Note for Attendees -
Our final mission and rules packets for all events will be professionally laid out and published in hard copy for you within full color Guidebooks at the NOVA Open 2016. Leading up to the event, the Primers are presented in the following format in order to enable event leads to keep registered and prospective attendees up to speed with changes and updates as efficiently as possible.
Please e-mail novaopen@gmail.com with any questions!
Version - 1.15 (3/28/2016)
Version - 1.1 (1/31/2016)
Version - 1.01 (1/3/2016)
Version - 1.0 (1/1/2016)
2016 40K Trios Team Tournament Primer
The Warhammer 40,000 Trios Team Tournament at the NOVA Open is a twist on always-popular team play for 40k. Players register and compete in teams of three. Over the course of three rounds each player battles once on their own using a full size army list, and twice using a smaller list partnered with each of their teammates. This gives players a chance to field all their usual toys, and requires them to be able to fight on their own, but also ensures two great games battling alongside two friends, an excellent way to play 40k!
NOVA 40k Trios is intended to be a fun, casual event. Everybody should play to win, but most of all play to have a great time. Overall scoring for the event includes significant points for sportsmanship, hobby skills, and the narrative for your team. Army composition is more open-ended and standard than in many doubles events, but the missions and other rules are designed to apply some balance while still allowing your favorite toys. For example, superheavy and gargantuan creatures are permitted, but risk giving away points and other advantages to your opponent(s). The missions also include several strategic goals from which players choose, allowing you to fight toward the strengths of your army and play style.
Updates to the NOVA 40k Trios for 2016 from previous years include:
The 2016 NOVA 40k Trios event is a 1-day tournament of 3 rounds, from 10am to 8pm on Thursday, September 1st. Players may easily participate in it along with all of the other great NOVA events over the following days, including the signature NOVA Open Warhammer 40,000 GT and Narrative tracks. Information on the other events available and the overall schedule may be found on the NOVA website. The detailed schedule for the Trios is as follows:
10:00 | Briefing---gather, introductions, rules, pairings |
10:30 | Round 1 |
13:00 | Lunch---armies on display for judging |
14:00 | Briefing---gather, standings, pairings |
14:15 | Round 2 |
16:45 | Break |
16:55 | Briefing---standings, pairings |
17:00 | Round 3 |
19:30 | Games end |
19:45 | Awards (15 minutes) |
Please note that time limits for each round will be strictly kept, in order to ensure everyone can transition on time to the 40k Narrative kickoff following the Trios!
Each player must bring typed, printed copies of their army lists for the tournament staff and your opponents. You will need 2 copies of your standalone list, and 3 of your doubles list.
You must have an official, legal, complete physical or digital copy on hand for all army, unit, and other sources you are using. You should bring printed copies of relevant pages of any electronic sources. Don't forget errata and FAQs for your sources, available from Games Workshop's Rules Errata webpage.
You must bring any dice, templates, and markers you need to facilitate playing your army.
All prizes and awards packages are provided through the generosity of the partners, sponsors, and vendors of the NOVA Open. Please share in our appreciation for their support of the community by patronizing their vendor spaces, online stores, and/or store fronts.
Awards will be given out immediately after the conclusion of the Trios tournament (see the schedule above).
The 2016 NOVA 40k Trios will award team prizes for the following titles:
No team will be awarded more than one prize. In the event a team would win more than one, their other prizes in descending order along the list above would be awarded to the next best team. E.g., if a team wins both Renaissance Trio and Artists Trio, they would be awarded the Renaissance Trio prize and the team with the next highest Painting & Appearance score would be awarded the Artists Trio prize.
An additional individual recognition will also be given:
A player may receive the prize for being the Warmaster even if their team also won an award.
In each of the three rounds, Trios teams will be paired off against an opposing team. The teams play two games simultaneously: One team member fights a standalone battle against a player from the opposing team, while the remaining two teammates join up for a doubles match against the other two opposing players. Each player must play a standalone battle, but teams may choose which player does so in each round. Teams make and declare this decision simultaneously with their opponents after informing each other of the factions each player is fielding, but before formally exchanging army lists.Both the standalone and doubles games use the same mission in each round.
