You are on page 1of 12

This document is the Order of Battle for the Commonwealth, known in shorthand as an ORBAT.

Once you have agreed the


points limit for your Encounter, each player must consult the ORBAT for their chosen Faction. This ORBAT allows a player
to create a Force for the Commonwealth in games of Dystopian Wars. We have also made Unit cards available too, for quick
reference in games. Important: For the avoidance of doubt, the rules presented in the latest version of the ORBAT always take
precedence over any Unit or Battlefleet rules presented elsewhere.

Each Commonwealth Force must include one or more Battlefleets. A Battlefleet is a group of Units that are always led by a
Flagship. There are a number of Battlefleets available to the Commonwealth each with an array of Units to choose from and
some even with additional rules or benefits.

Some Units in the Commonwealth have special rules that are different to those found in the rulebook. Units that
have one or more of these rules will have them detailed in their Unit profiles in this ORBAT. The rules unique to
the Commonwealth are listed here:

ABLATIVE ARMOUR: Remove one Action die from the Attack Dice Pool each time an attack is made against this
Unit. Attacks with the Aerial Quality ignore this rule.

HAMMER SWEEP: During its Activation, this Unit may increase its Speed by 1" and gains +2 to its Ramming Dice
Pool provided that it makes no turns during this Movement.
A Battlefleet may only ever include one Unit with the Flagship trait unless the Battlefleet composition specifically states
otherwise. Battlefleets in the Commonwealth have the following special rule:

COMMAND RE-ROLL: If this Battlefleet includes at least one Unit (in addition to the Flagship), the Player gains a
Command Re-roll. Each Command Re-roll may be used once per game. It allows all the dice in the Player’s Action Dice Pool
(regardless of results) to be re-rolled. You may not re-roll part of the Action Dice Pool or another Player’s Action Dice Pool
using this rule, it must be all the dice and only in your own Dice Pool.

This is the most flexible and commonly deployed Battlefleet found in the Commonwealth. The ability to mix surface, submersible and
aerial Units makes this an essential component of any Commodore’s Force.

• A Unit with the COMMONWEALTH and FLAGSHIP Traits

• A Unit with the COMMONWEALTH Trait

• Command Re-Roll

The mighty hammer on which the Commonwealth smashes its The White Navy does not underestimate air power in their
enemies, these battlefleets are built around the distinctive and strategies. The Commonwealth deploys Mozhayski Fleet
powerful Borodino class vessels. Carriers to coordinate aerial assaults alongside Ekranoplans
and other more conventional naval assets.

• A Unit with the BORODINO CLASS Trait


• A Unit with the MOZHAYSKI CLASS Trait

• A Non-Aerial Unit with the COMMONWEALTH and


RUSSIAN Traits. • A Unit with the COMMONWEALTH and RUSSIAN
Traits.
:
:
• Command Re-Roll
• Command Re-Roll
• If this Battlefleet includes at least three Units (in addition
to the Flagship), then all Units in the Battlefleet have a • If this Battlefleet includes at least two Units of
Hammer Sweep Ramming bonus of +3 rather than the Ekranoplans, then any Ekranoplans in the Battlefleet
usual +2 for the duration of the Encounter. gain the Homing Quality to their Torpedoes for the
duration of the Encounter.
This Generator may be used in the Shooting Phase. The controlling player of this Model rolls an Action Die. On a result of an
Exploding Hit, you may place a 2" long Mass 2 Iceberg obstacle within 20" of a Model in this Unit. On a Hit or Heavy Hit, place a 1"
Mass 1 Iceberg obstacle within 15" of a Model in this Unit. On a Counter or Heavy Counter place a 1" Mass 1 Iceberg obstacle within
10" of a Model in this Unit. On a Blank, no Iceberg forms. Icebergs may not be placed within 5” of another Model.

These are the weapon used by the faction. All values highlighted in green are used when the model is Battle Ready. Values shown in red are used if
the model is crippled.

