Mission Fabricator Cogitator – MFC.v0.4.2

24th November 202140k, Play

Planet Nemesis III: Industrial World

MAP: Front-line Assault

Mission: Arial Drop

Urgent supplies have been dropped to your location, secure them at all costs before the enemy can claim them.

At the start of the first battle round, number each objective 1 to 6.

At the start of each battle round, select an objective which is not active (by default all objectives are not active). Both players then roll off, the winner must move the objective 6" in any direction, objectives cannot be moved within 6" of another objective, within 6" of a table edge, or placed on or within terrain. Repeat this until each non-active objective has been moved.

At the end of each battle round, the player who went first rolls 1D6, this determines which objective has landed, this objective is now active and should be marked to represent this. If the result is an objective which is already active, roll again until a non-active objective has been determined.

Progressive Objective

At the end of each battle round after the active objective has been determined players score 1 victory point for each active objective marker they control.

Environmental Hazard: Fog of War

A dense fog over the battlefield obscures the enemy from view.

During the Mustering armies step, players aren't allowed to show each other their army roster. Each player may only share which <FACTION> they are using. Players may spend 2 CP before deployment to gain the vital intelligence needed to see their opponents army list.


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: Flanking maneuvers

A brave vanguard is sent on a suicide assault.

During the Declare Reserves and Transports step, up to 2 units may be placed into Strategic Reserve for free. When these units arrive from reserve treat the battle round as one higher than the current round. I.e these units can come on from reserve from turn 1.


Combat Readiness: Armoured Plating

Reinforced armour can deflect even the most mightiest of blows.

After deployment but before the game begins, select one VEHICLE or MONSTER unit, that unit increases its save by 1 to a maximum of 2+.

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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