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Mission Fabricator Cogitator – MFC.v0.4.2

24th November 202140k, Play

Planet Nemesis III: Industrial World

MAP: Vanguard Strike

Mission: Armoured Offensive

Having been dug in for days, armoured support is sent in to break the deadlock.

Tank Shock: VEHICLE and MONSTER units have the Objective Secured ability. For the purposes of this rule, each VEHICLE or MONSTER unit counts as 5 other models and each TITANIC unit counts as 10 other models.

Progressive Objective

At the end of each battle round, each player scores:

  • One victory point for each objective marker they control within their territory.
  • Two victory points if they control the objective marker in the centre of the battlefield.
  • Two victory points for each objective marker they control in their opponent's territory but outside of their opponent's deployment zone.
  • Three victory points each objective marker they control within their opponent's deployment zone.

If an objective is on the boundary edge of a deployment zone, then it is considered to be in that player's deployment zone. The player with the most victory points at the end of the battle is the winner.

Environmental Hazard: Rad-blasted Waste

Either through the natural environment, catastrophic industrial failure, or weapons of war, this area is saturated with toxic radiation.

Subtract 1 from the Toughness characteristic of all models. Vehicles and ADEPTUS MECHANICUS units are not affected by this rule.

COMBAT READINESS (OPTIONAL)

Should both players decide, you can use these optional rules to add more interesting narrative elements to your game. Each player will be given an army bonus or hindrance, this is to represent how well trained, equipped and supplied each army is before the battle. These provide very asymmetrical gameplay and are not intended to produce a balanced game. Both players may read through the generated rules before the Determine Attacker and Defender step of the game, giving the person who decides to be Attacker or Defender an extra decision to make. Alternatively, players are welcome to switch Combat Readiness abilities should it be more fitting for the narrative of their game.

 

ATTACKER

Combat Readiness: Mobile Deflector

Portable shielding can protect infantry against small arms fire.

After deployment but before the game begins, select one INFANTRY unit. That unit gains a 5+ invulnerable save.

DEFENDER

Combat Readiness: Sustained Assault

Reinforcement allow you to press the advantage.

Each time a friendly unit is destroyed in battle roll a D6, on a 5+ it can come back into the battle in the following turn. The unit is returned to full strength and any one-shot weapons are replenished (for all intense purposes, including scoring VPs, treat this as a new unit). This unit is placed into Strategic Reserve and comes into play following the standard Strategic Reserve rules.

How to use

The MFC expands upon the Open War/Crusade gameplay for Warhammer 40k. Allowing you to randomly generate a mission for you to play. Each time the page loads or refreshes you’ll get a new planet, deployment zone, mission, environmental hazard and a set of combat readiness abilities for both the Attacker and Defender. 

Things to note

  • I would class this as still in beta, and would love feedback to help improve the MFC.
  • Designed for Strike Force sized missions, though could be tweaked for different scales.
  • Not designed to work in conjunction with GT Mission Pack style secondaries for scoring, though some missions will certainly be compatible.
  • Some mission have random objective placments, you might not always get a favourable combination of deployment zone and objective placement.
  • You can use the Print function from your browser to phyically print off a mission or Save as PDF. This is currently the only way you can save a generated mission.
  • This project is created by myself and is unofficial fan work.

Future Plans

In addition to adding more missions. I’d like to add three extra randomly generated elements:

  1. Warzones, which give you a suggested  terrain / theme for the table.
  2. Battle Readiness, which are bonus rules for each army, these might be specific to Attacker/Defender for more asymmetrical missions. DONE
  3. Secondaries, like the classic first blood and slay the warlord.

Currently the planets are all bespoke, there’s around 12 so far. I might look at how to randomly generate the planet images too for  infinite combinations.

Other ideas include faction specific missions, First Strike/Onslaught missions, ways to customise/save settings, and campaign features.

Feedback

I would love to know what you think, whether it’s feedback on the missions and special rules, or what direction you’d like to see going forwards, i.e more planet stats/narrative background or more mission and gameplay elements.

Please leave all feedback in the comments below.

Changelog
v0.4.2 22/02/2023

  • Created a print friendly version, just click print via your browser and you should be able to print it out (portrait mode is best) or save it as a PDF. Mostly it goes over two pages but I’ve tried my best to optimise the layout. Let me know your thoughts!

v0.4.1 27/11/2022

  • Fixed a typo.

v0.4 15/08/2022

  • Updated CSS to fix layout issues caused by WordPress Updates.
  • 3 new Environmental Hazards: Null Zone, Radioactive Objectives and Fog of War.
  • Added Combat Rediness as a new mechnanic including 23 options for both the Attacker and Defender.

v0.3 13/01/2022

  • Adjusted victory points to Clandestine Operations mission.
  • 3 new deployment zone layouts: Front-line Assault, Divided Lines, and Forward Rush.
  • 2 new objective layouts.
  • 1 new mission: Black Mass.

v0.2 21/12/2021

  • Updated all planet graphics to new style

v0.1 24/11/2021

  • Launch

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