WEAPON POINT BLANK CLOSING LONG QUALITY

6 (3) 4 (2) - Fusillade


Broadside
4 (2) 2 (1) - Fusillade

3 (2) 5 (3) - Gunnery


Gun Battery
2 (1) 3 (2) - Gunnery

10 (5) 6 (3) - Fusillade


Heavy Broadside
6 (3) 4 (2) - Fusillade

6 (3) 10 (5) 6 (3) Gunnery


Heavy Gun Battery
4 (2) 6 (3) 4 (2) Gunnery

- - - Ramming 12, Piercing


Heavy Prow Ram
- - - Ramming 12, Piercing

9 (3) 9 (5) 9 (5) Aerial


Heavy Rocket Battery
5 (-) 5 (3) 5 (3) Aerial

12 (4) 12 (7) 12 (7) Submerged, Torpedo


Heavy Torpedo Salvo
8 (-) 8 (5) 8 (5) Submerged, Torpedo

5 (3) 4 (2) - Fusillade


Light Broadside
3 (2) 2 (1) - Fusillade

6 (2) 6 (3) 6 (3) Aerial


Rocket Battery
4 (-) 4 (2) 4 (2) Aerial

7 (2) 7 (5) 7 (5) Submerged, Torpedo


Torpedo Salvo
5 (-) 5 (3) 5 (3) Submerged, Torpedo

8 (2) 8 (2) 8 (2) Piercing, Gunnery


Tri-Railgun
5 (2) 5 (1) 5 (1) Piercing, Gunnery
M S T A C ADV SDV F H Well designed so that a Borodino can be repaired and maintained by
Battle Ready 3 6 3 7 12 7 5 14 6 her own crew even after sustaining considerable damage, these
battleships are the rugged mainstay of the White Navy.
Crippled 3 4 2 7 10 3 3 13 5
Unit Composition Weapons
• 1 Borodino Battleship • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits • Heavy Gun Battery – F/P/S
• Commonwealth • Heavy Broadside – P & S
• Russian • Torpedo Salvo - F
• Battleship
• Borodino Class Options:
• Flagship • The Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The
replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit
Special Rules must replace the same Heavy Gun Battery with the same weapon. The points cost indicated is per Model.
• Ablative Armour
• Hammer Sweep Heavy Rocket Battery Free Tri-Railgun +12pts
• Internal Cryo Generator
• The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators.

Atomic Generator +5pts Repulsion Generator +5pts


Fury Generator +3pts Magnetic Generator Free
Shield Generator +5pts Shroud Generator +8pts

• The Unit may take up to three of the following for the points cost indicated per Model. You may have
either Escorts or Corvettes but not a mix of both.

Escort +10pts Corvette +15pts

Internal Cryo Generator


This Unit is equipped with an internal Cryo Generator. It may not be upgraded or replaced. This Generator
may be used in the Shooting Phase. The controlling player of this Model rolls an Action Die. On a result of
an Exploding Hit, you may place a 2" long Mass 2 Iceberg obstacle within 20" of a Model in this Unit. On a
Hit or Heavy Hit, place a 1" Mass 1 Iceberg obstacle within 15" of a Model in this Unit. On a Counter or
Heavy Counter place a 1" Mass 1 Iceberg obstacle within 10" of a Model in this Unit. On a Blank, no Iceberg
forms. Icebergs may not be placed within 5” of another Model.
Though the Commonwealth place less emphasis on air support than
M S T A C ADV SDV F H the other Great Powers, they still appreciate its uses in achieving
Battle Ready 3 6 3 6 10 6 5 11 6 victory. The Mozhayski are integral to this combined arms doctrine
and the expansive internal spaces for officers make them preferred
Crippled 3 4 2 5 8 4 3 10 5 command ships for Commodores.

Unit Composition Weapons


• 1 Mozhayski Fleet Carrier • Rocket Battery – F/P/S
• Rocket Battery – F/A/P
Traits • Rocket Battery – F/A/S
• Commonwealth • Broadside – P & S
• Russian
• Fleet Carrier Options:
• Mozhayski Class
• Flagship • The Unit may take up to three of the following for the points cost indicated per Model. You may have
either Escorts or Corvettes but not a mix of both.
Special Rules
Escort +10pts Corvette +15pts
• Ablative Armour
• SRS Capacity 8
(Reduce to 4 if Crippled)

M S T A C ADV SDV F H With a reputation as one of the finest battleships in the fleet, postings
to the Pakhtusov are highly sought after. Captain Oleksandr Maglaty
Battle Ready 3 7 3 7 12 5 5 14 6 is a relentless commander. His unwavering drive for excellence has
Crippled 3 5 2 7 10 3 3 13 5 pushed his ship and crew to new heights in the White Navy.

