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Last Update: 02.18.08
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. |
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BASIC RULES |
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CLARIFICATIONS |
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TEAMS |
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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:
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:
This Team Tournament Force Organization supersedes all special rules (i.e. Space Wolves HQ calculations).
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GAMES |
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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).
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SCORING |
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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 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:
Sportsmanship and Composition: After each game, each coalition will be responsible for rating their opponents' sportsmanship and army composition from the chart below:
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:
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.
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SCHEDULE |
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AWARDS |
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