Overall scoring is the sum of four components, for a total of 200 points:
120 pts | Victory Points earned in matches |
30 pts | Sportsmanship Points from opponents |
26 pts | Theme Points from judge(s) for your team's narrative |
24 pts | Painting & Appearance Points from judges |
Each Trios mission has 20 victory points available. Teams sum the victory points earned in both their standalone and doubles games each round, for 40 victory points available per round, 120 total throughout the Trios tournament.
At the conclusion of each round, teams score their opponent team on sportsmanship. By default teams score 10 sportsmanship points per round, but are docked points for misbehavior by the following rubric:
My opponents were (check any that apply):
|
If any player on a Trios team exhibits one of these issues, then the entire team is docked.
Note that it is perfectly acceptable for teams to score maximum sportsmanship points. We hope that everyone does! Sportsmanship scores should be seen as free points, with poor sportsmanship penalized, rather than an award for for minimally acceptable behavior.
A team may earn up to 26 theme points for having and presenting a cohesive narrative for their combined armies. These will be judged along with the painting & appearance evaluation during the lunch break; please have your armies on display if you wish to be scored! Theme points will be awarded over six components by the following metrics, encompassing the entirety of the players' armies (i.e., the 3 standalone army lists).
NOVA Open painting judges will evaluate the technical craftsmanship present in each army to produce a painting and appearance score for the 40k Trios Team Tournament. This judging will be conducted during the lunch break, please have your armies on display if you wish to be scored. Note that this evaluation is across your entire trios team, so make sure your partners get all their painting done, and don’t forget the bases!
The standardized NOVA Open painting and appearance judging process and rubrics are available from the NOVA Open website. In short, the judges rank armies into four tiers, from Tier 4, Ineligible (not painted), to Tier 1, Work of Art (masterfully painted). Most armies wind up in Tier 2, Tournament Standard, and some in Tier 3, Tabletop Mnimum (essentially the classic “3-color minimum”). The few armies that make it into Tier 1 are evaluated by the judges in more detail and given an additional NOVA Open painting score ranging from -12 to 12.
Those tiers and general painting score will be mapped to 40k Trios scoring as in the following table, for a total possible painting and appearance score of 24 points. Again, keep in mind this is across your entire team’s armies.
Tier | Description | 40k Trios Appearance Score |
Tier 1 | Work of Art | 18 + (judges’ score / 2), rounding up |
Tier 2 | Tournament Standard | 12 |
Tier 3 | Tabletop Minimum | 4 |
Tier 4 | Ineligible | 0 |
Match pairs for the initial round are randomly determined. The second and third round pairs are determined by Dutch Swiss pairing: All teams are grouped by win/draw/loss tallies, and then ranked within each group by total victory points. Starting from the top group, in groups with an odd number of teams, the lowest ranked team is shifted into the next best group. Within each group, the highest ranked team is paired to the lowest ranked team, then the 2nd highest team to the 2nd lowest team, and so on.
Each player must prepare two army lists:
The doubles list need not be a subset of the standalone list, but cannot use any factions not in the standalone list.
No models with more than 9 Hull Points or Wounds are permitted, but superheavy and gargantuan creatures are otherwise allowed.
No other requirements or constraints are placed on detachments, formations, or force organization beyond being battle forged. An optional Quick Reaction Force detachment is made available for this event, described below.
Forgeworld units and armies eligible for standard Warhammer 40,000, i.e., not Apocalypse, are permitted. Units and armies from Forgeworld's Horus Heresy Age of Darkness books are also permitted.
All up-to-date, official Warhammer 40,000 army sources are permitted that are available in current publication. This does include White Dwarf entries, which are available via back issues, and current campaign books. It does not include limited edition dataslates and formations, e.g., those included in mega-bundles. Contact the tournament organizer(s) beforehand about any questions. Remember that you must have all sources on hand.