Unit Composition Weapons


• 1 Pakhtusov • Tri-Railgun – F/P/S
• Tri-Railgun – F/P/S
Traits • Tri-Railgun – F/P/S
• Commonwealth • Heavy Broadside – P & S
• Russian • Heavy Torpedo Salvo - F
• Battleship
• Borodino Class Options:
• Flagship • The Unit may replace a single Tri-Railgun weapon with one of the following Generators.
• Unique
Atomic Generator +5pts Repulsion Generator +5pts
Special Rules Fury Generator +3pts Magnetic Generator Free
• Ablative Armour Shield Generator +5pts Shroud Generator +8pts
• Hammer Sweep
• Elite Crew • The Unit may take up to three of the following for the points cost indicated per Model. You may have
• Inspirational either Escorts or Corvettes but not a mix of both.
• Internal Cryo Generator Escort +10pts Corvette +15pts

Elite Crew
While making or defending from an Assault, this Unit may re-roll Blank dice results.

Inspirational
Any friendly Unit (excluding this Unit) within 10" may re-roll a single Action dice in their Activation.

Internal Cryo Generator


This Unit is equipped with an internal Cryo Generator. It may not be upgraded or replaced. This Generator
may be used in the Shooting Phase. The controlling player of this Model rolls an Action Die. On a result of
an Exploding Hit, you may place a 2" long Mass 2 Iceberg obstacle within 20" of a Model in this Unit. On a
Hit or Heavy Hit, place a 1" Mass 1 Iceberg obstacle within 15" of a Model in this Unit. On a Counter or
Heavy Counter place a 1" Mass 1 Iceberg obstacle within 10" of a Model in this Unit. On a Blank, no Iceberg
forms. Icebergs may not be placed within 5” of another Model.
Part firebase and part repair yard, a Murmansk allows the
M S T A C ADV SDV F H Commonwealth to expand its theatres of operation around the globe.
Battle Ready 4 2 2 6 10 7 7 12 7 Utilising integrated void engine technology acquired by Helsinki
Markov, the Murmansk can appear unexpectedly, taking form in a
Crippled 3 2 2 6 8 4 4 10 6 matter of minutes. Though the engines require several days to recharge,
the element of surprise makes this a uniquely viable technology for these
mobile strongholds.

Unit Composition
Weapons
• 1 Murmansk
• Heavy Gun Battery – F/P
Mobile Stronghold
• Heavy Gun Battery – F/S
• Heavy Gun Battery – A/P
Traits
• Heavy Gun Battery – A/S
• Commonwealth
• Heavy Broadside – F & A
• Russian
• Heavy Broadside – P & S
• Mobile Stronghold
• Murmansk Class
Options:
• Flagship
• The Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The
Special Rules replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit
• Ablative Armour must replace the same Heavy Gun Battery with the same weapon. The points cost indicated is per Model.
• Advanced Repair Facilities (3)
Heavy Rocket Battery Free Tri-Railgun +12pts
• Logistical Support
• Unexpected Arrival
• The Unit may take a single Internal Generator from the following available.
• Lumbering
Atomic Generator +20pts Magnetic Generator +10pts
Fury Generator +15pts Shroud Generator +25pts
Shield Generator +25pts

Unexpected Arrival
Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see
Operations for details). When it is available for deployment, it is placed at any point in the Play Area that is
at least 3" from the nearest terrain feature. The Model cannot be deployed under another Model.

Lumbering
All Shooting targeting this Model may re-roll Blank results on the Action Dice. It may make a Full Reverse!
Special Operations Action without receiving a Level of Disorder.

Logistical Support
This Unit adds +1 to the number of Victory and Valour Cards in a player’s hand. Should this Unit be
destroyed, the bonus is lost at the end of the Round. This ability does not stack, so multiple Units with this
rule still only confers +1 to the hand size in total.

Advanced Repair Facilities (3)


This Unit may add three additional Action Dice to its Repair Test. These dice are in addition to those given
by the Model’s Mass. Furthermore, this bonus to the Action Dice Pool for Repair Tests may also be gained
by any friendly Models within 5" of this Unit.
M S T A C ADV SDV F H A brutal addition to the White Navy and favoured by northern
Battle Ready 2 8 4 5 10 3 3 9 5 Captains, the Khatanga combines a ferocious Semyenov pattern
assault bore in the prow with the dreaded cryo Generator.
Crippled 2 6 3 5 8 2 2 8 3
Unit Composition Weapons
• 1 Khatanga • Heavy Prow Ram – F
Heavy Cryo Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – A/P/S
Traits • Broadside – P&S
• Commonwealth
• Russian Options:
• Heavy Cryo Cruiser • The Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The
• Khatanga Class replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit
must replace the same Heavy Gun Battery with the same weapon. The points cost indicated is per Model.
Special Rules
• Hammer Sweep Heavy Rocket Battery Free Tri-Railgun +12pts
• Ablative Armour
• Internal Cryo Generator • The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. Each
Model in the Unit must replace the same Heavy Gun Battery with the same Generator. Each Model in the
Unit must take the same Generator. The points cost indicated is per Model.

