Post by jay on Mar 3, 2009 12:42:30 GMT -5
Rules for Simcon,
Please read the Command Tokens
This is little twist on the event. (ron what i said before was wrong). There is alot to consider in placing them.
where it says 1000 points put in 1200 points. these are two player teams.
TERMINOLOGY
Team: The combined forces of all four Team Members. A Team is treated as a single entity comprised of four individual 1000-point forces. Teams may also be referred to as "Single Codex Teams" or "Mixed Codex Teams" (see below).
Coalition: The combined forces of two Team Members. A Coalition is treated as a single entity comprised of two individual 1250-point forces.
Team Member: An individual member of a Team and their 1250-point list.
BASIC RULES
• The Warhammer 40,000 5th Edition Rules will be used.
• The AdeptiCon INAT FAQ will be used
• All 40K Team Tournament army lists must follow the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules.
• Imperial Armor & Apocalypse units (but not army lists) may be used following the rules and restrictions as noted in the AdeptiCon 2009 Imperial Armor & Apocalypse Units rules.
• Rules, units and wargear from any source besides the codices listed in the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules are NOT allowed. This includes but is not limited to:
o Chapter Approved units, wargear and special characters.
o Forge World army lists and special characters.
o Flyers, Super Heavies, Super Heavy Flyers and Gargantuan Creatures
o Apocalypse Formations and Strategic Assets.
• Individual units that may have multiple rules versions will follow the rules presented in that army's codex. Yes, this means a Black Templar Land Raider will function differently than a standard Space Marine Land Raider. Please take the time to review the relevant GW/Adepticon FAQ's for clarifications.
• The models used in your army must follow the AdeptiCon's Model Policy and must be fully painted (3 colors + primer, minimum).
• Each 4-Player Team MUST bring a total of SIX (6) objective markers based on 40mm circular bases. These objective markers should be themed to match your team.
• The 'What You See Is What You Get' (WYSIWYG) rule is in effect. That means all units must be easily identifiable as the particular codex choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).
• Each Team Member must bring all materials needed to play a game and report the results, including dice, measuring devices, templates, and a writing implement.
• Each 2-Player Coalition must have a Warhammer 40,000 rulebook and the codex (or codices) used for the coalition during each games.
• Each Team Member on a 4-Player Team must provide their opposing Team during each round a copy of their individual 1,000-point army list.
• In order to keep the event on schedule, all players must drop the dice and stop playing when time is called for a round. Because of this, please be aware of the time left in the round and do not start a game turn you cannot finish.
• If illegal units or rules violations are found in a Team Member's list, at a minimum, the models in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited. Please use the feedback form on this website to ask any questions you or your team may have regarding rules issues or legal units in advance!
TEAMS
Teams will consist of 2 Team Members.
Each Team Member will be responsible for bringing a 1,250-point army.
A Team Member's HQ and one Troops choice must come from the same "parent" codex.
Note: Inquisitorial allies can be used for other slots by following the "Using Witch Hunters as Allies" and "Using Daemonhunters as Allies" rules.
Each Team Member's 1,000 points must follow the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules, the AdeptiCon 2009 Imperial Armor & Apocalypse Units rules and fit the Team Tournament Force Organization chart which is as follows:
• 1 HQ
• 0-1 Elites
• 1-3 Troops
• 0-1 Fast
• 0-1 Heavy
Each Team Member on a Team is allowed to utilize one "floating" selection if they wish. This "floating" selection may be used for any category except HQ or Troops and MUST be from a different category than all of your other teammates. In other words, one Team Member may bring an additional Fast Attack choice in addition to the standard Team Tournament Force Organization restrictions (making it 0-2 possible), but no one else on that same team may choose Fast Attack as a "floating" selection.
The following units from various Codices may ignore any unit prerequisites in their codex, but they DO take up the following Force Org slots within the 40K Team Tournament:
• Dark Angel and Blood Angel Techmarines count as Elites (normal prerequisites still apply)
• Dark Angel Command Squads count as HQ
• Blood Angels Honour Guards count as HQ
• A Chaos Greater Daemon counts as HQ
• Chaos Lesser Daemons count as Troops
• Chaos Spawn count as Fast Attack
• Space Marine Honour Guard count as HQ
• Space Marine Command Squads count as HQ
• Space Marine Servitors count as Elites
• The Emperor's Champion counts as HQ (see Clarifications below)
This Team Tournament Force Organization supersedes all special rules (e.g. Space Wolves HQ calculations).
