DU40k Code of Conduct

DU40k Code of Conduct

The Spirit of the Game

The following guidelines and codes of conduct exist to ensure that the intended spirit and  intent of the Warhammer hobby is maintained at all times. 

The Warhammer hobby is primarily a means for individuals to enjoy themselves.  Interpersonal actions intended to lessen this enjoyment are not within the spirit of the  game. For the ITC, the game of Warhammer 40K is about sporting competition between two  individuals. Any actions that are unsportsmanlike are not within the spirit of the game. 

A Standard of Judging

Bias-free Justice: it’s important not to penalize players unfairly by applying the letter of a  rule when that would breach the spirit or the intention of the rule. 

Players attempting to abuse the Code of Conduct to their advantage will be considered to  have committed a foul and will have a card and accompanying punishment applied at the  Judge’s discretion. 

Keeping the Flow: a Judge should let the players play with the minimum number of  interruptions but without losing control of the event. Letting the players determine the  outcome of the game is of utmost importance if they play within the confines of the rules  and player code of conduct. 

Judging Actively: Judges can actively officiate the core rules of Warhammer 40k when they  are present, e.g., by intervening in measurements, die rolls, deployment etc. when a player  is not performing these actions correctly. 

Judging Passively: judges passively adjudicate nuanced rules disputes between players when  a solution between the two is not easily reached. 

An Eye on the Clock: Judges enforce and control the event clock. 

Social Performance: Judges police players’ sportsmanship and their adherence to the social  contract. 

In gaming terms, the social contract is the agreement between players to follow basic  decency and adhere to agreements made between them as part of the game. 

Presumptive authority: Judges are given full authority to make a final and binding rules calls  to arbitrate a dispute between players during a game, even if these rules calls are later  found to be inaccurate. The judge exists to provide a swift and unbiased resolution when  players arrive at a deadlock on a rules interpretation, this includes, but is not limited to  adjusting/re-adjusting model position to an agreed-upon game state.

Application/Enforcement: Judges are given full authority to issue penalties to a player when  they violate the letter or spirit of the event’s rules, or rules of the game. 

Professional Standards: Judges are expected to perform their duties in a professional  manner. Players may reach out to the Circuit Organizer, Ben Way, when they find a judge to  be conducting themselves in a manner that is not in compliance with these guidelines. Judges have a responsibility to act when called upon by players and to act in a fair manner  toward all parties. 

Consistent Game Play

Players must announce their intent when rolling a die/dice and apply the outcome. Their  opponent is responsible for listening. Any dice rolled without announced intent may be  ruled as void by a present judge and the player must re-roll it. 

A player must announce their intent to move a model/unit and for what purpose. Any  model/unit moved without announced intent will be considered to be activated for that  phase and the player cannot choose to activate another unit instead or rewind their  decision. A player who purposefully moves a model/unit without announced intent and  outside of normal protocol for activating a model/unit has committed a foul. Players are  accountable for their mistakes, and penalizing or reporting an opponent who doesn’t give  you a mulligan, or take back, is grounds for a foul. 

A player may not manipulate, touch, or otherwise interact with any models currently active  in the game unless they announce their intent to interact with the game state (such as  charging, removing casualties, etc). When a model is placed in a precarious position, a  player may adjust a model’s position slightly to avoid falling, but this must be declared first  and with the opponent’s verbal authorization of acceptance. Any player interacting with  models without announcing intent and in a legal manner has committed a foul and will be  issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion.  

Dice that do not land on the playing surface, such as dice that land on the floor, do not  count for game purposes and must be rolled again. Players must roll dice in view of their  opponent. Consistently rolling dice in a manipulating manner, or out of sight of the  opponent have committed a foul and will be issued a Yellow or Red Card and an appropriate  penalty at the judge’s discretion. 

A player must bring an official copy, digital or printed, of all requisite rules for his/her army.  If a player cannot show a digital or printed confirmation of a rule, then he/she is considered  wrong in any rules disputes involving a judge by default. 3rd party-list building applications (BattleScribe), or unofficial printouts of rules, are not considered official sources of  information. Failure to bring rules to an event will result in a Yellow Card with a penalty at  the Judge’s discretion

Any measurement must be acknowledged by the opponent as accurate and accepted. Once  accepted, this measurement is considered to be the distance measured, regardless of what  another measurement might yield. No player may move a unit without the benefit of a  special rule back to its initial or an alternative position after it has been placed without the  permission of that player’s opponent. A player that does so has committed a foul and will be  issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion. 

