Combat Patrol is a special variant of Warhammer 40,000 in which players command a small patrol of perhaps two squads and a light vehicle. The games are designed to take around forty minutes (or less) to play and are meant to be fast and fun. This is not a “light” set of rules but rather a fresh way to use the armies you already have.
RULES OF ENGAGEMENT
ARMY LIMITATONS
Each player will need a patrol that conforms to the rules below:
• Armies are no more than 400 points.
• You must have one Troops choice.
• You may have one HQ choice, but no more than one.
• You may spend remaining points from anywhere in the Codex.
• No models can have more than two wounds.
• No special characters.
• No 2+ saves.
• No vehicles with a total armour value greater than 33. This is calculated by adding the Front, Side and Rear armour values.
• No ordnance weapons.
• No Forge World units.
• No Warlord Traits.
• No flyers.
• No allies.
• No fortifications.
• Games use the Combat Patrol mission (see below).
• The Combat Patrol mission should ideally be played on a 4’ x 4’ area.
BEWARE ODDITIES
When you play Combat Patrol it’s important to remember that these games approach Warhammer 40,000 in a way that it was not originally intended to be approached.
COMBAT PATROL MISSION
THE ARMIES
Choose armies as described previously, adhering to the limitations given.
THE BATTLEFIELD
Determine your deployment map (Warhammer 40,000 rulebook page 11 cool and then set-up terrain.
DEPLOYMENT
No rolling for Warlord Traits (This is a mere patrol after all, not a battle of epic proportions!), deploy as described in the 40k rulebook.
FIRST TURN
The player who deployed his army first goes first unless his opponent can seize the initiative.
GAME LENGTH
Six turns.
VICTORY CONDITIONS
Victory points.
Secondary Objectives
First Blood.
MISSION SPECIAL RULES
Night Fighting, Reserves.
RULES OF ENGAGEMENT
ARMY LIMITATONS
Each player will need a patrol that conforms to the rules below:
• Armies are no more than 400 points.
• You must have one Troops choice.
• You may have one HQ choice, but no more than one.
• You may spend remaining points from anywhere in the Codex.
• No models can have more than two wounds.
• No special characters.
• No 2+ saves.
• No vehicles with a total armour value greater than 33. This is calculated by adding the Front, Side and Rear armour values.
• No ordnance weapons.
• No Forge World units.
• No Warlord Traits.
• No flyers.
• No allies.
• No fortifications.
• Games use the Combat Patrol mission (see below).
• The Combat Patrol mission should ideally be played on a 4’ x 4’ area.
BEWARE ODDITIES
When you play Combat Patrol it’s important to remember that these games approach Warhammer 40,000 in a way that it was not originally intended to be approached.
COMBAT PATROL MISSION
THE ARMIES
Choose armies as described previously, adhering to the limitations given.
THE BATTLEFIELD
Determine your deployment map (Warhammer 40,000 rulebook page 11 cool and then set-up terrain.
DEPLOYMENT
No rolling for Warlord Traits (This is a mere patrol after all, not a battle of epic proportions!), deploy as described in the 40k rulebook.
FIRST TURN
The player who deployed his army first goes first unless his opponent can seize the initiative.
GAME LENGTH
Six turns.
VICTORY CONDITIONS
Victory points.
Secondary Objectives
First Blood.
MISSION SPECIAL RULES
Night Fighting, Reserves.