SPECIAL/UNIQUE/NAMED CHARACTERS
The inclusion of Special/Unique/Named Characters is dependent upon the composition of the Team, which is defined as follows:
• Single Codex Teams: If all four Team Members of a Team use the same codex to build their army lists then the Team is a "Single Codex Team".
o Any member of a Single Codex Team may take a single instance of a Special/Unique/Named Character as long as the character would be available to every Team Member of the Team and is normally allowed in games of 2,000 points or less. Note that this allows Single Codex Teams to field multiple, different Special/Unique/Named Characters.
o Exception: A Team that uses the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rule to fill any Force Org Selection is no longer considered a "Single Codex Team".
o Note: Witch Hunters or Daemonhunters may use Inducted Guard or Allied Space Marines without losing their Single Codex Team status.
• Mixed Codex Teams: If a Team uses more than one codex to the Team's army lists then the Team is a "Mixed Codex Team".
o One Team Member in a Mixed Codex Team may take a Special/Unique/Named Character that is available to that Team Member and is normally allowed in games of 2,000 points or less. Mixed Codex Teams may never field more than one Special/Unique/Named Character.
o If any Team Member's army list includes one or more units using the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rules, then the entire Team is considered a "Mixed Codex Team". .
• Special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex (e.g. Belial or Sammael) - see Clarifications below.
• Special/Unique/Named Characters can only join units from your Coalition Team Member's force if their codex includes said Special/Unique/Named Character in question.
• Special/Unique/Named Character abilities (including psychic powers) that affect your own force do not affect your Coalition Team Member unless their codex includes Special/Unique/Named Character in question.
• Special abilities (other than alterations to the FOC) that would affect an entire "army" may affect both Team Members of a 2-Player Coalition, but will not affect forces in another Coalition.
• Special/Unique/Named Characters that are upgrades to a squad (e.g., Boss Snikrot, Sergeant Telion, the Changeling) must adhere to the above restrictions.
CLARIFICATIONS
• Any unit designated as a "required" choice (i.e., a "1" or "1+" unit) by a codex becomes an "optional" choice for the Team Tournament (e.g., Emperor's Champion, Fire Warriors, etc.). Note: Each army must include a single HQ and Troops choice from the selected "parent" codex.
• For the purposes of Commander's Heads, Special/Unique/Named Character HQs must always be chosen as the Commander first. If you are fielding an HQ selection without a distinct commander model (e.g. a unit of Tyranid Warriors or a Dark Angel Command Squad) you must nominate one single model at the beginning of the game as your Commander. As such, during the course of game play, it may be entirely possible to have to destroy the entire HQ unit to claim the Commander's head.
• Tyranid Team Members may count Carnifexes that costs less than 115 as an Elites choice for the Team Tournament.
• The Blood Angels Death Company unit does not take up an Elites force org slot.
• If both Team Members of a 2-Player Coalition are using the Blood Angels codex, then all Death Company models will form a single unit.
• The Emperor's Champion in a Black Templars army counts as a possible HQ choice for a Black Templar force (i.e., a Commander, Chaplain or Emperor's Champion could be chosen by a Black Templars Team Member as their designated HQ choice for their army).
• If two Black Templar forces form a Coalition during a game and both field Emperor's Champions as their HQ choices, then the Coalition must choose ONE (and only one) vow that they have already purchased that will affect both of their Black Templar forces during that particular game.
• An'ggrath the Unbound and Zarakynel, Bringer of Torments and Scabeiathrax the Bloated are now classified as Gargantuan creatures and by default are not allowed.
• Non-special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex, for example a Space Marines Master of the Forge allows all members of the team (whose armies also come from the Space Marine codex) to take Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts as Heavy Support choices as well as Elites choices.
GAMES
There will be three rounds in the Team Tournament with each round consisting of 1 game per 2-player Team.
Important Notes: A Coalition fights as a single entity during the course of the game. This means that each Coalition will perform all of their movement, shooting, and assaults simultaneously. The following restrictions and guidelines govern a Coalition:
• Wargear and abilities that affect enemy forces are cumulative.
• Wargear and abilities (including Psychic powers and Special/Unique/Named Characters abilities) that affect your own force are not cumulative with your Coalition player unless he/she is able to normally purchase/use the Special/Unique/Named Character, wargear or ability in question (e.g. if an all-Eldar Coalition Team Member "Doomed" an enemy squad then both Team Members would get re-rolls with their Howling Banshees to wound against that unit).
• Wargear and abilities that affect your Coalition's forces do NOT stack. (e.g. two Inquistors with Emperor's Tarots do not potentially add +2 to the die roll to go first nor do two Space Wolf Venerable Dreads allow you to re-roll the first turn twice).
• Vehicles with the transport capability CANNOT be used to transport troops from another codex (e.g. a Black Templar Land Raider Crusader brought as a Heavy Choice for one Team Member cannot transport a squad of Khorne Berzerkers from another Team Member).
SCORING
Since this is a team event, points will be earned as a Team. The total number of points available , divided up as follows:
TEAM POINTS
Possible Points % of Total Points Points Category
240 points 50% Battle
32 points 7% Commander's Heads
32 points 7% Command Tokens
56 points 11% Sportsmanship (Opponent Judged)
24 points 5% Composition (Opponent Judged)
45 points 9% Theme
60 points 12% Appearance
Special 0% Team Spirit
489 points 100% TOTAL POINTS
Team Battle Points (240 points): During each game of the Team Tournament, up to 30 total battle points are up for grabs.
