Warhammer 40,000 rules

WTC FAQ

The World Team Championship's tournament rulings — not Games Workshop's. Snapshot of the sheet taken 2026-08-10, 121 entries.

General

WTC 1 Behaviour

Players are required to give full disclosure of their army list, the current state of the game (CP’s available, units in reserve, etc.), and their scores to their opponents. Primary and Secondary missions in progress, units that are doing actions are all examples of information that must me made very clear to your opponent. Scores should be updated and agreed upon by both players at the end of every Round, Turn, and Command Phase so that the WTC provided score sheet can be relied upon by both judges and players. If scores are entered into BCP incorrectly unless there are extenuating circumstances they will not be changed unless they are transposed.

WTC 2 Behaviour

When using GW dice, or custom dice, players need to ENSURE their dice pips (essentially the number on the dice) can EASILY be distinguished from across the table by their opponent. If you're using dice with symbols to replace one of the numbers (ie. the WTC logo is on the 6 facing) then all of your dice must be the same and the logo must represent the same pip number throughout all your dice. Where this is not the case, players will incur a yellow card infraction and the dice will be removed from the tournament. Any player that is the victim of this should immediately notify a referee.

WTC 3 Behaviour

Players are expected to ‘play by intent.’ What this means, within the context of the WTC, is that players should actively talk through everything they are doing and what they intend to accomplish by doing it (i.e, I am moving these Genestealers to charge you from behind this wall to avoid your overwatch). This requires both players to ensure that it is a two-way conversation where information is not being purposefully withheld insofar that it could affect your opponent’s intention (i.e. before you move those Genestealers, don't forget that this unit will still be able to see you to overwatch you at the end of your movement phase). For clarification this does not mean that you need to reveal your game-plan, but it does mean that the game should be played openly to avoid any ‘gotcha-moments’ by way of new or obscure rules.

WTC 4 Behaviour

Players are required to bring an official release of the rules, be it either the physical codex itself, or have the codex unlocked on the Warhammer 40000 App, so that both their opponents and referees can reference it for rules queries. Failure to do will award you a penalty. Players are required to have relevant tokens, cards or similar visual indicators, to make it 100% clear to their opponent what abilities, powers, auras, or other buffs or debuffs units are affected by, and this for the entire duration of the battle. Players that do not have the necessary tokens, or are not using them, will receive a penalty. Making the game as clean and transparent as possible is a requirement at the WTC, not an option.

WTC 5 General Rules

Rules issues troubleshooting guidelines: WTC Clarifications > English GW Official FAQs > App with the latest version prior to the rules deadline > English Codex/Index > English Main Rulebook. Any FAQ or errata document published by Games Workshop after list submission date will not be in use at WTC unless it is addressed in the WTC FAQ.

WTC 6 Modelling

Models are expected to be WYSIWYG (What you see is what you get). There will be a margin of tolerance for non-weapon wargear and pistols. Failure to do this means that you may be subject to possible penalties or have your models removed at the WTC. The referee crew is going to be very strict about the modeling policy.

WTC 7 Modelling

Any instances where a model does not match the GW stock (as per the instruction manual that comes with the model) should be raised with the referees, and if any unfair advantage is deemed to be gained at the event then said models will be removed and the player will be carded. Players may only convert their models for aesthetic purposes. Any players/teams that according to the opinion of the Referees have converted/changed their models specifically to gain a gameplay advantage will be penalized. Always assume stock position, height and loadout of models to determine if modeling for advantage is in play (Imperial Knights for instance may not rotate their gun arms out to gain more range/visibility, and Harlequin players may not mount the shuriken cannon on their Voidweavers in a backwards position to decrease the space their model takes up on the board).

WTC 8 Modelling

In case of a ruling where the size of the model must be taken into account, the size and dimensions of the latest range of citadel warhammer 40000 miniatures models must be used. Players using converted, old or alternative models are expected to be able to provide the model from the latest range upon request by the Referee.

WTC 9 Modelling

At the event if you feel your opponent has modeled for advantage, call a Referee at the earliest opportunity. This should neither be considered bad sportsmanship or weaponised, it's always better to clear up any issues earlier in the game. We cannot do anything after the game has ended.

WTC 10 Modelling

Units on skimmer bases need a minimum stem height of 2 cm. Models that don't have the proper stem height will be pulled for the duration of the tournament as soon as the discrepancy is noticed. Any unit that is shown in the Instruction Manual to be built with a skimmer base must have one.

WTC 11 Modelling

Land Raiders should be modeled with their sponsons pointing as forward as possible, with both either in the front or back sponsons position, to keep the model to a 6" width if the player using one wishes to bring it in from Strategic Reserves. This is because the official kit measures almost exactly 6" side to side, and therefore can be brought in this way, however we do not want players to try to gain additional LoS advantages by positioning the sponsons on an outward angle if they're planning on bringing in the model from reserves.

Core Rules

WTC 1 Abilities

If a weapon inflicts Devastating wounds to a target that has some form of Damage reduction (-1 Damage, Half Damage etc.) that Damage Reduction still applies to the Mortal Wounds caused by that attack, so a 3 Damage weapon would become 2 Damage with a -1 modifier etc.
If you have a rule that would set the Damage Characteristic of an Attack to 0 such as the Rogal Dorn's Ablative Plating, that rule is used after the Save Roll has been made, but before any random Damage has been rolled.

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WTC 2 Abilities

Units that have a Model with the Deadly Demise ability do not grant it to all of the other models in the unit. Only Models that have the Deadly Demise ability are eligible to roll for the explosion.

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WTC 3 Attached Units

When a unit heals and resurrects models, it cannot bring back characters. When a character specifically resurrects, if it was not attached or its attached unit is dead, it comes back alone with a starting strength as if it was not attached. When a character resurrects and it was attached to a unit that still is on the battlefield, it has to come back in it and in coherency with it. If it cannot come back in coherency with it, it dies immediately. If the ability that brings the model back requires it to be out of engagement range of enemy units, it has to fulfill this condition. If it cannot, it dies immediately. If the ability does not mention anything, it can be engaged with enemy units its unit is engaged with.

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WTC 4 General Rules

You may only interrupt a Sequence such as the Attack Sequence or Charge Sequence with a rule that specifically allows you to, such as Command Re-Roll, Ablative Plating, Armour of Contempt, Vengeful Surge, etc. This means that rules that have no specific trigger in a phase, such as "When: In the Shooting phase." cannot be used to interrupt a sequence, but a rule that reads "In the Shooting Phase just after an Enemy unit has selected its Targets" can be used. For example, Space Marine's Storm of Fire Stratagem cannot be used during the attack sequence to grant the extra AP it must be used before selecting a Shooting Type for that unit. Also Stratagems like Imperious Advance would need to be declared prior to that unit Declaring a Charge.

WTC 5 General Rules

Rules and abilities that inflict Mortal Wounds, but do not follow the attack sequence (i.e. hit, wound, etc.) are not attacks for the purposes of rules that are triggered by being targeted by an attack, or destroyed by an attack. Remember that as far as the rules are concerned you are only selected as a Target when an attack is being made, rules that just instruct you to "select an enemy unit", do not fall into this category. If the source of Mortal Wounds has the Psychic keyword (such as Doombolt or Vortex of Doom) then the damage is considered to have been made by a Psychic attack and so rules like Psychic Hood that gives a Feel No Pain are allowed to be used.

WTC 6 General Rules

Rules that last Until a certain point in the battle or the end of the battle (the Shadow of Chaos, Orks War Horde 'Ard as Nails Stratagem) will be ruled to end just after that point in the game has happened, but will end just before the start of the next phase instead. For instance, the Blood Angels Angelic Grace stratagem has the duration of "until the end of the Phase". This would mean that it would stop working just before the trigger for the end of the phase. We're taking the stance that we will rule these kind of interactions to last till after the "end of the phase" step has happened, and so if a Blood Angels player had used a stratagem like this while in engagement range of a Bloodthirster they would still gain the Feel no Pain against the Relentless Carnage ability.

Rules that last until the start of a phase will be in effect for the entire duration of the preceding phase, and will stop being in effect just before the new phase starts. For example if you have a unit that is under the effect of an order using the Voice of Command Faction Ability, or the Space Marines Adaptive Strategy Stratagem it would last until just before the next friendly Command Phase.

WTC 7 General Rules

Sometimes a modifier is not a set number but is instead a D3 or D6 roll, in line with the Core Rules entry 02.02.01 Modifiers to Dice Rolls are only applied after any rerolls to the original dice have been made. This would mean that you are unable to re-roll the die for a modifier whether it is from a weapon profile like the Rapid Fire Battle Cannon, or the Frag Cannon, or it is from an ability such as the Canoptek Reanimator's Nanoscarab Reanimation Beam (Aura).

WTC 8 General Rules

Things that would happen from the same trigger, regardless of who the active player is, all need to be declared prior to the sequencing steps being followed. The active player needs to declare the rules that they are triggering first and may not add additional rules to the sequence once the non-active player has declared what rules they are using. As usual prior to Declaring the use of the ability players should discuss the possible abilities that could be used to prevent any Gotcha moments.

WTC 9 General Rules

Overwatch with critical hits on less than 6+ still does not result in a hit, you must roll an unmodified 6.

WTC 10 General Rules

Scout Moves are to be resolved one unit at a time alternating between both players. Pre Battle abilities like Scout and other rules are resolved one at a time, for instance the T'au Strike Swiftly Enhancement can be used to give 2 units Scouts, that would be one ability, then each of those Scout Moves would be another. You may not pass and wait for your opponent to resolve any of their rules before using your own, unless you wish to pass any agency you have at this point and make no more actions in the Resolve Pre Battle Abilities phase.

WTC 11 General Rules

When a unit takes casualties, if the number of Destroyed Models is enough to remove all of the models that belong to a datasheet from the unit that datasheet and any of the rules that it would bestow on any surviving members of the unit is lost. If there are models that are Resurrected and put back into the unit then as soon as that happens the Datasheet and any rules that it would bestow upon the unit return. The only exceptions to this are if the unit has the Fight on Death ability or the Deadly Demise ability where those 2 rules specifically tell you that they persist after the Destruction of the models, and any other rules that would allow interaction after the Destruction of a model.

For example if there were 5 pink Horrors in a unit along with 5 Blue horrors and all of the Pink Horrors were Destroyed, the remaining Blue Horrors would not be able to roll to see if any of the Pink Horrors split as the Datasheet containing that rule is no longer part of the unit. As another example if a unit of Assault Intercessors that was Led by a Character has all of the Assault Intercessors Destroyed then the Character would no longer Re-Roll Wounds.

WTC 12 Keywords

Keywords are given to either units, attached units, models or joined units such as Ogryn bodyguards, Warlocks, Cryptothralls etc. A unit, either Attached or otherwise has the keywords of all of the individual Units and models that make it up. Models in units gain all of the keywords that appear on the units datasheet at the time that unit was added to your army. Models may later gain keywords from wargear or detachment rules, etc. as part of this process, or during the game via rules that give keywords.

