Mission Fabricator Cogitator – MFC.v0.4.2

24th November 202140k, Play

Planet Halon Prime: ICE WORLD

MAP: Forward Rush

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: Cyclone

With fierce elemental winds and flying debris, ranged weapons become all but useless.

At the start of the first battle round place a marker in the centre of the battlefield, this represents the eye of the storm and has a radius of 12".

  • Subtract 1 from the Move characteristic of all units if they start or end their move outside the eye of the storm.
  • Subtract 1 from Advance and charge rolls for all units which start or end their move outside the eye of the storm.
  • Subtract 1 from the Strength of a ranged attack if the attacking unit is outside of the eye of the storm, or is targeting a unit outside the eye of the storm.

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: Last Stand

Fighting to the last man, your army is resolute in the face of death.

Increase all your units Leadership by 1.

DEFENDER

Combat Readiness: Tank Hunters

Hardened Veterans with specialist equipment and knowledge are able to deal with the heaviest of armour in battle.

Before deployment, select one non-character unit from your army. When shooting against VEHICLES and MONSTERS that unit gains +1 to wound rolls.

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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