Commander's Heads (32 points): During the AdeptiCon 40K Team Tournament, your HQ choice (e.g. a single model commander if joined by a retinue) represents a vital portion of your army. As such, bonus points can be achieved by keeping your Commander alive while eliminating your opponent's Commanders. (Remember, each coalition will always start the game with 2 Commanders taking part in the battle). If during the course of a Team Tournament game one of your Commanders is killed by the enemy side, your opponent's will claim your Commander's "head". This rule also affects your opponents. Therefore, if you kill an enemy Commander during the course of the game, you will claim your opponent's Commander's "head". These results are recorded as part of the game results sheets that each coalition turns in at the conclusion of each game.
If your Commander is not on the table at the conclusion of a game (e.g. Saint Celestine), your Commander counts as being killed for Commander's Head purposes. In addition, if an Independent Character is part of a squad that has fallen off the table or is fleeing when the game ends, he/she will count as having lost their Commander's Head.
For the purposes of Commander's Heads, Special/Unique/Named Character HQs must always be chosen as the Commander first. If you are fielding an HQ selection without a distinct commander model (e.g. a unit of Tyranid Warriors or a Dark Angel Command Squad) you must nominate one single model at the beginning of the game as your Commander. As such, during the course of game play, it may be entirely possible to have to destroy the entire HQ unit to claim the Commander's head.
During the course of a single game, it is possible to lose a maximum of 2 Commander's Heads and gain a maximum of 2 Commander's Heads (1 for each player participating in the game) leaving a minimum of 0 and a maximum of 4 Commander's Head points to be scored during each game.
Command Tokens (32 points): Each Team Member gets one "command token" each game which he may apply to his own units only (see below). Note: This is different from the mulligan system used in 2008 where each Coalition got one mulligan per game.
A Team Member uses a command token by designating it at the beginning of the game but before the first turn is played. The token is placed in coherency on the table with any eligible unit listed within that Team Member's army list. The Team Member placing the token must CLEARLY state which unit is carrying the token and make sure that the opposing Coalition is aware of it. The token may not be placed with Swarms. Again, be absolutely sure that you know which of your units and your opponents' units are carrying command tokens (if any). Write it down on scratch paper if you need to. It is the responsibility of the Team Members to read each scenario carefully to ensure they're using their command tokens wisely.
Each mission will specify something special that the token-carrying units can do. For example:
• "A non-vehicle unit carrying a command token counts as scoring even if it is not a Troops unit"
• "A unit carrying a command token is worth zero kill points"
• "A unit carrying a command token may roll two dice and pick the highest when rolling for run distance"
Command Token Scoring If a Team Member uses a token and the unit carrying it is destroyed then the opposing Team gets one Command Token point.
If a Team Member chooses NOT to use the token then his own Team gets one Command Token point.
If a Team Member uses a token and the unit carrying it is alive at the end of the game then his own Team gets one point. Therefore a Team Member can "protect" the point by not using the token at all. Alternatively he can risk the point to make the unit more useful toward completing the scenario objectives.
So if in every tournament round all 4 Team Members on a Team decided not to use their tokens the Team would have scored 16 points (4 Team Members x 4 rounds.) If all of that same Team's opposing players used a token and the carrying units were all destroyed then an additional 16 points could be earned for a total of 32.
Sportsmanship and Composition (80 combined points): After each game, each Coalition will be responsible for rating their opponents' sportsmanship and army composition from the chart below:
Sportsmanship Army Composition
Score Description Score Description
1 Our opponents were prompt to report for the start of the round. 3 Our opponents' armies were a representation of a competitive tournament force.
1 Our opponents came prepared to play and brought all required items to play (dice, templates, rulers, rulebooks, codices, pens, calculators, etc.) 0 Our opponents' armies were abusive and totally over the top. We needed a full bottle of Listerine after the game to rinse the bad taste out of our mouths…
1 Our opponents appeared to measure movement and assault distances accurately
1 Our opponents put forward a good faith effort to play at a timely pace and complete the game in the allotted time.
1 Rules issues that may have arisen during the game were handled amicably by our opponents.
1 We had fun playing our opponents.
1 We would voluntarily play this team again.
Team Theme (45 points): During the Team Tournament, a Theme Judge will rate each Team's theme based on observing the Team's combined armies and speaking with a designated representative for that Team about their Theme efforts based on the following checklist:
Individual Army Contributions (7 possible points per Team Member)
Army is visually tied to the overall theme of the Team. 1 point
Army details (basing, banners, unit markings, etc.) reinforce the overall theme of the Team. 2 points
Army unit selections have been made with overall theme of Team in mind. 1 point
Army would logically ally with all other Team Member's forces in the 40K universe, OR works within the scope of the theme being presented. 3 points
Overall Clarity/Judge's Discretion (check all that apply)
Team Theme is immediately understandable when viewing all four individual forces together. 5 points
Judge's discretionary points. This is a representation of one of the top 5% of Themes present at the tournament. 1-2 points
Depth of Theme (choose one)
No depth. Team has four different armies with no discernable Theme. 0 points
Minor depth. Allied armies make sense in the 40K universe, but no additional effort has been made to link the forces beyond the standard alliances. 1-2 points
Major depth. Army theme is fluid and easily recognized/explained. Examples might include allied forces at the Battle for Armageddon, Ultramarines Scout Company, etc. 3-4 points
Extreme depth. Army is specifically and undeniably thematic. All four armies have been modeled in accordance with the intended theme. Examples might include a pre-Heresy force in dropods that have dropped behind Loyalist line to cut off their retreat. 5 points
Display Base (choose one)
No display base presented. 0 points
The Army is presented on individual or unifying display bases that reinforce the overall theme of the Team. 3 points
The Army is presented on a highly artistic and involved unifying display base that reinforces the overall theme of the Team. 5 points
Team Appearance (max 60 points per Team, max 15 points per Team Member): Each Team Member of a Team will have his or her army judged by a painting judge during the course of the Team Tournament. The individual Team Member's appearance scores will be added together to get the final Team Appearance Score. A Team Member's individual appearance score will be calculated using the checklist below (note there are more than 15 possible points available):
Painting (check all that apply)
Army is fully painted, but only to the three-color standard of basecoating. 1 point
Army is beyond fully painted, additional steps beyond the three-color standard. 1 point
Painting is Uniform: Not a mix of schemes, styles, and looks. 1 point
Basic Details: Details are painted such as eyes, buckles, and jewelry. 1 point
Hand-Painted Details: Details (that are well executed) have been added such as unit markings, banner artwork, blood marks, dirt on cloaks, etc. 2 points
Basic Highlighting: Lines are neat, drybrushing is appropriate; inking is controlled and not sloppy. 1 point
Masterful Highlighting/Blending: Highlights have been masterfully blended, shaded, or layered. 2 points
Overall Appearance: Overall appearance is amazing! Everything works great together to create an awesome scene. 2 points
Basing (choose one)
Based/Detailed: Models are cleanly based and have basing materials (flock/sand/tiles) or details painted on them. 1 point
Extra Basing: The bases have multiple basing materials (rocks/grass), extra details painted on them (cracks in tiles), or if extra basing is inappropriate, basing is done very well (eg. rolling desert dunes). 2 points
Conversions (choose one)
Minimal: The army has some elementary conversions (head and weapon swaps, arm rotations) or a couple interesting swaps. 1 point
Minor: Units have multi-kit conversions including head and weapon swaps. This is for more than a few models such as a unit. 2 points
Major: The army has some difficult conversions that use things such as putty, plastic card, drilling, sawing, minor sculpts, etc. This could also apply to the entire army having very well done multi-kit conversions. 4 points
Team Spirit Team Spirit is a measure of everything outside the scope of the tournament, including such things as costumes, team shirts, banners, and all the other fun stuff we have seen in the past. Team Spirit points do NOT count towards a Team's overall points total - although Team Spirit will be used to break ties in regards to Best Team Theme and Presentation and will have an award category all onto itself. During the Team Tournament, a Theme Judge will rate each Team's Spirit based on the following checklist:
Team Spirit (check all that apply)
Team has at unifying appearance elements (t-shirts, pants, costumes, etc). 1 point per element. 1-6 points
Team appearance elements are related to Army Theme. 4 points
Team banner or equivalent. 4 points
Team handout, booklet, or some other form of handout. 1 point per element. 1-4 points
Additional Team Spirit elements (non-appearance elements not covered above - team song, team movie, team shot glasses….you get the idea). 1 point per element. 1-4 points
Over and Above! Judge's discretion. 1-4 points
AWARDS
• AdeptiCon National Team Tournament Champions: Highest Overall Score. Battle Points for tie breaker.
• Best Team Tacticians: Highest Battle Points. Commander's Heads for tie breaker.
• Best Team Theme and Presentation: Highest combined Theme, Composition, and Appearance Score. Team Spirit for tie breaker.
• Best Team Sports: Highest Sportsmanship Score. Battle Points for tie breaker. If we have enough prize support
• Best Team Appearance: Highest Appearance Score. Theme for tie breaker. If we have enough prize support
Schedule
First game 9:30 to 12:00
Second game 12:30 to 2:30
Third game 3:00 to 5:30
Please read the Command Tokens
This is little twist on the event. (ron what i said before was wrong). There is alot to consider in placing them.
where it says 1000 points put in 1200 points. these are two player teams.
TERMINOLOGY
Team: The combined forces of all four Team Members. A Team is treated as a single entity comprised of four individual 1000-point forces. Teams may also be referred to as "Single Codex Teams" or "Mixed Codex Teams" (see below).
Coalition: The combined forces of two Team Members. A Coalition is treated as a single entity comprised of two individual 1250-point forces.
Team Member: An individual member of a Team and their 1250-point list.
BASIC RULES
• The Warhammer 40,000 5th Edition Rules will be used.
• The AdeptiCon INAT FAQ will be used
• All 40K Team Tournament army lists must follow the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules.
• Imperial Armor & Apocalypse units (but not army lists) may be used following the rules and restrictions as noted in the AdeptiCon 2009 Imperial Armor & Apocalypse Units rules.
• Rules, units and wargear from any source besides the codices listed in the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules are NOT allowed. This includes but is not limited to:
o Chapter Approved units, wargear and special characters.
o Forge World army lists and special characters.
o Flyers, Super Heavies, Super Heavy Flyers and Gargantuan Creatures
o Apocalypse Formations and Strategic Assets.
• Individual units that may have multiple rules versions will follow the rules presented in that army's codex. Yes, this means a Black Templar Land Raider will function differently than a standard Space Marine Land Raider. Please take the time to review the relevant GW/Adepticon FAQ's for clarifications.
• The models used in your army must follow the AdeptiCon's Model Policy and must be fully painted (3 colors + primer, minimum).
• Each 4-Player Team MUST bring a total of SIX (6) objective markers based on 40mm circular bases. These objective markers should be themed to match your team.
• The 'What You See Is What You Get' (WYSIWYG) rule is in effect. That means all units must be easily identifiable as the particular codex choice they represent and that any and all weapons/options taken for a unit must be clearly represented on the model(s).
• Each Team Member must bring all materials needed to play a game and report the results, including dice, measuring devices, templates, and a writing implement.
• Each 2-Player Coalition must have a Warhammer 40,000 rulebook and the codex (or codices) used for the coalition during each games.
• Each Team Member on a 4-Player Team must provide their opposing Team during each round a copy of their individual 1,000-point army list.
• In order to keep the event on schedule, all players must drop the dice and stop playing when time is called for a round. Because of this, please be aware of the time left in the round and do not start a game turn you cannot finish.
• If illegal units or rules violations are found in a Team Member's list, at a minimum, the models in violation will be removed from all subsequent play. Tournament points may be deducted and award eligibility may be forfeited. Please use the feedback form on this website to ask any questions you or your team may have regarding rules issues or legal units in advance!
TEAMS
Teams will consist of 2 Team Members.
Each Team Member will be responsible for bringing a 1,250-point army.
A Team Member's HQ and one Troops choice must come from the same "parent" codex.
Note: Inquisitorial allies can be used for other slots by following the "Using Witch Hunters as Allies" and "Using Daemonhunters as Allies" rules.
Each Team Member's 1,000 points must follow the 40K Team Tournament section of the AdeptiCon 2009 40K Army List rules, the AdeptiCon 2009 Imperial Armor & Apocalypse Units rules and fit the Team Tournament Force Organization chart which is as follows:
• 1 HQ
• 0-1 Elites
• 1-3 Troops
• 0-1 Fast
• 0-1 Heavy
Each Team Member on a Team is allowed to utilize one "floating" selection if they wish. This "floating" selection may be used for any category except HQ or Troops and MUST be from a different category than all of your other teammates. In other words, one Team Member may bring an additional Fast Attack choice in addition to the standard Team Tournament Force Organization restrictions (making it 0-2 possible), but no one else on that same team may choose Fast Attack as a "floating" selection.
The following units from various Codices may ignore any unit prerequisites in their codex, but they DO take up the following Force Org slots within the 40K Team Tournament:
• Dark Angel and Blood Angel Techmarines count as Elites (normal prerequisites still apply)
• Dark Angel Command Squads count as HQ
• Blood Angels Honour Guards count as HQ
• A Chaos Greater Daemon counts as HQ
• Chaos Lesser Daemons count as Troops
• Chaos Spawn count as Fast Attack
• Space Marine Honour Guard count as HQ
• Space Marine Command Squads count as HQ
• Space Marine Servitors count as Elites
• The Emperor's Champion counts as HQ (see Clarifications below)
This Team Tournament Force Organization supersedes all special rules (e.g. Space Wolves HQ calculations).
SPECIAL/UNIQUE/NAMED CHARACTERS
The inclusion of Special/Unique/Named Characters is dependent upon the composition of the Team, which is defined as follows:
• Single Codex Teams: If all four Team Members of a Team use the same codex to build their army lists then the Team is a "Single Codex Team".
o Any member of a Single Codex Team may take a single instance of a Special/Unique/Named Character as long as the character would be available to every Team Member of the Team and is normally allowed in games of 2,000 points or less. Note that this allows Single Codex Teams to field multiple, different Special/Unique/Named Characters.
o Exception: A Team that uses the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rule to fill any Force Org Selection is no longer considered a "Single Codex Team".
o Note: Witch Hunters or Daemonhunters may use Inducted Guard or Allied Space Marines without losing their Single Codex Team status.
