Mission Fabricator Cogitator – MFC.v0.4.2

24th November 202140k, Play

Planet Ista V: Hive World

MAP: Divided Lines

Mission: Clandestine Operations

Battle plans must be carried out with the utmost of secrecy, ensuring the enemy aren't aware of your true intentions.

Players should set up the objective markers as shown on the map, randomly numbering each objective marker from 1 up to 6.

Hidden Orders: Before deployment, each player should secretly note down one of the following primary objectives to achieve. Keep this hidden until the end of the game.

End of Game Objective

1: Defensive Deployment. If, at the end of the game, you have more units in your deployment zone than your opponent has in theirs, then you score 3 victory points.

2: Aggressive Assault. If, at the end of the game, you have more units in your opponents territory than your opponent has in your territory, then you score 3 victory points.

3: Jam Beacon. After selecting this objective, secretly note down 1 objective marker in your opponents deployment zone. If you control this objective at the end of the game you score 3 victory points.

4: Synchronise Beacons. After selecting this objective, secretly note down 2 objective markers outside of your deployment zone. If you control both these objectives at the end of the game you score 3 victory points.

Progressive Objective

Active Beacon: At the start of each battle round, the player going second rolls one D6, this is the active beacon. If the mission is using less than 6 objective markers re-roll any results which don't correspond to a beacon.

Beacons: At the end of each player's turn, that player scores 1 victory point for each objective they control, scoring 1 additional victory point if they control the active objective marker.

Environmental Hazard: Null Zone

An ominous feeling of dread and despair fills the air.

Increase the Command Point cost of the Command Re-Roll Stratagem to 2CP.


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: Flare Shield

Arcane technology reduces the ferocity of incoming weapons.

After deployment but before the game begins, select one VEHICLE or MONSTER unit. When that unit is attacked in the shooting phase, reduce the strength of the ranged weapon by 1.


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.

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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