ANDERSON'S WAR OFFICE GRIMDARK FUTURE

Battlefield command · setup, alternating activations, AI choice, objectives, archive and chronicle.
SETUP DESK COMMAND GRID
v0.95 · GENERIC FORGE · HIGH ELF FLEETS · GF 3.5.3
ROUND 1 / 4
BLOOD RUSH TO ACTIVATE
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BLOOD RUSH
0OBJECTIVES
0MISSION VP
ROUND 1 / 4
BLOOD RUSH TO ACTIVATE
4 neutral objectives
VOIDSUN THREAT
0OBJECTIVES
0MISSION VP
CORE GAME: final objective control wins. Mission VP is an optional manual tracker for Mission Cards / custom missions.
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WAR OFFICE GUIDE
Set up the battlefield
Use the map to mirror the real table. Put terrain and objectives where they actually are, and drag each formation into its deployment zone.
The guide will then follow the actual game state and tell you what to do next.
ACTIVE · BLOOD RUSH
QUICK RULES · WHAT THE SOFTWARE IS WALKING YOU THROUGH
1 · ALTERNATEPlayers take turns activating one unactivated unit. When one side runs out, the other finishes its remaining units.
2 · PICK AN ACTIONHold 0" and shoot. Advance 6" and shoot. Rush 12" and do not shoot. Charge 12" into melee.
3 · ATTACKRoll one Quality test per attack. Each hit gives the defender a Defense roll, modified by AP. Failed Defense causes wounds.
4 · MORALEThe app checks ordinary half-strength morale and melee-loser morale, including Shaken and routing where applicable.
5 · OBJECTIVESAt the end of the round, AUTO CLAIM resolves control from the map. Shaken units do not seize or contest, and an unoccupied marker stays with its previous owner. You can still correct it manually.
6 · NEXT ROUNDThe side that finished activating first in the previous round goes first in the new round.
7 · RETURN STRIKES + FATIGUEAfter a charge attack, the defender may strike back immediately without spending its activation. After a unit attacks in melee once that round, later melee attacks only hit on unmodified 6s.
8 · FOUR ROUNDSAfter round 4, compare objective control for the basic mission. Manual judgement remains authoritative.
9 · COMMAND MODEEach army can be MANUAL, ADVISER or GENERAL. Adviser proposes a unit/action/target and waits for you. General chooses and executes the whole activation automatically. Set both sides to GENERAL to watch/referee a complete AI-vs-AI battle; PAUSE GENERALS stops automation safely.
ARMY LIBRARY · CHOOSE BOTH ROSTERS BEFORE ROUND 1
Changing a roster before the battle rebuilds that side's units and deployment positions. Joined heroes from the Army Forge printouts activate with their parent unit. Unusual rules not yet automated remain visible on the unit card for manual adjudication.
Blood Rush 2k
Blood Brothers · 1895 pts
The Voidsun Threat
High Elf Fleets · 1630 pts
BLOOD0OBJ
R1 / 4BLOOD RUSHChoose a unit.
VOIDSUN0OBJ
LIVE BATTLEFIELD
72" × 48" Command Map
Pick a unit, move it, then pick a target. War Office checks model-by-model range and LOS. Open MAP HELP below only when you need the detail.
ONE TABLE · ONE GAME STATE
MAPChoose a 40K layout or use an OPR mat
Choose a map. It is decoded as a local JPEG blob and mounted directly onto the battlefield.
Select a unit to make the map useful.
TERRAIN SETUP · PRESETS / MANUAL PLACEMENT
CUSTOM / OPR TABLE OPTIONS
BATTLE MATVisual only · terrain pieces carry the rules
SETUP / TERRAIN HELP
Setup: presets or manual terrain. Unlock to drag/rotate pieces; lock before play. Aim for a balanced spread of blockers, cover and difficult terrain.
LOS templates: B = blocks LOS, C = cover, D = difficult, I = impassable, ! = dangerous. The real tabletop can always override the command map.
OBJECTIVE SETUP MODEDrag the bright gold markers. Red means a marker is in a deployment zone or too close to another objective.
Checking objective positions…
BLOOD RUSH0VPOBJ 0
R1 / 4BLOOD RUSH TO ACT4 neutral
OBJ 00VPVOIDSUN THREAT
VOIDSUN DEPLOYMENT · 12"
BLOOD RUSH DEPLOYMENT · 12"
EITHER ARMY · ASK AI → CHOICE → PREVIEW → ACCEPT / FIRE / COMBAT
MAP HELP
Pick a target for per-model base-edge range: green ✓ = model can see the target; red × = no LOS. Range still shows whether that model can actually fire. Live models are never faded. Over-limit movement is flagged clearly, but you can deliberately override it to mirror the real tabletop.MINIS ON shows one miniature per surviving model. Regular Blood marine infantry now uses 32mm-style bases; joined heroes use 40mm-style bases.FORMATION: collapsed by default in the unit popup. Tap FORMATION only when you want TIGHT / 1 / 2 / 3 / 4 LINES or ACROSS ↔ / FORWARD ↕.Advance + shoot is permissive: fire from the current position at any point. Over-limit firing is logged as a manual movement override instead of being blocked.Original 40K maps reuse the exact stored terrain polygons from your old War Office, so LOS highlighting follows the shapes you can actually see on the map. On OPR mats, the movable terrain templates still drive the maths.COMMAND MODE: tap the tiny MANUAL / ADVISER / GENERAL control beside either army on the score rail. ADVISER chooses a unit/action/target and waits for you. GENERAL executes its entire activation automatically. ASK AI remains available as a one-off suggestion in Manual mode.Sync Control is an approximate token-footprint suggestion, never a lock.
BLOOD BROTHERS
HIGH ELF FLEETS
ACTIVATION CONSOLE
Pick a ready unit from the side whose activation it is.
BATTLE LEDGER
OBJECTIVES · MANUAL CONTROL
WHAT THIS BUILD AUTOMATES / WHAT IT DELIBERATELY DOESN'T