• Mixed Codex Teams: If a Team uses more than one codex to the Team's army lists then the Team is a "Mixed Codex Team".
o One Team Member in a Mixed Codex Team may take a Special/Unique/Named Character that is available to that Team Member and is normally allowed in games of 2,000 points or less. Mixed Codex Teams may never field more than one Special/Unique/Named Character.
o If any Team Member's army list includes one or more units using the "Using Witch Hunters as Allies" or "Using Daemonhunters as Allies" rules, then the entire Team is considered a "Mixed Codex Team". .
• Special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex (e.g. Belial or Sammael) - see Clarifications below.
• Special/Unique/Named Characters can only join units from your Coalition Team Member's force if their codex includes said Special/Unique/Named Character in question.
• Special/Unique/Named Character abilities (including psychic powers) that affect your own force do not affect your Coalition Team Member unless their codex includes Special/Unique/Named Character in question.
• Special abilities (other than alterations to the FOC) that would affect an entire "army" may affect both Team Members of a 2-Player Coalition, but will not affect forces in another Coalition.
• Special/Unique/Named Characters that are upgrades to a squad (e.g., Boss Snikrot, Sergeant Telion, the Changeling) must adhere to the above restrictions.
CLARIFICATIONS
• Any unit designated as a "required" choice (i.e., a "1" or "1+" unit) by a codex becomes an "optional" choice for the Team Tournament (e.g., Emperor's Champion, Fire Warriors, etc.). Note: Each army must include a single HQ and Troops choice from the selected "parent" codex.
• For the purposes of Commander's Heads, Special/Unique/Named Character HQs must always be chosen as the Commander first. If you are fielding an HQ selection without a distinct commander model (e.g. a unit of Tyranid Warriors or a Dark Angel Command Squad) you must nominate one single model at the beginning of the game as your Commander. As such, during the course of game play, it may be entirely possible to have to destroy the entire HQ unit to claim the Commander's head.
• Tyranid Team Members may count Carnifexes that costs less than 115 as an Elites choice for the Team Tournament.
• The Blood Angels Death Company unit does not take up an Elites force org slot.
• If both Team Members of a 2-Player Coalition are using the Blood Angels codex, then all Death Company models will form a single unit.
• The Emperor's Champion in a Black Templars army counts as a possible HQ choice for a Black Templar force (i.e., a Commander, Chaplain or Emperor's Champion could be chosen by a Black Templars Team Member as their designated HQ choice for their army).
• If two Black Templar forces form a Coalition during a game and both field Emperor's Champions as their HQ choices, then the Coalition must choose ONE (and only one) vow that they have already purchased that will affect both of their Black Templar forces during that particular game.
• An'ggrath the Unbound and Zarakynel, Bringer of Torments and Scabeiathrax the Bloated are now classified as Gargantuan creatures and by default are not allowed.
• Non-special/Unique/Named units that alter an army's force organization selections WILL affect other Team Member's 1,000-point lists that use the same codex, for example a Space Marines Master of the Forge allows all members of the team (whose armies also come from the Space Marine codex) to take Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts as Heavy Support choices as well as Elites choices.
GAMES
There will be three rounds in the Team Tournament with each round consisting of 1 game per 2-player Team.
Important Notes: A Coalition fights as a single entity during the course of the game. This means that each Coalition will perform all of their movement, shooting, and assaults simultaneously. The following restrictions and guidelines govern a Coalition:
• Wargear and abilities that affect enemy forces are cumulative.
• Wargear and abilities (including Psychic powers and Special/Unique/Named Characters abilities) that affect your own force are not cumulative with your Coalition player unless he/she is able to normally purchase/use the Special/Unique/Named Character, wargear or ability in question (e.g. if an all-Eldar Coalition Team Member "Doomed" an enemy squad then both Team Members would get re-rolls with their Howling Banshees to wound against that unit).
• Wargear and abilities that affect your Coalition's forces do NOT stack. (e.g. two Inquistors with Emperor's Tarots do not potentially add +2 to the die roll to go first nor do two Space Wolf Venerable Dreads allow you to re-roll the first turn twice).
• Vehicles with the transport capability CANNOT be used to transport troops from another codex (e.g. a Black Templar Land Raider Crusader brought as a Heavy Choice for one Team Member cannot transport a squad of Khorne Berzerkers from another Team Member).