Each player must endeavour to complete their turn in a timely and efficient manner. Any  player found using a disproportionate amount of time, particularly if it provides a tactical  advantage, will have committed a Foul and will be issued a Yellow or Red Card and an  appropriate penalty at the judge’s discretion.  

Other than a judge, at no time may any 3rd party physically interact with models or dice  during a game. A player who knowingly allows or invites a 3rd party to do such has  committed a foul and will be issued a Yellow or Red Card and an appropriate penalty at the  judge’s discretion. 

An opponent may never without expressed permission, move, or manipulate their  opponent’s models. A player moving their opponent’s models without their expressed  permission has committed a foul and will be issued a Yellow or Red Card and an appropriate  penalty at the judge’s discretion. 

A player may never move models, or in any way advance or change the game state while a  judge is present making a ruling, or while their opponent is away from the table. Doing so is  a Foul and the offending player will be issued a Yellow or Red Card and an appropriate  penalty at the judge’s discretion. 

Persistent buffs/debuffs, from stratagems or psychic powers, should be clearly marked with  a card or token when being applied to a particular unit. Players will be given an opportunity  to amend the issue. Failure to do so can result in a Foul and a Yellow or Red Card and an  appropriate penalty can be issued at the judge’s discretion. 

Time Management

The round timer is determined by the Tournament Organizer and maintained by the judges  and only the judges.  

The round timer is binding. Players may not start their games before the round has officially  been called, nor may players continue to play their game after the round has officially been  called. Tournament Organizers and judges are free to adjust this as needed. 

If a judge calls for “Hard Dice Down”, the game immediately ends, and no further actions  can be taken that result in a change in the game state. Players wilfully ignoring this have  committed a foul and will be issued a Yellow, or Red, card with an appropriate penalty at  the judge’s discretion.

During a “Timed Game”, only a judge may stop the timekeeping device used. During a  “Timed Game”, only a judge may alter the time on the timekeeping device used. 

Players are expected to know and understand the suggested timeframe for a game at the  event they are attending. 

Either player in a game may request to use a Chess Clock. If the event does not have any  more available clocks the player(s) may use one of their own. The players need not agree on  using the clock, if either player wishes to use one, it must be used. 

Once they have begun to use a clock, the rules governing “Timed Game” are in effect and  enforceable by the Judge. 

A player has 15 minutes to attend their table and commence the game, this delay will be  deducted from only their game time. Players wilfully delaying or hindering the start of a  game have committed a foul and will be issued a Yellow, or Red, card with an appropriate  penalty at the judge’s discretion. 

A player may conceed a game when the outcome becomes overwhelmingly obvious that  they cannot change or influence the final score of the game, Players may not conceded any  battle points or games as an act of coercion,it is a foul and will be issued a Yellow, or Red,  card with an appropriate penalty at the judge’s discretion 

Player Decorum

A player may never take an action that would put the hobby of Warhammer in disrepute. 

A player may never use mocking, abusive, vulgar, or derogatory language toward another  player or staff at an event. Any player who uses such language has committed a foul and  will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion. 

A player may never physically threaten, or use physical violence towards, another player or  staff at an event. Any player who threatens or performs physical violence has committed a  Red Card foul will be removed from the event and will be denied earning points at further  

ITC events for a period of time determined at the sole discretion of the ITC administrative  staff. 

A player may never purposefully destroy property, theirs or otherwise, at an event. Any  player who purposely destroys property has committed a Red Card foul. 

A player may never purposefully deceive another player, whether by malicious  misinformation, incomplete information, or vaguely stated information. A player who  purposefully deceives or attempts to deceive another player will have committed a Yellow  Card foul. Any pattern of “accidental” deception/misinformation can be considered a  Yellow or Red Card foul based on the judge’s discretion.

Player’s may not Model for Advantage. Modelling for Advantage, where a model has been  altered from the standard composition in a way that gives the controlling player in-game  advantages is not allowed. 

