Last Update: 02.18.08
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AdeptiCon reserves the right to modify, update, clarify, or change event rules in the interest of making AdeptiCon the best event possible. No fundamental rules changes will be made after 3/1/2008.

BASIC RULES

  • The Warhammer 40k 4th Edition Rules will be used.
  • The following is a list of legal army choices for use in the 40k Team Tournament:
    • Codex: Chaos Marines
    • Codex: Daemonhunters
    • Codex: Dark Eldar
    • Codex: Eldar
    • Codex: Imperial Guard (including Abhuman Doctrines, Solar Macharius, and Nork Deddog)
    • Kroot Mercs
    • Codex: Necrons
    • Codex: Orks
    • Codex: Space Marines (including Black Templars, Blood Angels, Dark Angels, Space Wolves, Relictors from US White Dwarf 287)
    • Codex: Tau Empire
    • Codex: Tyranids (including Old One Eye, Red Terror, and Death Leaper)
    • Codex: Witchhunters (including Zealots)
    • 13th Company
    • Deathwatch Kill Teams can be used, as appropriate.
  • ForgeWorld Imperial Armor units (but not army lists) may be used with the following exceptions: Flyers, Super Heavies, Super Heavy Fliers, and Gargantuan Creatures are NOT allowed. The actual ForgeWorld models must be used along with the latest Imperial Armor rules (including Imperial Armour Apocalypse and it's associated ForgeWorld FAQ) with one exception: Space Marine Drop Pods will use the standard GW Codex rules. Failure to use the most current rules will result in losses for all games played using incorrect rules. It is your responsibility as a player using ForgeWorld to know what the most recent rules are. Additionally, you must bring a copy of the latest rules for each of your opponents to review.
  • The following are NOT allowed in the 40k Team Tournament:
    • Rules and Army Lists marked as "Trial" or "Optional"
    • Warhammer 40,000 Apocalypse rules
    • Lost and the Damned Armies
    • Feral Orks
    • Armored Companies
    • Relictors Wargear found in US White Dwarf #280
    • Apocalypse Formations
    • Apocalypse Strategic Assets
  • The models used in your army must follow the AdeptiCon 2007 Model Policy and must be fully painted (3 colors + primer, minimum). .
  • Each Team MUST bring a total of 4 objective markers based on 40mm circular bases. These objective markers should be themed with your coalition forces.
  • What You See Is What You Get (WYSIWYG). If you wish to use an item, it must be represented on the figure.
  • You must bring all materials needed to play including dice, measuring devices, templates, models, calculators, and any rules that you will be using.
  • If the Codex is available for your army you must use it and have it with you during all games.
  • Each Player on a Team must provide their opposing team during each round a copy of their individual 1000 point army list.
  • In order to keep the team tournament running on schedule, when time is called for a round, all player's must drop the dice and stop playing - no exceptions. Because of this, please be aware of the time left in the round and do not start a turn you cannot finish.
  • If illegal units or Team Tournament rules violations are found in a player'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!
  • AdeptiCon Tournament Judges' and Officers' rulings are final and arguments or poor conduct by players will not be tolerated. AdeptiCon reserves the right to remove players from the tournament or AdeptiCon itself with no refunds allowed.

CLARIFICATIONS

  • The Blood Angels Death company unit does not take up an Elites force org slot.
  • Named Characters that are upgrades to a squad (i.e. Boss Snikrot) follow the Team Tournament's restrictions mentioned below.
  • Any HQ choice designated as a required choice by a Codex becomes an optional HQ choice in the Team Tournament

    Note: Each player must still bring a single HQ choice.

