Combat Patrol Tournament Rules
Each tournament round will feature mission specific rules and objectives. However, the tournament as a whole and each match game will use the following rules.
Basics
All games will use Games Workshop's Warhammer 40,000 5th Edition rules.
Current codexes must be used. However, players of armies with codexes released during the tournament may opt to use either the latest or previous codex, declared before a match begins.
Players may use different army lists in each round, but must use the same faction declared in their registration.
The latest INAT FAQ rulings posted before the tournament begins will be applied in all matches (most likely version 3.1).
Any players unable to meet for a match will forfeit the round, with their opponents receiving the posted default mission scores. The Tournament Organizer(s) will adjudicate cases where failure to meet is unclear.
Match results must be submitted to the Tournament Organizer(s) by the posted deadlines to be included in scoring.
Collusion to arrange match results or standings is strictly forbidden.
Players determined by the tournament organizer(s) to have violated game or tournament rules will not be allowed to continue participating and will not be eligible for any prize(s).
Models
Standard Games Workshop Warhammer 40,000 units only (no Apocalypse, Imperial Armour, or ForgeWorld units).
All models must be fully assembled.
Players of fully painted armies (3 color standard) receive a +1 on any rolls to determine deployment and turn order (not on Seize the Initiative rolls).
Armies
Armies may be selected from Chaos Demons, Chaos Space Marines, Dark Eldar, Eldar, Daemonhunters, Witchhunters, Imperial Guard, Necrons, Orks, Space Marines, Dark Angels, Space Wolves, Black Templars, Blood Angels, Tau Empire, and Tyranid codexes.
Witchhunters and Daemonhunters armies may take allied units from one of the following updated lists, replacing the allies lists given in those codexes, and subject to the composition rules below (i.e., no total armour above 33).
- Space Marines: Tactical Squad, Scout Squad, Assault Squad, Land Speeder Squadron, Bike Squad, Scout Bike Squad, Devastator Squad, Dreadnought, Predator, Land Raider (Crusader, Redeemer, or standard pattern).
- Imperial Guard: Infantry Platoon, Veteran Squad, Scout Sentinel Squadron, Armored Sentinel Squadron, Rough Rider Squad, 0--1 Leman Russ Squadron.
- Upgrade characters may not be taken in allied selections.
Imperial Guard and Space Marine armies may select Witchhunter and Daemonhunter allies as permitted in the relevant codexes.
List Composition
Army lists may not total more than 750 points.
Armies must include 1 Troop unit and may have up to 2 HQ, 6 Troop, 2 Elite, 2 Fast Attack, and 2 Heavy Support units.
No special or unique characters are permitted.
No models may have more than 2 wounds or better than a 3+ Armor save or 4+ Invulnerable save.
No vehicles may have total armor value (Front+Side+Rear) greater than 33.
No ordnance weapons are permitted.
Units with compulsory models, e.g., leaders, that violate these rules may not field that model, and may subtract points as appropriate. Contact tournament organizer(s) when this is unclear.
Note that units which don't occupy Force Organization slots, such as Dedicated Transports and Retinues, are permitted caveat the rules above (i.e., no vehicles with armor greater than 33).
Missions
Army lists must be shared before deployment begins.
Before deployment, each player must declare one model in their army to be their Patrol Leader. There must not be a model in the army with a higher Leadership value. Note that this implies the Patrol Leader is not a vehicle.
All missions will be played on 4'x4' tables.
Players should alternate placing terrain before the match begins.
Matches for asymmetric missions will consist of two games, with players swapping roles.

