Mission Fabricator Cogitator – MFC.v0.4.2

24th November 202140k, Play

Planet Opik-IV: HIVE WORLD

MAP: Hammer and Anvil

Mission: Path to Victory

A series of strategic locations must be secured to ensure the supply lines can reach the front line.

At the start of the battle, each player should number the objectives 1 to 5, with objective 1 being the objective closest to their Battlefield Edge and objective 5 being the objective furthest away from their Battlefield edge.

Progressive Objective:

At the end of each player's Command Phase, the player whose turn it is scores 1 victory points for each of the following conditions they satisfy:

  • They control objective marker 1.
  • They control objective marker 1 and 2.
  • They control objective marker 1, 2 and 3.
  • They control objective marker 1, 2, 3 and 4.
  • They control all objective markers.

This objective cannot be scored during the first battle round. In the fifth battle round the player who has the second turn does not score any victory points at the end of the Command phase; instead, at the end of the turn they score 1 victory point for each of the above conditions they satisfy.

Environmental Hazard: Orbital Wreckage

With a battle ranging overhead in space, debris from destroyed craft comes hurtling down on your position.

At the start of each players turn, that player selects three enemy units. Roll one D6 for each unit, subtracting 1 if the unit is a CHARACTER (excluding VEHICLE and MONSTER units): on a 4, that unit suffers 1 mortal wound; on a 5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.


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.



Combat Readiness: On the Edge of Mutiny

Forces conspire to undermine the command of your army.

After deployment but before the game begins, select 3 units to become the Mutinous Elements. These must have lowest leadership value in your army, if there are multiple units tied then you may choose which to be affected. Reduce these units Leadership by 1. Your opponent may then choose to spend Command Points to reduce this further: 1CP for an additional -1 Leadership, or 2CP for an additional -1 Leadership to all units of the Mutinous Elements.


Combat Readiness: Smoke Screen

A hail of covering fire obscures the armies position from the enemy.

During the first battle round, all friendly units in your deployment zone count as being in dense cover.

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.


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.

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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