Automated: original 40K War Office map import with stored terrain/LOS geometry; live guided-play prompts and control highlighting; alternating activations; a draggable selectable-size battlefield; split-desk map mode; per-side Human/AI control; action movement envelopes and movement-distance warnings; free ruler; target-distance line; approximate objective-control sync; map-based LOS/cover assist; Hold/Advance/Rush/Charge; Quality attacks; Defense/AP; cover; Bloodborn; Crack; Rending; Destructive; Bane; Shred; Highborn; Agile; Shielded; Fortified; Blast; Deadly; Reliable; Regeneration; Resistance; Impact; Fear; Fearless; Hive Bond morale; Tough wound pools; Fatigue; morale; Shaken recovery; save/export/import.

Army library: Blood Brothers, High Elf Fleets, Orc Marauders, Human Defense Force, Dark Elf Raiders, Custodian Brothers, Alien Hives, Titan Lords and Robot Legions are bundled as selectable rosters. Special rules already supported by the engine resolve normally; faction-specific or aura/transport/caster rules that are not yet automated stay visible for manual play.

Reference or manual only: exact physical model visibility and unusual terrain geometry (the new LOS/cover system is an advisory command-map approximation), transport passengers, Ambush placement, Flying/Strider interaction, Caster spell effects, Unpredictable Shooter, Highborn Boost/aura timing beyond base movement display, weapon-specific casualty choices, split-fire, and anything ambiguous. The map now uses truer base and hull sizes plus individual generated miniature sprites on every surviving base. Range is measured edge-to-edge from those mapped bases/hulls; movement is formation translation distance; Cover checks use the visible terrain templates. LOS is still an advisory 2D centre-ray test against those templates and intervening unit perimeters, so the real tabletop remains authoritative.

  • The heroes already marked “joined” on your printouts are merged into the parent unit so they activate together and are wounded last.
  • Mixed weapon counts scale roughly with surviving non-hero models. That is a convenience estimate, not an attempt to choose your casualties for you.
  • When 3.6 arrives, the data/rule hooks here can be replaced without carrying over the 40K state machine.