Wednesday, September 24, 2008

Combat Patrol - Updated for 5th Edition

If you love Combat Patrol as much as I do than this is exactly what you've been waiting for. If you're not familiar with Combat Patrol let me give you a short run down. Combat Patrol, also known as 40K in 40 Minutes and Patrol Clash was originally the creation of one Tim Eagling published in White Dwarf #274. It was later published in the 4th edition Warhammer 40,000 rulebook where it took on the name of Combat Patrol. The Combat Patrol 'guide lines' make it possible to play fast games of 40K when time is a restriction. Recently, with the release of the 5th edition Warhammer 40,000 rulebook, Games Workshop for one reason or another decided to exclude Combat Patrol. I've taken it upon myself to create this small PDF with very minor revisions to bring Combat Patrol in to the realm of 5th edition 40K. I hope you enjoy.


  1. Ok, I just red through it and here are my impressions.
    The exclusion of invulnerable saves is nice, but you have to keep in mind that DE are able to access 2+ invuls. Perhaps just changing it to exclude 2+ invuls as well? Reworded as "No model can have a 2+ save or a 3+ Invulnerable save or below." Or perhaps "No model can have better than a 3+ armor save or better than a 4+ invulnerable save".

    The optional rules:
    The original combat patrol rules used infiltrate as well as victory points.
    You list no scenario to play, or even mention a scenario past "straightforward play". Thats very ambiguous for those who have never played CP.

    You misspelled "Commanders" (two M's)

  2. Patrick,

    I see what you're saying about the saves. How it's meant to be read is that any 2+ save is disallowed whether it be invulnerable or not, but perhaps some rewording is in order.

    You're comments on the optional rules seem to be somewhat in a 4E mind set. It's specified in the Rules of Engagement that the Annihilation mission be played. This mission uses Kill Points, but with the controversy surrounding them Victory Points are in the Optional Rules.

    Since the mission is static, move on following normal game set up, you would then roll for deployment which would include deploying infiltrators. Perhaps I just need to make this more clear. After all this is a WIP and any help is appreciated. Thank you.

  3. I know you are not allowed special characters but what about scout sergeant Telion?

  4. Scout Sergeant Telion, despite not having the Unique trait is for all intensive purposes considered a special character and therefore not able to be used.

  5. Our gaming group uses 500 points, models can have 3 wounds. Everything else stays the same

  6. @ Hudson - There's a lot different way these rules can be altered and every group should definitely tailor them to their liking. I find that allowing models to have 3 wounds combined with more points turns the game into a hero-hammmer scenario.

  7. what about Tyranids? They simply have no HQ with less than 3 wounds

  8. As you're not required to take an HQ and the rules limit wounds to a maximum of two, Tyranids therefore can not take any HQ choices. (This is probably a really good thing.)

  9. Also, Chaos Space Marines can't take any HQ choices as they all have at least 3 wounds but I find this perfectly acceptable for the exact reason stated by oni.


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