A player who is 15 minutes late or tardier to the beginning of a round is considered to be  severely tardy. A player who is severely tardy to a game has committed a Yellow Card foul. A  judge can levy a penalty for this at their discretion. 

The lost time to the round will be taken off the offending player’s clock. 

Modeling for Advantage is a Yellow Card penalty and, if discovered after it has resulted in  the owning player gaining an advantage, is a -20 Victory Point penalty. It may result in an  automatic Red Card if the advantage has been taken multiple times over the course of  several games. 

In the spirit of the hobby, players can alter their models to be different than the standard to  make them look better, more unique, fit their army theme etc. In these circumstances  players should have a standard model available as a stand-in during the game where  necessary for things like measurements, line of sight checking, checking for  cover/concealment etc 

Players must follow the ITC Basing Guide for determining what size base is acceptable for a  model when multiple sizes have been available before. 

A player may never engage in Angle Shooting. Angle shooting, which is defined as: “The act  of using various underhanded, unfair methods to take advantage of inexperienced  opponents.” What an angle shooter does may be marginally or technically legal, but it’s  neither ethical nor sportsmanlike. Angle Shooting is strictly against the Spirit of the Game  and constitutes Unsportsmanlike Conduct. 

Angle Shooting is a serious break of decorum and will result in a Yellow Card plus a penalty  of no less than -10 Victory Points. 

Angle Shooting, depending upon the egregiousness of the incident, can be grounds for an  automatic Red Card with either a Round DQ or an Event DQ at the judges/TOs discretion. 

A spectator may never give help in a game in which they are not an active participant, and a  player may never solicit or accept such help. If they do so, they have committed a foul and  will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion. 

Consistent slow play evidenced through chess clocks, player reporting, or judges’ discretion,  represents a severe break in decorum. A player found to be doing so has committed a foul  and will be issued a Yellow or Red Card and an appropriate penalty at the judge’s discretion. 

By virtue of playing in the NSW MASTERS, all players accept that the judge has final  authority over all rulings. A player has the right to respectfully communicate and defend  his/her position, but a judge’s ruling is binding. Any player purposefully disregarding a  judge’s ruling or debating with the judge in a verbally abusive or disrespectful manner has  committed a foul and will be issued a Red Card.

In the event of unsportsmanlike behavior or another break of decorum, being suspected or  accused; the judges may consult with players from neighboring tables to ascertain the truth  of the situation. 


Whenever a player uses a stratagem, rule or ability in the course of play, they must, if asked,  present the written rule in its entirety to their opponent the first time asked. 

Tools of War!

Dice used in the event must be whole, unaltered, and with all correct facings representing  each number and easily distinguishable by both players. They must have six sides and be a  standard “box” shape. Any player found to be using dice inconsistent with these guidelines  have committed a foul and will be automatically disqualified from their current game and  will be issued a Red Card. At a judge’s discretion, the offending player may be given either  an Event Disqualifying Red Card instead. 

If you are using non-standard dice your opponent has a right to examine them, you may not  refuse. 

Players coming to the table do so with a reasonable expectation to be able to clearly read  and understand their opponent’s dice. A player with non-standard dice (wherein each facing  is not either a number or a number of pips corresponding to the numbers 1 through 6, or  otherwise non-standard d6) may be required by their opponent to use standard dice for  that game. This requirement can only be enforced before the game begins. To this end, both  players must make their opponent aware of any non-standard dice they are using prior to  the game beginning. If they fail to do so, they have committed a foul. 

Dice Apps or alternative rice rolling method must NOT be used. 

Measuring instruments must be accurate to the distance that they purport to represent.  Any player found to be using measuring instruments that are not consistent with this have  committed a foul and will be automatically disqualified from their current game and will be  issued a Red Card. At a judge’s discretion, the offending player may be given an Event  Disqualifying Red Card instead. 

Any clocks or timekeeping instruments or applications must be accurate and equally  accessible to both players. Any player found to be using timekeeping instruments that are  not consistent with this have committed a foul and will be automatically disqualified from  their current game and will be issued a Red Card. At a judge’s discretion, the offending  player may be given an Event Disqualifying Red Card instead.

