic reserves this turn at the end of every movement phase for instance). In the case both players forget about units in strategic reserves and cannot resolve a situation, then involve a judge who will make a judgement call based on the current state of the game.

WTC Set Up 2 Set up #

If when deploying a model in your Deploy Armies Step you have no option but to deploy it in a manner that it overhangs your deployment zone it may not do anything until the end of your first turn. This means that if you've gone second you may not use it to Overwatch, and cannot use abilities like Scout. This has no effect on models that have Infiltrate.

WTC Set Up 3 Set up #

Units that have disembarked from a transport that itself made an ingress move are not considered to have made an ingress move so will Rapid Disembark. If you have a rule that is a restriction that would prevent you from making a charge such as Rapid Disembark, and a rule like Combat disembarkation from the Drop Pod then you would still be able to charge as long as there wasn't another restriction placed on you from another source like a fire and fade type move like Reposition under Covering Fire from the eliminators.

WTC Set Up 4 Set up #

If you have an Ability, Stratagem, or other rule that would allow you to reposition a unit unless it has EXPLICIT permission to arrive in the first turn/battle round it cannot do so.

the whole WTC FAQ

1. Muster Armies#

Muster armies as described in the Warhammer 40,000 app.

2. Determine Mission#

Each player secretly chooses one Force Disposition card available to them (as determined when mustering armies), then together you reveal your chosen Force Disposition cards.

Find your opponent’s Force Disposition symbol on your Force Disposition card. The Primary Mission that is listed below that symbol is your Primary Mission, which describes how to score VP.

Designer’s Note: *If you both have the same Force Disposition card, you will have the same Primary Mission. There are two copies of each of these cards, so that you can have one.*

3. Determine Deployment#

Shuffle the Deployment cards face-down and draw one. This describes where to place terrain objectives and where you can deploy your armies.

Optional Step: Twist#

If both players want to play with an additional rule that can dramatically alter the battle, choose one Twist card. Both players must agree on which Twist card to use.

4. Create the Battlefield#

Missions are played on rectangular battlefields 44" by 60" in size.

We recommend using the suggested battlefield layouts in the Warhammer 40,000 app. These layouts were designed for Chapter Approved battles.

If you wish to create your own layout, use the following instructions.

Roll one D6. On a 1-5, use the single central objective point as shown at the centre of the Deployment card. On a 6, instead use two central objective points: locate these 6" either side of the single central objective point, along the dashed line used to separate the players’ territories.

Roll off, then take turns placing terrain features, starting with the winner.

■ For each objective point, set up one terrain feature so that it covers that point on the battlefield. A terrain feature set up in this way is a terrain objective.

■ Then set up any remaining terrain features.

5. Determine Attacker and Defender#

Players look at the Deployment card drawn and agree which edges of your battlefield correspond with the Attacker’s and Defender’s battlefield edges labelled on the card.

Roll off: the winner decides who will be the Attacker and who will be the Defender.

6. Select Secondary Missions#

Secondary Mission cards detail additional ways to score VP. There is a deck for the Attacker and a deck for the Defender: the cards in each deck are identical.

Designer’s Note: *If you or your opponent are new to Warhammer 40,000, you can play without Secondary Missions for a simpler experience while you’re starting out. For other ways to use this pack, including using it in tournaments, see the Warhammer 40,000 app.*

Players now secretly note down whether they will use Tactical or Fixed Secondary Missions. If using Fixed Missions, they also note down which two Fixed Missions they will use (see below). Players then reveal these decisions.

Fixed Secondary Missions#

Fixed Missions are those marked with the symbol shown below. If you are using Fixed Missions, display your selected Fixed Mission cards face-up. Fixed Missions cannot be discarded and are active for you throughout the battle.

Tactical Secondary Missions#

If you are using Tactical Missions, shuffle your Secondary Mission deck face-down.

■ At the start of your Command phase, draw two Secondary Missions face-up from your Secondary Missions deck; these Secondary Missions are active for you.

■(Once per battle) At the end of your Command phase, you can spend 1CP to discard one of your active Secondary Mission cards and draw one new Secondary Mission card.

Achieving Secondary Missions#

At the end of each player’s turn, each player does the following, starting with the player whose turn it is:

■First, if you met the conditions on one or more Secondary Missions, you can gain the VP specified on that card. If you do, and if you are using Tactical Secondary Missions, discard that Secondary Mission – it is achieved.

■Then, if it is your turn and you are using Tactical Secondary Missions, you can discard one or more of your active Secondary Missions. If you do, you gain 1CP.

7. Declare Battle Formations#

Players secretly note down, in order:

1.  Which of their units will start the battle embarked within which TRANSPORTS.
2.  Which of their units will start the battle in strategic reserves.

Players then reveal these decisions.

8. Deploy Armies#

Players take it in turns to set up their units (excluding those in strategic reserves) one at a time, wholly within their deployment zone, starting with the Defender. If you set up a TITANIC unit when it is your turn to set up a unit, skip your next turn to set up a unit. Once you have finished setting up your units, if your opponent has any units that have not been set up, they set up those units.

9. Redeploy Units#

Some rules let you redeploy certain units after both armies are deployed. Unless otherwise stated, you resolve those rules in this step. Players alternate resolving any such rules, starting with the Attacker. Units placed in strategic reserves in this step do not count towards the combined points value of your strategic reserves units.

10. Determine First Turn#

Roll off: the winner takes the first turn.

11. Resolve Pre-Battle Rules#

Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

12. Begin the Battle#

The first battle round begins.

13. End the Battle#

The battle ends after five battle rounds have been completed. Even if you have no models remaining in your army at the start of your turn, players continue to play out their turns until the battle ends.

14. Determine Victor#

Each player scores 10VP if their army is painted to a Battle Ready standard. At the end of the battle, the player with the most VP is the victor. If the players are tied, the battle is a draw. The maximum VP that can be scored from each source of VP is listed below. Any VP you score in excess of these maximums are ignored.

Victory Points

VP Source - Maximum VP
Primary Mission - 45VP Up to 15VP per Battle Round
Secondary Missions - 45VP Up to 15VP per Battle Round*
Battle Ready Armies - 10VP

**In addition, you can gain a maximum of 20VP per Fixed Secondary Mission card.*