If a rule specifies that a unit gains a keyword during the game then the models that make up that unit all gain the keyword, if this applies to an attached unit when it gains a keyword then all the units and therefore all the models that make it up gain the keyword too. Note this will not apply when a model specifically is given different keywords, only the units. You should also note that some keywords are only given for a temporary duration, and the source of the keyword should be checked each time to see how long that keyword is applied for.

Examples:

The Deceptors Soul Link Enhancement gives the rules and keywords of a target model to the enchancement's bearer. As this only affects the model the unit gains the keywords but not other models in the unit.

Units like the Space Marine Company Heroes that have different models with different keywords listed on their datasheet means that the unit has all of the keywords associated with those models but the models themselves only have their specific keywords.

The Aeldari Devoted of Ynnead detachment gives all Asuryani units aside from Epic Heroes the Ynnari keyword. As this happens when mustering your army (see rules reference 25.04), when you are adding those units to your army they would already have the Ynnari keyword on their datasheets, and therefore all of the models in the units have that keyword too.

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WTC 13 Keywords

If you have a Warlord that grants the Battleline keyword to units from your army such as the Militarum Tempestus Officer in the Bridgehead Strike detachment, then all Tempestus Scions units gain the Battleline Keyword and so do all of the models in those units.

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WTC 14 Keywords

When checking to see if a Leader unit may join a Bodyguard unit, you need to check to see that it fulfils the Keyword requirements on the datasheet that it is joining:

1. Inquisitor Draxus and similar Characters, can join Battleline Imperium Infantry, which means that she may join any unit that has those 3 keywords, such as an Intercessor Squad.

2. A Fortis Kill Team may not be joined by Inquisitor Draxus or similar Characters, as it does not have the Imperium Battleline Infantry Keywords and because Inquisitor Draxus does not have the keywords to join an Intercessor Squad specifically just a unit that has the Imperium Battleline Infantry Keywords which the Fortis Kill Team does not.

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WTC 15 Measurements

Models with Frame keyword use the closest point in that model to measure any distance, including rules that measure distance to a base. No part of these models can move off the table.

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WTC 16 Measurements

Models with bases may overhang the table edge (see our above entry for vehicles without bases) as long as no part of the base is off the table. For any model that is overhanging the table edge, Enemy models can draw line of sight to any Visible part of that model whether it is on the table or not, but the model that is overhanging the table may only use parts of the model that are on the table to draw Line of Sight from. This favours the opponents units but it serves to stop players from attempting to create gameplay situations that are not intended.

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WTC 17 Movement

Rules that allow you to shoot after Fall-Back or Advance moves have been made should allow you to shoot as if you did neither of those things and the unit is allowed to use the Normal Shooting version of shooting. Heavy would still require your unit to have moved 3" or less to have any effect.

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WTC 18 Movement

If you have a rule that allows the automatic passing of, or rerolls of, Desperate Escape tests, instead treat that as the auto passing, or ability to reroll Hazard Rolls and Battle-Shock rolls for the purposes of Fall-Back Moves. If you have a rule that makes your opponents unit take a Desperate Escape test like the No Escape rule for Wyches then if the unit that is making a Fall-Back Move would have to use the Desperate Escape Mode of the Fall-Back Move then after it has finished its Fall Back then it would have to take another set of Hazard Rolls and another Battle Shock test.

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WTC 19 Movement

If a Transport has the ability to allow its models to disembark in special circumstances such as after it has made an Advance Move or Fall Back Move, or another rule that would occur Out Of Phase then the Disembark Mode that you need to use is Rapid Disembark.

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WTC 20 Movement

If you are making a move that specifies a maximum distance, such as a Reactive Move, and is also a Normal Move (for example Temporal Surge), the maximum move distance is the lesser value between the value stated in the move and your units M Characteristic.

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WTC 21 Reserves

Abilities, stratagems or other rules that would allow you to be placed into Reserves cannot be used in the 5th battleround in order for it to be destroyed at the end of the battle. If you want to use the Rapid Ingress stratagem on a unit that started the battle in reserves of any kind, in your opponents turn during a game when you had the first turn and therefore they would have the turn at the bottom of the 3rd battleround, then you must declare your intent to do so in the reinforcements step of your 3rd turn and may not spend a Command Point that would stop you from being able to bring in your unit and have it destroyed. Remember that you gain a Command Point at the start of the opponents turn, this can be enough to Rapid Ingress.

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WTC 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.

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WTC 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.

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WTC 24 Stratagems

For the purposes of any rules that require "Your army" to have done something or have a specific buff such as The Waaagh! it is considered to be completed or active if it is true for at least part of your army for the purposes of a stratagem or ability that is used on such a unit.

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WTC 25 Stratagems

If a player has a "Vect" like ability to increase the cost of a Stratagem and does not have enough CP to pay the increased cost of it the unit that was targeted with that Stratagem that unit still counts as having been the target of a stratagem this phase.

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WTC 26 Terrain

To see if a model with the Frame Keyword is Within or Wholly Within a terrain area, use the horizontal distance (i.e. the downward projection) only to the nearest part of the model, including its base.

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WTC 27 General Rules

When using a rule like Thieves of Pain stratagem to pass wounds to another unit, you cannot transfer damage to a destroyed unit/model, even if it is still on the battlefield waiting for Deadly Demise or Fight on Death.

Stratagems

WTC 1 Stratagems

Unless they state otherwise, stratagems that do not list they target friendly or enemy models or units, can only be used on models or units from your own army.