Calling Judges

Each player is entitled to call for a judge. 

Players should bring issues to the judge’s attention in a timely manner during the round in  which issues are taking place and avoid attempting to have matters adjudicated after the  game is finished and scores have been turned in. 

Both players should be present when a ruling by the attending judge(s) is made  

A judge should be called to provide a neutral measurement or adjudication of a rule’s  question. A judge should also be called if a player believes that their opponent has  committed a foul or otherwise acted in an unsporting manner. 

Players may not abuse the judge call. If the judge decides a player is calling for a judge to  delay the game (slow play) or is abusing the right to call a judge in any other way, a foul has  been committed and a Yellow Card will be issued. 

No player is entitled to more of a judge’s time than is reasonable to resolve an immediate  dispute. A player that requires a disproportionate amount of a judge’s time is committing a  foul and will be issued a yellow card with an appropriate penalty. 

A judge has two rulings available to him/her: A “snap ruling” and a “comprehensive ruling”.  The player calling the judge may ask for one or the other, but the decision is binding  regardless of the outcome. In the instance that a chess clock is in play, the time comes off the player’s clock who called the judge unless the judge, at their sole discretion, decides to  pause the clock. 

A snap ruling is a judge making an assessment and decision based on initial information  gathering at the table. A judge’s snap ruling is binding for that game and subject to human  error. A judge’s snap ruling may contradict a previous ruling or an established tournament  ruling, and if so, must be played as the judge determined. 

A comprehensive ruling is a thorough review and investigation of the question in  consultation with other judges, if present, and a thorough review of all official material. A  judge will leave the table and determine the result. Unless the judge chooses, time does not  stop for the players while the question is investigated. Any rulings made after a thorough  review are binding for that event in totality and should be noted by the judge and shared  with all other present judges for consistency. 

Time should be deducted from both players’ clocks equally once the issue has been  resolved. 

A judge should not be called to settle interpersonal disputes outside the scope of the Code  of Conduct. A judge should only adjudicate such if it is impossible for the players to amicably 

resolve this dispute or one of the players has broken decorum; for example, they’ve become  verbally or physically aggressive towards their opponent. 

Except during final rounds as defined by the event, judges are not required to actively  participate in the game and provide immediate corrections. If a non-championship game  requires the active presence of a judge due to consistent disputes between the players, then  it will be considered that both players have committed a foul and will receive Yellow Cards. 

In the cases of recorded or streamed games, a judge may use recorded media to determine  if a player committed a foul or otherwise engaged in unsportsmanlike behavior and apply  penalties retroactively. 

Chess Clock Rules

These rules are optional for those events that choose to use them, ask your TO in advance. When does time start? 

Time starts when the first pregame action or dice roll happens. 

When does the game end? 

Games end naturally depending on the rules of the mission or at the end of a game turn  when neither player has GREATER than 5:00 minutes of time left on the clock. 


Each player is responsible for their own time. It is a player’s right but not their obligation to  make sure that their time is being handled properly.  

Only a judge may pause the clock. Players may not pause their clocks. Pausing the clock is a  Yellow Card foul on the first offense and will result in a 10 point deduction to the offending  player(s) victory points. A second offense is a Red Card and DQ from the event. 

If a player’s time runs out, they may not perform any more actions except for those listed  below. The only exception is if they are in the middle of moving a unit, they may finish so  that the unit is placed legally on the board. As an example, this can include moving a unit in  the movement phase, finishing moving a unit into assault (note they will not be able to  attack), or consolidating a unit. Any other action is immediately stopped. 

If a player runs out of time they may only perform the following actions: 

Making saving throws, and taking a leadership test if required to. 

Scoring objectives that they have already achieved or already hold. 

Involuntary moves to keep them one inch from the enemy. 

The most important rule is rule number 1. This is the most important rule because it puts  time in your control, and fairly allocates time while players interact. It is each player’s right 

to pass the time to his opponent whenever they are making an action or spending time  making a decision. 

Some examples of this are as follows: 

You put 20 wounds on a unit containing models with different saving throws. Pass the clock  to your opponent so he can make his saving throws in the order that he chooses. 