For any codex or supplement re-released within two weeks preceding the event, players may choose whether to use the old or new edition. They may not use both editions of a single source within the event, e.g., allying old with new.
Models need not be painted, but painting scores will be applied to overall standings to reward finished armies.
Models must be WYSIWYG, but identifiable and thoughtful conversions and proxies are welcome. Indistinguishable or confusing proxies are not permitted. Contact the tournament organizer(s) beforehand with any questions.
Players may optionally employ a Quick Reaction Force detachment in either of their lists, defined as follows.
An army may only contain a single Quick Reaction Force detachment.
All units in the detachment must have the same faction, or have no faction.
The detachment is comprised of units from the following battlefield roles.
HQ | Troops | Elites | Fast Attack | Heavy Support | Lords of War |
1--2 | 2--6 | 1--4 | * | * | 0--1 |
A Quick Reaction Force detachment must include one Fast Attack and one Heavy Support choice. It may include up to three selections in one of those roles, but must contain one and only one selection in the other role. I.e., the detachment must adhere to one of the following options, excluding dedicated transports as usual:
The following advantages are granted for utilizing this detachment:
This section defines how the doubles games will work, and a few other gameplay rules.
The following rules in this section apply to all of the NOVA 40k Team Trios Tournament games.
The Invisibility psychic power is amended to be:
Invisibility is a blessing that targets a single friendly unit within 24". While the power is in effect, enemy units shooting at the target unit do so at BS 1, and in close combat will only hit models of the target unit on To Hit rolls of 5+. |
For any failed 2+ save that may be rerolled, the reroll only succeeds on a 4+.
The following rules in this section apply in the doubles games.
Both players in a team select and field their own separate army lists. Regardless of factions, teammates consider their partner's units and models to be allies of convenience to their own army. In addition, both players on a team nominate a warlord for themselves as usual, thus each pair will have two warlords in play.
Results rolled by a player on the Warp Storm table (Codex: Chaos Daemons) do not affect their teammate's army and models unless specifically dictated by the table, i.e., other Chaos Daemons or marked Chaos Space Marines.
In the psychic phase, a single D6 is rolled by the current team to determine the base warp charge from which each of the four players generate their own individual pools, applying the usual rules to their own models. Players all use their own warp charge pool; teammates cannot combine or share warp charge. Either opposing player with models on the table may attempt to deny the witch, caveat that if a specific unit of enemy models is targeted, their player alone may attempt to block the spell.
Units may not shoot at close combats even if none of their player's units are engaged.
Teams are not eliminated unless there are no models of either member on the table.
For all other gameplay purposes the combined forces of a team are considered a single army comprised of multiple detachments, and the team considered a single player for all rules except when specifically distinguished by the missions here. How units belonging to different players in a team may interact are thus governed by the rules for allies of convenience, on page 126 of the main Warhammer 40,000 rulebook.
Independent of team scoring by victory points, each player will receive a card with a table of Warlord Achievements. At the end of each game, check off a box on the table for each condition that you met. The individual player who secures the greatest number of warlord achievements across all games will be declared Warmaster of the NOVA 40k Trios.
The Warlord Achievements are as follows.
Your warlord survived the game. |
All enemy warlords were removed as casualties, by any means. |
Your warlord challenged an enemy warlord at least once. |
Your warlord or an attached unit eliminated an enemy warlord. |
Your warlord eliminated an opponent in at least one challenge. |
Your warlord or an attached unit won at least one close combat. |
Your warlord or an attached unit eliminated at least one enemy unit through shooting. |
Your warlord or an attached unit scored an objective marker at least once this game. |
Your warlord is wholly within the enemy deployment zone. |
Your warlord is at least partially within 6'' of the table center point. |
Match results are determined by scoring primary, secondary, and tertiary objectives as given for each mission. The winner is the team with more victory points at game end. The teams draw if they have earned equal victory points. No more than 20 victory points may be earned per game (thus each round a team may earn 40 victory points between its standalone and doubles games). At most 9 victory points may be earned from primary objectives, 6 victory points from secondary objectives, and 5 victory points from tertiary objectives each game.