Atomic Generator +5pts Repulsion Generator +5pts


Fury Generator +3pts Magnetic Generator Free
Shield Generator +5pts Shroud Generator +8pts

Squadron:
• This Unit may include up to two additional Models at a cost of +151pts per Model.

Internal Cryo Generator


This Unit is equipped with an internal Cryo Generator. It may not be upgraded or replaced. This Generator
may be used in the Shooting Phase. The controlling player of this Model rolls an Action Die. On a result of
an Exploding Hit, you may place a 2" long Mass 2 Iceberg obstacle within 20" of a Model in this Unit. On a
Hit or Heavy Hit, place a 1" Mass 1 Iceberg obstacle within 15" of a Model in this Unit. On a Counter or
Heavy Counter place a 1" Mass 1 Iceberg obstacle within 10" of a Model in this Unit. On a Blank, no Iceberg
forms. Icebergs may not be placed within 5” of another Model.
The iconic ship of the White Navy, the Kutsov is on the
M S T A C ADV SDV F H recruitment posters throughout the Commonwealth. For
Battle Ready 2 9 5 5 10 3 3 8 4 many sailors, their first posting is to a Kutsov where the
Crippled cramped confines and deafening roar of the guns make the
2 7 4 5 8 2 2 7 3
glamorous poster image a bitter irony.

Unit Composition Weapons


• 1 Kutsov Cruiser • Heavy Gun Battery – F/P/S
• Heavy Gun Battery – A/P/S
Traits • Broadside – P&S
• Commonwealth
• Russian Options:
• Cruiser • The Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The
• Kutsov Class replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit
must replace the same Heavy Gun Battery with the same weapon. The points cost indicated is per Model.
Special Rules
• Hammer Sweep Heavy Rocket Battery Free Tri-Railgun +12pts
• Ablative Armour
• The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. Each
Model in the Unit must replace the same Heavy Gun Battery with the same Generator. Each Model in the
Unit must take the same Generator. The points cost indicated is per Model.

Atomic Generator +5pts Repulsion Generator +5pts


Fury Generator +3pts Magnetic Generator Free
Shield Generator +5pts Shroud Generator +8pts
Squadron:
• This Unit may include up to two additional Models at a cost of +85pts per Model.

Powerful and dependable, Norilsk class Heavy Cruisers have


M S T A C ADV SDV F H
been present at almost every major victory for the
Battle Ready 2 8 4 5 10 4 4 9 5 Commonwealth since they first entered service over two
Crippled 2 6 3 5 8 2 2 8 3 decades ago.

Unit Composition Weapons


• 1 Norilsk Heavy Cruiser • Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits • Heavy Gun Battery – A/P/S
• Commonwealth • Heavy Broadside – P&S
• Russian
• Heavy Cruiser Options:
• Norilsk Class • The Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The
replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit
Special Rules must replace the same Heavy Gun Battery with the same weapon. The points cost indicated is per Model.
• Hammer Sweep
• Ablative Armour Heavy Rocket Battery Free Tri-Railgun +12pts

• The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. Each
Model in the Unit must replace the same Heavy Gun Battery with the same Generator. Each Model in the
Unit must take the same Generator. The points cost indicated is per Model.

Atomic Generator +5pts Repulsion Generator +5pts


Fury Generator +3pts Magnetic Generator Free
Shield Generator +5pts Shroud Generator +8pts

Squadron:
• This Unit may include up to two additional Models at a cost of +110pts per Model.
The Commonwealth are famed for refusing to give ground
M S T A C ADV SDV F H once it has been taken in the name of the Tsar. Oleg class
Battle Ready 2 8 5 5 9 4 4 9 4 Monitors are ideally suited to this mentality, offering
Crippled unglamorous but determined resistance that deters all but the
2 7 4 5 7 2 2 8 3
most persistent of foes.

Unit Composition Weapons


• 1 Oleg Monitor • Heavy Gun Battery – F/P/S
• Broadside – P&S
Traits
• Commonwealth Options:
• Russian • The Unit may replace its Heavy Gun Battery weapon with one of the following weapons. The replacement
• Monitor weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit must replace
• