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==Rules of Engagement== Each player creates a patrol that conforms to the rules below: * Armies are no more than 400 points. * You must have at least one troops choice. ** Combat Patrol's rules supercede existing ones in force creation. For example, in the earlier [[Imperial Guard]] codices, you could only take a [[Chimera Personnel Carrier|Armored Fist Squad]] if you took an infantry platoon beforehand. For reasons obvious, Combat Patrol allows you to ignore mandatory force restrictions. * You can have an HQ choice, but you may not have more than one. * No models can have more than three wounds. * No flyers. * No models with better than a 3+ Armor Save and/or 5+ Invulnerable Save. ** Models can have both a +3/5++ save, but not better than this. * No vehicles with a total armor value greater than 33. This is calculated by adding the Front, Side, and Rear armor values together. ** Vehicles with ''exactly'' 33 Armor, such as a [[Space Marine]] [[Dreadnought]], are allowed. * No special characters. * No ordnance weapons. * Games are played using the Combat Patrol mission (see below). * The Combat Patrol Mission should ideally be played on a 4' x 4' space. ===Beware Oddities=== When playing Combat Patrol, it's important to remember that its ruleset approaches the 41st Millenium in ways that were not originally intended by the game's developer. As such, you'll occasionally run into odd stuff that you need to sort out "on the fly." The best way to resolve these issues is to ask yourself the following: * Is there any existing rule in Warhammer 40,000 that you can use as a precedent? * What is the most reasonable thing that should happen in this situation? * Agree on the two most likely outcomes and then roll a [[d6]]; on a 1-3, go with option one, and on a 4-6 go with option two.
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