The following rules are to be applied to each mission in each round.
At the start of each match, do the following:
The start of each game then proceeds as follows unless the mission notes otherwise:
Standard objective placement constraints apply unless noted otherwise by a specific mission.
The following special rules are applied to each mission unless noted otherwise.
The following tertiary objectives apply in each mission. At most 5 total victory points may be earned by a player across all of the tertiary objectives.
If all the forces of one side are eliminated from a game, the remaining player(s) only score as many points as they can by quickly playing out the rest of the game. For example, a player could not claim 3 objectives if they only have a single unit remaining.
Deployment zones are Dawn of War, as on page 131 of the Warhammer 40,000 rulebook (12" long edges).
After selecting deployment zones, roll off on D6. In that order, both players alternate placing one primary objective marker each in their opponent's deployment zone, and then one in the neutral ground outside both zones, for a total of 4 markers on the table.
The following mission specific rules apply, in addition to those applied to all missions in this packet.
This mission is scored by objectives achieved, as follows.
Before any Scout redeployments, both players secretly choose one of the following primary scoring mechanisms for themselves:
This selection is declared along with the choice of secondary objective, below. Remember that no more than 9 victory points may be earned toward primary objectives.
After deployment, both players simultaneously choose and then reveal a single secondary objective for themselves from the list below. Any necessary selections are chosen and then revealed with the objective unless noted otherwise. No more than 6 victory points may be earned via any secondary.
As given in the overall Common Mission Rules section of this packet.
Deployment zones are Dawn of War, as on page 131 of the Warhammer 40,000 rulebook (12" long edges).
Place six secondary objective markers: One in each table corner 12" from both edges, and two more along the table centerline each 24" from the long edges and 27" from a short edge.
The following mission specific rules apply, in addition to those applied to all missions in this packet.
This mission is scored by objectives achieved, as follows.
At game end, each unit that has been eliminated, is falling back, is in reserve, or has at most 25% of its starting models remaining is broken. Earn 2 victory points per quartile if at least 25%, 50%, and 75% of the opposing army by units is broken. Earn 1 victory point per quartile if at least 25%, 50%, and 75% of your army is not broken. An additional victory point is earned by the player who has had a smaller percentage of the units in their army broken. If one player has been completely eliminated, the opposing player gains an additional victory point. No more than 9 victory points may be earned via this primary objective.
After deployment, both players simultaneously choose and then reveal a single secondary objective for themselves from the list below. Any necessary selections are chosen and then revealed with the objective unless noted otherwise. No more than 6 victory points may be earned via any secondary.
As given in the overall Common Mission Rules section of this packet.
Deployment zones are Vanguard Strike, as defined on page 131 of the main Warhammer 40,000 rulebook. Vanguard Strike may be approximated by deploying within a 33.5" x 50" table corner triangle. The player that wins the zone roll off may pick any of the four corners, and the other player takes that diagonally opposite.
After determining deployment zones, place two primary objective markers each 18" from a short table edge and 24" from the long edges. Players then roll off on D6 and in that order alternate placing a total of four more objective markers. Each player must place their first marker in their opponent's deployment zone and their second in their own deployment zone. Label all of the markers 1 through 6 in any fashion.
The following mission specific rules apply, in addition to those applied to all missions in this packet.
This mission is scored by objectives achieved, as follows.
At game end, compare mission points earned through tactical objectives achieved and award victory points to the higher and lower scorer as follows:
Difference | 0 | 1--2 | 3--4 | 5--6 | 7 | 8+ |
Victory Points | 4/4 | 5/4 | 6/3 | 7/2 | 8/1 | 9/0 |
After deployment, both players simultaneously choose and then reveal a single secondary objective for themselves from the list below. Any necessary selections are chosen and then revealed with the objective unless noted otherwise. No more than 6 victory points may be earned via any secondary.
As given in the overall Common Mission Rules section of this packet.