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WTC 2 Stratagems

If a stratagem specifically requires two units to activate (not "select up to two units" but "select two units") and you only have one unit eligible, you cannot use this stratagem.

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WTC 3 Stratagems

Both abilties to reduce the CP cost of a stratagem, like a Space Marine Captain's Rites of Battle ability and the ability to increase the cost, like Lady Malys's Mind Like a Steel Trap and other "Vect" abilities, happen at the same time, so when using a stratagem, discuss with your opponent about the consequences of the use of those. Then the active player will be the first to decide to use their ability and then their opponent.

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Movement Phase

WTC 1 General Rules

If, when making a Fall Back move, all the models in a unit have failed their Desperate Escape roll and been destroyed, the unit has not ended a Fall Back move and therefore things that would trigger from it (i.e. Opportunity Seized, or the reactive move from the Space Marine Lieutenant with Combi Weapon's Evade and Survive ability) may not be used.

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WTC 2 Measurements

When you need to see if a model has moved over another model, you only need to check that the part of the model that you would ordinarily measure from has moved over part of the opponents model that would also be the point that you measure from. For example, a unit of Wraiths moves over a Rhino. The base of the Wraith model needs to go over any part of the Rhino's Frame to trigger its Wraith Form rule.

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WTC 3 Measurements

When placing models and using wobbly model syndrome, the controlling player is free to place their model how they wish as long as there are no abstractions regarding the laws of physics when they are placed (like placing a shadowsword or Mortarion on its side), and as long as it is balanced in such a way that a bump to the table doesn’t risk to dislodge/cause the model to fall from its position. For models that wish to occupy upper floors of ruins their base needs to fit entirely on the upper level, as well as be able to physically fit there. If the model doesn’t have a base or has a rule that specifies that it measures to the hull, the downward projection of the hull must be entirely within the confines of the upper level.

In all instances where a wobbly model would come into play the motto is: be reasonable, talk to your opponent, and try not to game the system. The referees will be harsh and hand out yellow cards for unsportsmanlike conduct to anyone trying to abuse this rule for a gameplay advantage. Players are encouraged to immediately seek referee assistance if they feel their opponent is pushing the limits in regards to Wobbly Model Syndrome.

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WTC 4 Movement

When moving a model you are allowed to finish your move under parts of another model as long as your model physically fits and is flat on the table. For models that would measure from their frame you are considered in base contact as soon as you are under the model, or your unit is within 5" vertically and 0" horizontally of the model. This would prohibit pile in and consolidate moves if you are considered in base contact, however if after charging for instance and are not currently considered in base contact, you may pile in etc.

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WTC 5 Movement

When a unit is using the Take to the Skies rule it must declare the use of that rule prior to rolling any dice that would change its Maximum Distance such as Advance Rolls, or Charge rolls.

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Shooting Phase

WTC 1 Abilities

There are many units that have abilities, as well as a lot of stratagems that allow a unit to shoot back at the unit that shot at them, or shot at another nearby friendly unit. In some cases these abilities take place at the timing "When you have been selected as a target" which happens before anything else, some examples would be the Invader ATV's Outrider Escort ability and the Krootox Riders Kroot Packmates ability. In those cases if a stratagem or ability would be used to make the target no longer eligible and a new target is chosen, the reactive shooting will still be resolved after the unit making the attacks has resolved their attacks, unless there is no other eligible target for attacks to be resolved against in which case there will be no reactive shooting.

If the ability has a timing that is "When an enemy unit makes a ranged attack" this step takes place after targets have been finalised and any rules that would prevent the original unit being a target have been used, and so abilities like Cyphers Guns Blazing, and the Hexmark Destroyers Multi-Threat Elimimator will only trigger by the redirected shooting.

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Charge and Fight Phase

WTC 1 Abilities

When using Fight on Death, if the entire unit has been destroyed but some or all of the models in that unit are using this rule, those models remain for all rules purposes: they can be targeted by stratagems, retain their abilities, etc. The unit is selected to fight in the normal "I go, you go" alternating method in the Fight Phase, remember that if they made an Heroic Intervention or have the Fight First rule they would fight in that step.

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WTC 2 Movement

When a unit is using the Take to the Skies rule it must declare the use of that rule prior to rolling the Charge roll.

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WTC 3 General Rules

If when using the Ongoing Consolidation mode of the Consolidation Move you engage an enemy unit that has not been selected to fight this phase treat that unit as if a enemy unit had engaged it using the Engaging Consolidation Move. Remember that it is also eligible to Make a Consolidation Move itself after it finishes its attacks.

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WTC 4 General Rules

If a unit is selected as the target of a charge and then a rule is used that would stop that unit from being an eligible target of the charge - for instance it may have moved away or given a negative modifier to the charge roll then the Active player may choose different targets for their units charge.

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Sequencing

WTC 1 General Rules

The rules for Sequencing in the Core Rules (rules reference 01.03.02) are only used when more than 1 reaction would happen from the same Trigger in game. A Trigger is defined as an instant in the game such as "When your unit has been selected as a target...", "Just after a unit has ended a move...", "After a unit has..." and so on, as well as also being defined as points in the Battle Round such as "The Start/End of X phase...", "The Start/End of the Turn..." etc.

To clarify this further, this means that the Start and End of the Phase, Turn, And Battle Round, are singular moments in time, and if either player has a rule that they wish to declare that they want to use then this is the point in which it needs to happen. Also the Sequencing rules are only used when either player, or both players combined, have more than 1 rule that they wish to use off of the same Trigger. They are not used by the Active Player to Declare and then Resolve all of their Must reactions, then Declare and Resolve all of their Can reactions and so on, that is just the order that the rules are Sequenced in after they have been declared.