SCORING
Since this is a team event, points will be earned as a Team. The total number of points available , divided up as follows:
TEAM POINTS
Possible Points % of Total Points Points Category
240 points 50% Battle
32 points 7% Commander's Heads
32 points 7% Command Tokens
56 points 11% Sportsmanship (Opponent Judged)
24 points 5% Composition (Opponent Judged)
45 points 9% Theme
60 points 12% Appearance
Special 0% Team Spirit
489 points 100% TOTAL POINTS
Team Battle Points (240 points): During each game of the Team Tournament, up to 30 total battle points are up for grabs.
Commander's Heads (32 points): During the AdeptiCon 40K Team Tournament, your HQ choice (e.g. a single model commander if joined by a retinue) represents a vital portion of your army. As such, bonus points can be achieved by keeping your Commander alive while eliminating your opponent's Commanders. (Remember, each coalition will always start the game with 2 Commanders taking part in the battle). If during the course of a Team Tournament game one of your Commanders is killed by the enemy side, your opponent's will claim your Commander's "head". This rule also affects your opponents. Therefore, if you kill an enemy Commander during the course of the game, you will claim your opponent's Commander's "head". These results are recorded as part of the game results sheets that each coalition turns in at the conclusion of each game.
If your Commander is not on the table at the conclusion of a game (e.g. Saint Celestine), your Commander counts as being killed for Commander's Head purposes. In addition, if an Independent Character is part of a squad that has fallen off the table or is fleeing when the game ends, he/she will count as having lost their Commander's Head.
For the purposes of Commander's Heads, Special/Unique/Named Character HQs must always be chosen as the Commander first. If you are fielding an HQ selection without a distinct commander model (e.g. a unit of Tyranid Warriors or a Dark Angel Command Squad) you must nominate one single model at the beginning of the game as your Commander. As such, during the course of game play, it may be entirely possible to have to destroy the entire HQ unit to claim the Commander's head.
During the course of a single game, it is possible to lose a maximum of 2 Commander's Heads and gain a maximum of 2 Commander's Heads (1 for each player participating in the game) leaving a minimum of 0 and a maximum of 4 Commander's Head points to be scored during each game.
Command Tokens (32 points): Each Team Member gets one "command token" each game which he may apply to his own units only (see below). Note: This is different from the mulligan system used in 2008 where each Coalition got one mulligan per game.
A Team Member uses a command token by designating it at the beginning of the game but before the first turn is played. The token is placed in coherency on the table with any eligible unit listed within that Team Member's army list. The Team Member placing the token must CLEARLY state which unit is carrying the token and make sure that the opposing Coalition is aware of it. The token may not be placed with Swarms. Again, be absolutely sure that you know which of your units and your opponents' units are carrying command tokens (if any). Write it down on scratch paper if you need to. It is the responsibility of the Team Members to read each scenario carefully to ensure they're using their command tokens wisely.
Each mission will specify something special that the token-carrying units can do. For example:
• "A non-vehicle unit carrying a command token counts as scoring even if it is not a Troops unit"
• "A unit carrying a command token is worth zero kill points"
• "A unit carrying a command token may roll two dice and pick the highest when rolling for run distance"
Command Token Scoring If a Team Member uses a token and the unit carrying it is destroyed then the opposing Team gets one Command Token point.
If a Team Member chooses NOT to use the token then his own Team gets one Command Token point.
If a Team Member uses a token and the unit carrying it is alive at the end of the game then his own Team gets one point. Therefore a Team Member can "protect" the point by not using the token at all. Alternatively he can risk the point to make the unit more useful toward completing the scenario objectives.
So if in every tournament round all 4 Team Members on a Team decided not to use their tokens the Team would have scored 16 points (4 Team Members x 4 rounds.) If all of that same Team's opposing players used a token and the carrying units were all destroyed then an additional 16 points could be earned for a total of 32.
Sportsmanship and Composition (80 combined points): After each game, each Coalition will be responsible for rating their opponents' sportsmanship and army composition from the chart below:
Sportsmanship Army Composition
Score Description Score Description
1 Our opponents were prompt to report for the start of the round. 3 Our opponents' armies were a representation of a competitive tournament force.
1 Our opponents came prepared to play and brought all required items to play (dice, templates, rulers, rulebooks, codices, pens, calculators, etc.) 0 Our opponents' armies were abusive and totally over the top. We needed a full bottle of Listerine after the game to rinse the bad taste out of our mouths…