Your opponent must make 3 leadership tests. Pass the clock to your opponent while he  makes these tests and adjusts the units which fail. 

You destroy a vehicle and your opponent has a large squad inside that he wants to be  positioned just right. Pass the clock to him while he arranges his models. 

You do 5 power fist wounds and 5 regular wounds to a unit. Pass the clock to your opponent  while he decides what saves to take on which models. 

These examples are limited but show the basic concept. You manage your own time and it is  up to you to pass the clock. If you waste your own time, it is not your opponent’s fault. 

Index of terms 

The Spirit of the Game: The Warhammer hobby is primarily a means for individuals to enjoy  their time. Interpersonal actions designed to lessen this enjoyment are not within the spirit  of the game. 

Slow Play: when a player takes actions to intentionally slow the pace of a game for  advantage.  

Standard Game: A game played between two players using the guidelines of the  tournament without any additional stipulations from the Judges or TO. 

Timed Game: A game that is “on the clock”, generally using a chess clock. This can be  because it’s a late-round game, both players have requested a clock, or the clock could be  Judge imposed. 

Championship Rounds: Generally the top 8 of a large event. These games are all Timed  Games, and actively judged by the judges. 

Championship Game: These are timed games with a dedicated active judge. 

Angle Shooting: “The act of using various underhanded, unfair methods to take advantage  of inexperienced opponents. The difference between an “angle shooter” and a “cheater” is  only a matter of degree. What a cheat or thief does is patently against the rules; what an  angle shooter does may be marginally legal, but it’s neither ethical nor sporting. Nor is it in the spirit of the game.

Modelling for Advantage: is when a model has been altered from the standard composition  in a way that gives the controlling player in-game advantages 

Tabled: or “tabling” is when a player has had all the models in their army destroyed or  otherwise removed from play and is left with nothing on the board, or in reserves, to make  actions with. 


A Foul is defined as an action taken by a player that violates the spirit of the game, the rules  of the game, and/or the rules and guidelines set forth in this document. Fouls can range in  severity and generally fall within two categories: Yellow Card and Red Card. If a player  commits a Foul, the card will be accompanied by an appropriate penalty. A judge is free to  apply whatever penalties he/she feels are necessary.  

Yellow Cards are given for non-disqualifying offenses. 

Yellow Cards are an indication a foul has taken place, a Yellow Card is accompanied by an  appropriate penalty, such as the removal of Victory Points for the offending player. 

A player may only accrue 1 Yellow Card during an event. If they receive a second yellow  during the event it then becomes a Red Card and an appropriate penalty for receiving a Red  Card is applied 

A player who receives an additional Yellow, or Red Card, after a first Red Card is  automatically Disqualified from the event. 

Red Cards are given for a disqualifying offense, or in the case of multiple Yellow Cards. 

If a player receives one or more Red Cards in an event they will be ejected from that event  and can be removed from future events at the Organizer’s sole discretion. 

Yellow Card: 

When a judge has decided a foul has occurred a yellow card is issued to the offending  player. Along with the yellow card a penalty is assessed to the player. 

The Judge will remove points from the offending player’s score between 5 and 20 points  depending on the infraction. Some of this is up to the judge’s discretion but specific  instances are listed below. 

Incorrectly submitting a list, submitting an incorrect list, or failing to meet the submission  deadline: -20 Victory Points 

Unsportsmanlike conduct: -20 victory points 

Dice infraction: -10 victory points 

Mismeasurement issues: -10 victory points

Illegally moving/placing models: -10 victory points 

Misplaying a rule: -10 victory points 

Misrepresenting a rule to your opponent: -20 victory points 

Slow play or clock related infraction: -20 victory points 

Angle Shooting no less than: -10 victory points 

Red Card: 

Game Disqualification – A judge may disqualify a player from his/her current game. That  player receives 0 points for that game, a loss. The opponent of the disqualified player  receives a Bye score unless the opponent’s current score would be higher. Event Disqualification – A judge may disqualify a player from his/her event. That player is  immediately removed from the roster of active players, removed from the event venue,  his/her current game is scored a 0, his/her current opponent is scored as a Tabeling (defined  below) unless the opponent’s current score would be higher. No ITC points are awarded for  any games played during the event for the penalized player.