Players should remember that after Declaring the rules that they are going to use in reaction to a Trigger happening, and forming a Sequence, that Sequence is locked in and anything that would happen during the resolution of that Sequence will form a new Sequence after the original Sequence has been resolved. This means that rules like Deadly Demise, Hazard Rolls, any tests that need to be taken, etc. will form a new Sequence and will be resolved in the order of Must and Can just like the original Sequence was. This would continue until there's nothing left to resolve.

As always, at the WTC we prize Sportsmanship very highly, and in line with the General WTC Clarifications entry, Players Playing By Intent - When there are multiple rules that have the same trigger, players should discuss with each other how all of the rules that might be used would be resolved bearing in mind the Sequencing Order of Active Player and then Opposing Player.

This is to prevent any "Gotcha" moments during a game and to ensure a smooth flow of the game. As all of the rules that would make up the sequence have to be declared prior to them being sequenced, it allows the players to ensure that they are only using the rules that they want to, and not wasting CP, or once per game abilities etc. We expect players to have an open discussion about the end result of using those rules and how it would affect both armies.

The expected procedure for resolving a Trigger when both players have rules that they wish to use is:

i) The Trigger occurs ("End of the X Phase", "... an Enemy Unit has...", etc.).

ii) The players discuss any rules that they may want to use, or might have to use, that would be Triggered by this. The eligibility of the rules should be checked at this point.

iii) The players Declare the rules that they are going to use beginning with the Active player (see our Core Rules Section) and then the rules are ordered according to 01.03.02. At this point the Sequence is locked in and cannot be changed.

iv) Resolve the rules one at a time following the Sequence that was agreed on in the last step. At each point that a rule is being resolved you should check that it is still eligible to be used. If the rule is not eligible at any point they are removed from the Sequence and are not considered to have been used in the first place.

When playing with a clock the player who is describing the effect their actions will have on the battlefield should be using their time, and the same goes for the player that is thinking about whether to use their rules or not. Regardless of how this conversation is going the clock should not be used as a weapon in this circumstance and anyone who feels that their opponent is trying to manipulate the clock should call a referee immediately. This rule is in place to help with sportsmanship, and the flow of the game and should not be used to try and leverage an advantage over your opponent on the clock.

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Army

WTC 1 Attached Units

Units that have been changed from leader to support in either the faction pack or the app are now support units. If there was a restriction that was previously in place where the unit had to be attached to Captain Titus or Huron Blackheart for example and this restriction is now missing thats fine, they now just act as a regular support unit.

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WTC 2 Attached Units

If you attach a Character to a unit that is later split using a rule like the Venoms Transport ability then only the part of the unit that contains the Character Model is considered to be Led.

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Mission

WTC 1 Scoring

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

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Set Up

WTC 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.

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WTC 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.

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WTC 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.

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WTC 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.

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Did you know

WTC 2 Attached Units

... that you are able to bring back Non-Character models that have been Destroyed using the rules for Healing a Unit if they are part of an attached unit even if there are no models that are part of that datasheet.

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WTC 3 Movement

... that after making an ingress move you are not allowed to make any other kind of move until the start of the next charge phase. This includes things like Surge moves, Reactive moves and so on.

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WTC 4 General Rules

... that when declaring the allocation order of attacks to a group of models, if none of the groups that you have allocated attacks to have any models that are wounded after those attacks have been resolved, you can select a different group for the next set of attacks. There's no requirement to continue to allocate attacks to the same group until it is destroyed. However, you must still follow the allocation order in 05.03.

WTC 5 General Rules

... that abilities, wargear, or other rules that would affect a unit will be lost as soon as the model that is providing the rule is destroyed as a result of an attack unless it is part of an attached unit. In this case the rule will be lost as soon as the attacking unit has finished making their attacks. Maybe make sure that the medic is the last to die!

WTC 6 Attached Units

... that you only need to pre-declare which of your leaders and supports are joining which units, so things like Warlock Conclaves, Ogryn Bodyguards and so on can be decided upon at the Declare Battle Formations step.

19-attached-units

WTC 7 Movement

... that when using the Objective Consolidation Move you can move to a different Objective if you're within range of it.

03-moving

WTC 8 General Rules

... that when the Fight First Step finishes if you had the last activation of that part of the Fight Phase your Opponent still Selects the next unit to fight.

WTC 9 General Rules

... that when making a ranged attack, you only need to have visibility to the target unit and not to the model that is in range.

WTC 10 General Rules

... that when rolling for damage, even against a single multi-wound model you need to slow roll the damage and cannot fast-roll and use a reroll.

Factions

Codex rulings. The rules pages carry no codex content, so these live here only.

Adepta Soritas

WTC 1 Stratagems

The Stratagem Divine Intervention can use one of the Miracle Dice that have been generated from the character's destruction as part of the 3 dice you can use to resurrect it but as the Stratagem doesn't interrupt the sequence of the unit being destroyed the Miracle Dice should be rolled before the Stratagem is used.

Astra Militarum

WTC 1 Abilities

Astra Militarum units cannot benefit from an order while they are Battle-shocked. However, a Battle-Shocked Kasrkin unit can use it's own ability to be affected by an order as this is different to it being issued.

WTC 2 Abilities

When using a Commissar's Summary Execution or Commissar Graves Brutal Disciplinarian to remove the Battleshock from a unit, if this unit was issued an order, it does not regain the effect of the order.