1 Our opponents appeared to measure movement and assault distances accurately
1 Our opponents put forward a good faith effort to play at a timely pace and complete the game in the allotted time.
1 Rules issues that may have arisen during the game were handled amicably by our opponents.
1 We had fun playing our opponents.
1 We would voluntarily play this team again.
Team Theme (45 points): During the Team Tournament, a Theme Judge will rate each Team's theme based on observing the Team's combined armies and speaking with a designated representative for that Team about their Theme efforts based on the following checklist:
Individual Army Contributions (7 possible points per Team Member)
Army is visually tied to the overall theme of the Team. 1 point
Army details (basing, banners, unit markings, etc.) reinforce the overall theme of the Team. 2 points
Army unit selections have been made with overall theme of Team in mind. 1 point
Army would logically ally with all other Team Member's forces in the 40K universe, OR works within the scope of the theme being presented. 3 points
Overall Clarity/Judge's Discretion (check all that apply)
Team Theme is immediately understandable when viewing all four individual forces together. 5 points
Judge's discretionary points. This is a representation of one of the top 5% of Themes present at the tournament. 1-2 points
Depth of Theme (choose one)
No depth. Team has four different armies with no discernable Theme. 0 points
Minor depth. Allied armies make sense in the 40K universe, but no additional effort has been made to link the forces beyond the standard alliances. 1-2 points
Major depth. Army theme is fluid and easily recognized/explained. Examples might include allied forces at the Battle for Armageddon, Ultramarines Scout Company, etc. 3-4 points
Extreme depth. Army is specifically and undeniably thematic. All four armies have been modeled in accordance with the intended theme. Examples might include a pre-Heresy force in dropods that have dropped behind Loyalist line to cut off their retreat. 5 points
Display Base (choose one)
No display base presented. 0 points
The Army is presented on individual or unifying display bases that reinforce the overall theme of the Team. 3 points
The Army is presented on a highly artistic and involved unifying display base that reinforces the overall theme of the Team. 5 points
Team Appearance (max 60 points per Team, max 15 points per Team Member): Each Team Member of a Team will have his or her army judged by a painting judge during the course of the Team Tournament. The individual Team Member's appearance scores will be added together to get the final Team Appearance Score. A Team Member's individual appearance score will be calculated using the checklist below (note there are more than 15 possible points available):
Painting (check all that apply)
Army is fully painted, but only to the three-color standard of basecoating. 1 point
Army is beyond fully painted, additional steps beyond the three-color standard. 1 point
Painting is Uniform: Not a mix of schemes, styles, and looks. 1 point
Basic Details: Details are painted such as eyes, buckles, and jewelry. 1 point
Hand-Painted Details: Details (that are well executed) have been added such as unit markings, banner artwork, blood marks, dirt on cloaks, etc. 2 points
Basic Highlighting: Lines are neat, drybrushing is appropriate; inking is controlled and not sloppy. 1 point
Masterful Highlighting/Blending: Highlights have been masterfully blended, shaded, or layered. 2 points
Overall Appearance: Overall appearance is amazing! Everything works great together to create an awesome scene. 2 points
Basing (choose one)
Based/Detailed: Models are cleanly based and have basing materials (flock/sand/tiles) or details painted on them. 1 point
Extra Basing: The bases have multiple basing materials (rocks/grass), extra details painted on them (cracks in tiles), or if extra basing is inappropriate, basing is done very well (eg. rolling desert dunes). 2 points
Conversions (choose one)
Minimal: The army has some elementary conversions (head and weapon swaps, arm rotations) or a couple interesting swaps. 1 point
Minor: Units have multi-kit conversions including head and weapon swaps. This is for more than a few models such as a unit. 2 points
Major: The army has some difficult conversions that use things such as putty, plastic card, drilling, sawing, minor sculpts, etc. This could also apply to the entire army having very well done multi-kit conversions. 4 points
Team Spirit Team Spirit is a measure of everything outside the scope of the tournament, including such things as costumes, team shirts, banners, and all the other fun stuff we have seen in the past. Team Spirit points do NOT count towards a Team's overall points total - although Team Spirit will be used to break ties in regards to Best Team Theme and Presentation and will have an award category all onto itself. During the Team Tournament, a Theme Judge will rate each Team's Spirit based on the following checklist:
Team Spirit (check all that apply)
Team has at unifying appearance elements (t-shirts, pants, costumes, etc). 1 point per element. 1-6 points
Team appearance elements are related to Army Theme. 4 points
Team banner or equivalent. 4 points
Team handout, booklet, or some other form of handout. 1 point per element. 1-4 points
Additional Team Spirit elements (non-appearance elements not covered above - team song, team movie, team shot glasses….you get the idea). 1 point per element. 1-4 points
Over and Above! Judge's discretion. 1-4 points
AWARDS
• AdeptiCon National Team Tournament Champions: Highest Overall Score. Battle Points for tie breaker.
• Best Team Tacticians: Highest Battle Points. Commander's Heads for tie breaker.
• Best Team Theme and Presentation: Highest combined Theme, Composition, and Appearance Score. Team Spirit for tie breaker.
• Best Team Sports: Highest Sportsmanship Score. Battle Points for tie breaker. If we have enough prize support
• Best Team Appearance: Highest Appearance Score. Theme for tie breaker. If we have enough prize support
Schedule
First game 9:30 to 12:00
Second game 12:30 to 2:30
Third game 3:00 to 5:30