  • If EVERY player in a 4-person team has access to the same Special or Named Character via their Codex rules, then the team may take a single instance of this Special or Named Character as long as the Special or Named Character is normally allowed in games of 2,000 points or less. This is the only case where Special or Named Characters are allowed. If a Special or Named Character provides alterations to the army's Force Org Selection (i.e. Belial or the Master of the Ravenwing), the Force Org alterations WILL affect other team member's 1000 point lists.
  • All Team Tournament Missions are considered "Standard" for Space Marine Drop Pod special rules.
  • The "Faithful Unto Death" Minor Drawback as listed in Codex: Space Marines is not a valid option for the Team Tournament.
  • For the purposes of Commander's Heads, army HQ's which do not have a distinct commander model (i.e. a unit of Tyranid Warriors or a Dark Angel Command Squad) must nominate one single model of this HQ unit at the beginning of the game as their Commander. As such, during the course of gameplay, it may be entirely possible to have to destroy the entire HQ unit to claim the Commander's head.
  • Tyranid players may count Carnifexes that costs less than 115 as an Elites choice for the Team Tournament.
  • The Emperor's Champion in a Black Templars army counts as a possible HQ choice for a Black Templar force. (i.e. either a Commander, Chaplain, or Emperor's Champion could be chosen by a Black Templars player as their designated HQ choice for their army)
  • If two Black Templar armies team up as a coalition during a game and both field Emperor's Champions as their HQ choices, then the players must choose ONE (and only one) vow that they have already purchased that will affect both of their Black Templar armies during that particular game.
  • An'ggrath the Unbound and Zarakynel, Bringer of Torments are now classified as Gargantuan creatures and by default are not allowed.

TEAMS

Teams will consist of 4 players. Each player will be responsible for bringing a 1000 point army.

Note: A player's HQ and first Troop choice must come from the same Codex or Army List. Allies can be used for other slots as long as all standard ally rules and prerequisites are met.

Each player's 1000 points must 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 player 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 player 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 DO take up the following Force Org slots within the 40k Team Tournament:

  • Dark Angel and Blood Angel Techmarines count as Elites (normal prerequisites 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

This Team Tournament Force Organization supersedes all special rules (i.e. Space Wolves HQ calculations).

GAMES

There will be 4 rounds in the Team Tournament with each round consisting of 2 games per team. During each game, a player will be teamed up with one other player from his or her team. This two-player gaming pair will be known as a "coalition". During the course of the tournament, each game will require you to work with a potentially different teammate, and the teammate you are being paired with will be specified by the scenario.

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 as a team. Wargear and abilities that affect enemy armies are cumulative (i.e. a Kult of Speed Fighta Bomma raid would effect both enemy coalition players as would Black Templar vows). Wargear and abilities (including Psychic powers) that affect your own army are not cumulative with your coalition player unless he/she is able to normally purchase/use the wargear or ability in question (i.e. an Eldar player who "Doomed" an enemy squad would get re-rolls with their Howling Banshees to wound, but their teammate's Hormagaunts would not because Tyranids do not have access to the Doom psychic power in their Codex.) Wargear and abilities that affect your coalition's armies do NOT stack. (i.e. two Inquistor's 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.) Also, vehicles purchased independent of a squad that have a transport capability CANNOT be used to transport troops from another teammate's forces (i.e. a Black Templars Land Raider Crusader brought as a Heavy Choice for one player cannot transport a squad of Khorne Berzerkers from another player).

SCORING

Since this is a team event, points will be earned as a team. The total number of points available to be scored is 477 points, divided up as follows:

TEAM POINTS

Possible Points % of Total Points Points Category
240 points

47%

Battle
32 points

6%

Commander's Heads
32 points

6%

Mulligans
56 points

11%

Sportsmanship
55 points

11%

Theme
24 points

5%

Composition
60 points

12%

Appearance
10 points

2%

Rules and Universal Knowledge
509 points

100%

TOTAL POINTS

Team Battle Points: During each game of the Team Tournament, up to 30 total battle points are up for grabs.

Team Appearance: Each player of each team will have his or her army graded by a painting judge during the course of the team tournament. The individual player's appearance scores will be added together to get the final Team Appearance Score. A player's individual appearance score will be calculated using the chart below as a guideline:

Score Description

15

Top Army. This is a representation of one of the top 5% of armies present at the tournament. It is a finely painted and converted force which any gamer would be proud to display as their own. Subtle shading, highlighting, blending, and conversion work abound throughout the entire army.

10

A very well-painted army that looks nice as a whole. Characters stand out. Conversions are spread out throughout the army. Good shading, highlighting, or blending techniques were used. This army could potentially win an RTT Best Painted Award.

7

An average army by RTT standards. All units appear cohesive and uniform basing exists throughout the entire army. A good amount of effort was put into finishing this army.

4

This army meets the minimum standard for a painted army, but there is plenty of room for improvement in the painting techniques and/or conversions.

0

This army was not completely painted.

Sportsmanship and Composition: 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.

Judged Theme: 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. 20 Theme points will be given to a team if it would make sense for all four armies that make up the team to pair up as allies in the 40k Universe. For Teams that try and stretch the allies criteria, Judges will be watching for signs of abusive army list optimization or poor team planning.

In addition, up to 35 Bonus Points are available for Team`s that display extraordinary creative team efforts and spirit. The 35 Bonus Theme Points will be awarded based on two subjective categories for each item a Theme Judge warrants Bonus Theme points be awared: Estimated Time Investment and WOW factor. Each Bonus Theme item is worth between 1 and 7 points and are weighted as follows:

Estimated Time Investment

"Wow" Factor

Score

Description

Score

Description

1

< 2 hours

0

So-So / Average

2

Between 2 and 8 hours

1

Quite Interesting and Cool

4

Over 8 hours

3

Whoa! That's Amazing!

A maximum of 35 points can be rewarded in this fashion. Typical examples of past team's earning points for theme include (but is not limited to): banner poles, interlocking themed display bases, coordinated clothing, and snazzy army background materials.

Note: This year, paint and theme judges will be available to judge your entire Team's Appearance and Theme on Friday evening at AdeptiCon. This will allow for teams taking advantage of this pre-judging the benefit of a calmer and more relaxed start to the Team Tournament the following morning.

Commander's Heads: During the AdeptiCon 40k Team Tournament, your HQ choice (i.e. 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 (i.e. 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, army HQ's which do not have a distinct commander model (i.e. a unit of Tyranid Warriors or a Dark Angel Command Squad) must nominate one single model at the beginning of the game as their 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.

Mulligans: During each game of the Team Tournament, each coalition will have the option to use a "mulligan". A mulligan will allow YOUR coalition to make a single re-roll during your game (you may not force an opponent to re-roll any of their dice). This can be used for any roll you are required to make (i.e. armor save, to-wound, first turn, leadership, difficult terrain, table side, etc) and as such, the re-roll may require 2d6 or 3d6 to be rolled. Please note, though, the standard rule of 40k applies - you may not re-roll a re-roll (so no Venerable Dreads getting two re-rolls to go first!) It is up to you and your teammate to decide when (or even if) to use your mulligan.

For scoring purposes, if your coalition does not use their mulligan during a game, you will get 2 bonus points added to your tournament score. If your coalition uses a mulligan during a game, you will give 2 bonus points to your opponents. As such, you can score anywhere between 0 (if you used a mulligan in each of your games and no team used theirs against you) and 32 (if your team did not use any of your mulligans and your opponents used one in each of their games against you) bonus points.

SCHEDULE

FRIDAY

6:00 pm - 10:00 pm Paint and Theme Pre-Judging (Optional)

SATURDAY

7:00 am - 8:00 am Registration and Table Assignments
7:00 am - 9:30 am Paint and Theme Judging
9:00 am Team Tournament Quiz
9:30 am - 12:00 pm Game #1
12:00 pm - 1:00 pm Lunch / Paint and Theme Judging
1:00 pm - 3:30 pm Game #2
3:30 pm - 4:00 pm Break
4:00 pm - 6:30 pm Game #3
6:30 pm - 7:00 pm Break
7:00 pm - 9:30 pm Game #4
10:30 pm - 11:30 pm Awards Ceremony


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. Battle Points for tie breaker.
  • Best Team Sports: Highest Sportsmanship Score. Battle Points for tie breaker.
  • Best Team Appearance: Highest Appearance Score. Theme for tie breaker.
  • Best Imperial Team: Highest combined Appearance and Theme for an all-Imperial team.
  • Best Xenos Team: Highest combined Appearance and Theme for an all-Xenos team.
  • Best Heretical Team: Highest combined Appearance and Theme for an all-Chaos team.
  • Best Hybrid Team: Highest combined Appearance and Theme for a mixed team.
  • Da Headhunters: Most Commander's Heads. Battle Points for tie breaker.