WTC 3 Keywords

Add the OFFICER keyword to Commissar Graves On Foot Datasheet

WTC 4 Stratagems

When using the Coordinated Action stratagem, the selected units benefit from both their own and the other unit's order, and so can benefit from more than one order during that phase. At the end of the phase they go back to their own order(s).

Adeptus Custodes

WTC 1 Stratagems

The Arcane Genetic Alchemy Stratagem is used at the point of allocation of a Psychic Attack, not the targeting step. This means that when a Mortal Wound is allocated from a Psychic Attack or ability it can be used, this includes things like Doombolt which is used at the start of a phase, as the ability itself does not specify "during a phase".

WTC 2 Stratagems

When using the Unleash the Lions stratagem the following situations may occur. You may have chosen them as the unit for Beacon, if you have, as it is a bunch of new units, the Beacon unit no longer exists and the mission cannot be scored. The unit may have formed part of an attached unit and the character is now no longer part of the original unit and is its own unit by itself, treat this as if the character was never attached. Your Lions may have been the target of a persisting effect such as Oath of Moment, Focus of Hatred, Ruthless Efficiency, etc. and those stop working immediatly. In the case of Roboute Guilliman's Master of Battle ability, for creating a second Oath of Moment, target, it will trigger on the new unit instead. If you have used the From Golden Light ability before splitting the unit, all of the split units created count as having used their ability, but if not they are still able to.

WTC 3 Stratagems

A character with the Superior Creation enhancement can only be the target of the Gilded Champion stratagem once per game, and if it has been destroyed and set back up prior to re-using the once per battle ability it still has access to it.

Adeptus Mechanicus

WTC 1 Stratagems

Change the When of the Guided Retreat stratagem to "Your Movement phase, just after an Adeptus Mechanicus unit from your army declares a Fall Back move." In addition, the unit selected will be able to re-roll the hazard roll taken when falling back if needed.

WTC 2 Abilities

When using Thulia Ghuld's Rod of the War Forge ability, you select which Icon of War ability to use in your Command Phase, then you can choose the target of that ability at any point until the beginning of your next Command Phase (following the rules of sequencing and timings).

Aeldari

WTC 1 Abilities

When using the Yncarne´s ability "Inevitable Death", before removing the last model in the unit, determine the center point of its position and align it with the centerpoint of the Yncarne´s base. This means that the Yncarne will be positioned directly over the model that was removed with the centre of it's base as close as possible to the centre of the destroyed models base.

WTC 2 Attached Units

A unit of Guardian Defenders or Storm Guardians can either be joined by a Warlock Conclave, characters using the Leader ability, or both. In either case Guardian Defenders may still be joined by a Support Weapon Platform such as a Vibro Cannon. In a similar fashion Windriders and Warlock Skyrunners work the same way and can either have the Warlocks, characters using the Leader Ability or both.

Chaos Daemons

WTC 1 Abilities

If you pass a battleshock test while in The Shadow of Chaos for a unit of Horrors from your army that no longer contains any Pink Horrors, you may only return Blue horrors to the unit, or Brimstone Horrors if there are any that have been destroyed. Remember that when returning models to the unit with the Daemonic Manifestation rule as you are not using the Split ability on the Datasheets, you may not exceed the starting strength of the unit at the point it was added to your army (see mustering your army), and that this is the starting strength that is used for determining if the unit needs to take a battle shock test or similar.

WTC 2 Abilities

Pink and Blue Horrors Split ability can be triggered by any attack made by your opponent (Ranged weapons being used, Close combat attacks) but not abilities that are not attacks (i.e. Grenades stratagem, Doombolt, etc.). It is also triggered if the model is Destroyed as a result of making an attack with a Hazardous weapon that it then fails the Hazardous test for.

WTC 3 General Rules

When using the Blood Tainted Detachment rule change it to: At the end of a phase in which a Legiones Daemonica Khorne unit from your army destroyed an enemy unit that was within range of an objective marker at the start of the phase, if your unit has a higher Level of Control over that objective marker than your opponent has, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

WTC 4 General Rules

When playing the Plague Legion detachment and using either the Cankerblight, or Maggot Maws Enhancements the immunity to mortal wounds inflicted by the Daemonic Terror rule only lasts until the end of the phase.

WTC 5 Stratagems

When playing the Legion of Excess detachment and the Thieves of Pain Stratagem is used on a unit that has the Feel no Pain rule the mortal wound is still passed to the secondary target of the stratagem regardless of if the Feel no Pain roll was successful or not.

Chaos Knights

WTC 1 Abilities

The Storm of Darkness Stratagem in the Traitoris Lance Detachment does not effect Melee hit rolls as it is only used in the Shooting Phase. Ignore this part of the Stratagem.

Chaos Space Marines

WTC 1 General Rules

The Deceptors Soul Link Enhancement can be used to target a model that is not on the battlefield (i.e. is in reserves, in a transport). When you use the Enhancement you replace all of the abilities on your datasheet with the abilities on the unit you selected - this includes the Core abilities (such as Deep Strike) and so may change the ways that you can set up the model during the game. If you lose the Deep Strike ability while in reserves (excluding Strategic Reserves) you will have no way of deploying that turn. In the case of Once per Battle abilities like the Chaos Lord's Chance for Glory you can still only use this ability once per game on the model with this Enhancement and does not count as being used by the Chaos Lord that was the target of Soul Link, and can still be used if the Chaos Lord has already used that ability. This will not change the options the model has to lead a unit as it will retain the Leader ability and the unit choices that it can lead are not an ability.

