Combat Patrol Mission


Books


BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Introduction

Welcome to Combat Patrol! Whether you are a new recruit to Warhammer 40,000 or a seasoned veteran, Combat Patrol is all about getting your forces into action as quickly as possible.

Combat Patrol is the quickest and simplest way to start collecting and playing Warhammer 40,000. In Combat Patrol battles, each player will command a compact army of Warhammer miniatures in tactical clashes that should last up to one hour.

Typically comprising the contents of a Combat Patrol box, every Combat Patrol force is a great starting point for any aspiring Warhammer 40,000 general. As well as being amazing tools for collecting, the models from each one can face off against each other in quick and exciting pickup games. There is no need to create an army list and add up points values; simply choose your favourite faction, assemble your miniatures and prepare for war.

Combat Patrol games are fast-paced and action-packed; victory is determined primarily through expert tactical play, but a healthy dose of good luck never hurts! Each Combat Patrol will have a set mission that it is trying to complete, rewarding its player with crucial Victory points. At the battle’s end, when the smoke has cleared, victory will go to the player who has scored the most of these.

As well as being the best way to play quick games of Warhammer 40,000, Combat Patrol is a great opportunity to try out different factions and familiarise yourself with the unique tactics and play styles of each one. Whichever you choose, you will soon learn your army’s strengths and weaknesses and gain the skills needed to claim victories on larger battlefields.

Combat Patrol Mission Sequence

1

Select Combat Patrols

Each player selects one Combat Patrol to use.

2

Determine Deployment

Roll one D6 and consult the table below to determine one of the deployment maps. This describes where to place terrain features, objectives and where you can deploy your armies.

D6DEPLOYMENT MAP
1-2Layout A
3-4Layout B
5-6Layout C

3

Create the Battlefield

Missions are played on rectangular battlefields 44" by 30" in size.

Players should set up the terrain features as shown in the deployment map.

4

Determine Attacker and Defender

Players look at the deployment map and agree which edges of your battlefield correspond with the Attacker’s and Defender’s battlefield edges labelled on the map.

Roll off: the winner decides who will be the Attacker and who will be the Defender.

5

Declare Battle Formations

Players secretly note down:
  • Which of their units will start the battle embarked within which TRANSPORTS.
  • Which of their units will start the battle in strategic reserves. The combined number of such units cannot exceed more than half the number of units in that player’s Combat Patrol.
  • Which of their leader units will start the battle attached to which bodyguard units (this is optional).
  • Which one of their two available enhancements they will use.

Players then reveal these decisions. Each player’s Warlord model is specified in their Combat Patrol. These models have the WARLORD keyword.

Some Combat Patrols require certain units to be set up in strategic reserves, these still count towards the limit of how many units from a player’s army can be in strategic reserves.

6

Deploy Armies

Players take it in turns to set up their units (excluding those in strategic reserves) one at a time, wholly within their deployment zone, starting with the Defender. Once you have finished setting up your units, if your opponent has any units that have not been set up, they set up those units.

7

Determine First Turn

Roll off: the winner takes the first turn.

8

Resolve Pre-Battle Rules

Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

9

Begin The Battle

The first battle round begins. Each player should look at their Combat Patrol’s mission to see what they need to do in order to score Victory Points.

Stratagems
Combat Patrol games reflect a battle between two small forces of troops. As such they lack access to some of the logistical support found in larger armies. When playing a Combat Patrol game, the following core stratagems cannot be used:
  • Crushing Impact
  • Explosives
  • Rapid Ingress

10

End the Battle

The battle ends after five battle rounds have been completed. Even if you have no models remaining in your army at the start of your turn, players continue to play out their turns until the battle ends.

11

Determine Victor

At the end of the battle, the player with the most VP is the victor. If the players are tied, the battle is a draw. Players will score VP from the following:
  • Each player’s own Combat Patrol mission.
  • Each player scores an additional 10VP if their army is painted to a Battle Ready standard.

If a player is new to the game and this is one of their first opportunities to get their Combat Patrol to the table, we recommend ignoring the 10VP awarded for painting to a Battle Ready standard. Though this should be applied at any Combat Patrol events.

Mission Generator

Start New Game
Layout:
Roll D6

Player Primary Mission

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Opponent Primary Mission

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Layout

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01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.

The datasheets using TRANSPORT keyword can be found in the following Factions:

Chaos: Maggot Lords.
Xenos: Sudden Dawn Cadre.

The TRANSPORT keyword is used in the following datasheets:

LEADER24.22

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Select Enhancements
Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units points values accordingly. The points values for enhancements can be found on faction pages.

Unless otherwise stated:
  • Only CHARACTER units can be given enhancements. If such a unit contains more than one model, select one CHARACTER model in that unit to have that enhancement.
  • EPIC HEROES models cannot be given enhancements.
  • Your army cannot include more than one of the same enhancement.

Upgrades: Some enhancements are tagged with ’Upgrade’. Unlike other enhancements:
  • These can be given to non-CHARACTER units.
  • You can include up to three of the same Upgrade in your army (the second and third instances of the same Upgrade do not count towards the total number of enhancements in your army, but you must still spend the stated points cost each time).

If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.
05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

The CROWE'S SANCTIFIERS keyword is used in the following Crowe's Sanctifiers datasheets:

The VOW-SWORN OF VEDRENN keyword is used in the following Vow-Sworn of Vedrenn datasheets:

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.

The THOUSAND SONS keyword is used in the following Prism of Zadophon datasheets:

[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
Cabal of Sorcerers

The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.

If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

FAQ / Errata

FAQ
Q:Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase?
A:
No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.
Q:When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice?
A:
No.
Q:When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp?
A:
Yes.
Errata
Army Rule, Cabal of Sorcerers
Change first paragraph to:

‘If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed on the right. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.’

Destiny’s Ruin (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’

Temporal Surge (Psychic)
Change to:

‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’

Twist of Fate (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’
© Vyacheslav Maltsev 2013-2026