WTC 2 Measurements

When using the Deceptors Falsehood Enhancement, when replacing a model you need to position the centre of the Chaos Lord's base as close as possible to the centre of the base of the model that it is replacing. If it is not possible to place him in the same position as the original model he must be placed as close as possible to that spot. As the Leader forms part of an attached unit once set up on the battlefield any persisting effects that the original unit was under the effect of would then transfer to the Leader. It may give a battlefield position where he is now closer to an enemy than before, you should be making your opponent aware that this can happen prior to the game in line with our sportsmanship policies.

Death Guard

WTC 1 Abilities

If a unit of Poxwalkers is under the effects of Hazardous when making their melee attacks the hazard roll from their attacks is sequenced to be before the Curse of the Walking Pox ability because it is a non-optional rule. When fighting on death the ability would only have an effect if there was at least one Poxwalker model still alive in the unit, even in the case of Typhus leading the unit as the ability is lost as soon as all of the Poxwalker models are destroyed (after any attacks inflicting damage have been resolved) see 19.04.

WTC 2 Abilities

The Lord of Contagions Unholy Resilience ability can only be used by 1 Lord of Contagion in each Battle Round, meaning that if more that 1 of them was to be destroyed in that battle round, only the first would be allowed to roll the dice to see if it can be set back up.

Genestealer Cult

WTC 1 General Rules

When using Cult Ambush to add a new unit of Atalan Jackals that had a starting strength of 9 to your army as costing the same amount of Resurgence Points as a 10 model unit.

Emperors Children

WTC 1 Stratagems

Vengeful Surge stratagem from Emperor's Children's Slaanesh's Chosen detachment has WHEN: "Your opponent's shooting phase, just after an enemy unit has selected its targets"
Treat it as: "Your opponent's shooting phase, when an enemy unit that targeted a friendly unengaged unit this phase has shot" (the same as Go Get 'Em Green Tide stratagem).

Imperial Agents

WTC 1 General Rules

When adding Inquisitorial versions of a unit that exists in another army (for instance, Chimeras, Grey Knight Terminators, Sisters of Battle squads) to that army you need to make it clear that it has different Faction Keywords to the rest of your army and so frequently Stratagems and Abilities will not work on it.

WTC 2 General Rules

For clarity Dedicated Transports do not count towards your Retinue totals for army selection, just remember that you need to be able to place a unit in each transport when it's deployed or it will be destroyed.

WTC 3 Abilities

The Vindicare Assassins Dead-Shot ability only ignores the Lone Operative rule, and not rules that work similarly such as the Festering Miasma stratagem from Chaos Space Marines.

WTC 4 Abilities

When checking to see if a Leader unit may join a Bodyguard unit, you need to check to see that it fulfils the Keyword requirements on the datasheet that it is joining. For instance, Inquisitor Draxus can join Imperium Battleline Infantry, which means that she may join any unit that has those 3 keywords. This means that she can only join a unit that has those exact keywords. For example, she may join an Intercessor Squad as it contains the 3 Keywords above, but may not join a Fortis Kill Team because the Fortis Kill Team is looking for a Leader unit that can join a unit that specifically has the Intercessor Squad Keywords.

WTC 5 General Rules

When using the Shadow Assignment rule, if you have taken the Veiled Blade Elimination Force if you swap out your Assassin for another, you do not get to choose one of the Extremis Abilities as you are past the Mustering your Army step.

Imperial Knights

WTC 1 General Rules

When using the Code Chivalric army rule "We Vow To Lay Low The Tyrant":

a. When choosing the Character for this Deed you may now select a Character in a transport.

b. If using the Questoris Companions detachment and this Deed is selected as the 2nd or 3rd Deed, you should still select the Character at the Start of the Battle as a pre-emptive measure. If the Character is killed before you are able to select this Deed then at the end of the Turn in which this Deed is selected then it will be completed automatically. Remember that you need to wait for the start of a turn to be able to select a new Deed.

WTC 2 Scoring

If there is a mission rule that checks to see if a UNIT has been destroyed, and the Canis Rex model has been destroyed but Sir Hektur has not been, then this unit has not been destroyed. If the rule is looking for models that have been destroyed and the Canis Rex model has been destroyed then it would count for those rules purposes even if Sir Hektur is alive. If the rule is looking for units or models that have left the table, and Canis Rex has been destroyed then the model and unit has left the table and so this would count even if Sir Hektur was alive.

Necrons

WTC 1 Abilities

The Annihilation Barge Malevolent Arcing ability is only resolved against the final target of the shooting if there has been an interrupt to the Select Target sequence caused by a rule that has the "Just After" timing that causes the original unit to no longer be eligible, as that interrupts the sequence of rolling for its ability.

WTC 2 Abilities

The Doom Scythe's Atavistic Instigation ability allows your opponent to choose from either of the 2 options listed. If they choose to stand firm then for the rest of the phase all attacks against that unit regardless of the source score a Critical Hit on unmodified 5+'s.

WTC 3 Abilities

The Night Scythe Invasion Beams ability can be used for a unit to re-embark within the Transport in the same turn in which is Disembarked. Also it should have the Frame Keyword.

Orks

WTC 1 Abilities

When Ghazghkull Thraka is being embarked in a Battlewagon that model takes up the space of 4 other models, Makari still takes up the space for 1 model.

WTC 2 Abilities

If there is any rule that gives the effect of the Waaagh! to a unit in your army, that is all that is needed to check to see if other abilities that would interact with it can be used. For example, if you're using the Bully Boyz Da Boss is Watchin' rule to call a second Waaagh! and have Makari within 12" of a unit that would benefit from that detachment rule they would also benefit from the Ghazghkull's Waaagh! Banner (Aura).

WTC 3 General Rules

Treat the Unkillable Scourge Enhancement from the Equatorial Hordes Detachment as also giving the model the Fight on Death rule if the 3+ rule is passed.

Space Marines

WTC 1 Abilities

The Hellblasters For the Chapter! ability is still triggered if the model dies as a result of making an attack with a Hazardous weapon that it then fails the Hazard roll for. In 11th edition Pistol weapons can be used while in Close-Quarters Shooting to shoot with outside your own shooting phase.

WTC 2 Abilities

When using Roboute Guilliman's Master of Battle Ability to select a new target for your Oath of Moment Army Rule, if the original target of the Oath is returned to the battle for any reason it does not either switch back to that original target, or also apply to it. Only the new target of Oath is affected by the rule.

WTC 3 General Rules

When a Drop Pod is Set Up on the Battlefield the unit that Disembarks from it may still charge this turn unless there is another Rule in place that also prevents the Charge from being Declared such as Performing an Action. This is Contrary to our Core FAQ entry.

Blood Angels

WTC 1 Abilities

When using the Icon of the Angel enhancement, if the unit that has it is engaged with an enemy unit that is also within 6" of Mephiston, both the Icon's ability and Mephistons Transfixing Gaze can be used and sequenced for both effects to work in combination. This means that the unit that is attempting to fall back can take both a Desperate Escape test and also be forced to remain stationary.

Dark Angels

WTC 1 Abilities

As The Lion Helm ability on Azreal has no means of interrupting a sequence (there is no "Just After" or "After") you must use it before a sequence such as the attack sequence has started to be able to gain the benefit during that sequence.

Other Space Marines

WTC 1 Attached Units

Deathwatch: When a unit that has attached Characters is the target of an attack use the majority toughness of all of the models in the unit, not just the Bodyguard unit when working out the majority toughness.

Tyranids

WTC 1 Abilities

When resolving a units' attacks that have targeted a Maleceptor with the Encephalic Diffusion Ability, as well as another enemy unit, while your unit is within 6" of that Maleceptor, when you begin an attack sequence you will be at -1 to hit. If at the point you begin an Attack Sequence you are no longer within 6" of the Maleceptor the attacks that are targeting any other units are not affected by the Encephalic Diffusion ability.
This works the same way for units' attacks that have targeted a Venomthropes unit and a Tyranids unit that is within 6" of that Venomthropes, and the Venomthropes Foul Spores aura of Stealth.

WTC 2 Abilities

When using the Red Terrors Swallow Whole ability the killing blow must come from the Gaping Maw weapon if you'd like to also be able to heal. As Devastating Wounds are applied after the rest of the attacks have been resolved, if there is nothing left for those devastating wounds to be dealt to there will be no opportunity to regain the wounds from that ability.

WTC 3 Stratagems

The Rapacious Hunger Stratagem when used on a Harvester Unit would Regenerate 4 wounds as the D3 part of the D3+1 is replaced by the number 3.

Thousand Sons

WTC 1 General Rules

The Cabal of Sorcerers Army Rule is sequenced as a single step when resolving abilities or rules that both players have. For instance, if you are playing against a Custodes player that has a unit of Wardens that have not used their Living Fortress ability and at the start of your shooting phase they say that they would like to use it, it would be sequenced in the order that the controlling player chooses with Cabal of Sorcerers as a single item in the list of things to be sequenced. Therefore a player could choose to do all of their rituals before they allow the Living Fortress ability to be used. As always with Sequencing see our FAQ entry because there should be a discussion held with your opponent to ensure there are no "Gotcha" moments.

Votann

WTC 1 General Rules

When using the Assailed From Every Angle detachment rule from the Persecution Prospect Detachment if after selecting a target for the Guerrilla Adepts ability the targeted unit is no longer eligible to be targeted (for instance via a stratagem like Festering Miasma) then the unit is not eligible to shoot as it may not target any other units.

WTC 2 General Rules

When using the Surgical Saboteur enhancement from the Persecution Prospect detachment the monster or vehicle unit selected is only pinned and not assailed.

WTC 3 Abilities

For the Arkanyst Evaluator's Science Guild Support rule to function you need to have a unit that does not have, and will not gain, Lone Operative within 3" of it.

World Eaters

WTC 1 Abilities

For the purposes of the Defiler the Unleash Wrath rule should be treated as: At the end of your opponents movement phase select 1 enemy unit that was set up on the battlefield that turn that was set up within 12" of the Defiler model, regardless of the unit's current position (unless embarked), and shoot it if it is an eligible target, or charge it if it's an eligible charge target.

WTC 2 Abilities

When using the Meet Any Challenge ability of the Chaos Rhino, the unit makes a Rapid Disembark Move but is not prohibited from making a charge move that turn so the unit may still use the Heroic Intervention Stratagem. This is Contrary to our Core FAQ entry.

WTC 3 Stratagems

When you target a World Eaters Rhino with the Fury Unleashed Stratagem the unit inside makes either: a Rapid Disembark, and then makes a Surge Move contrary to the restriction on Surge Moves that would stop a unit from doing a Surge if it has already moved this phase, Or, it may make a Combat Disembarkation but cannot then make a Surge Move as it is Battle-Shocked. If the unit used the Rapid Disembark Mode it may still use the Heroic Intervention Stratagem that turn.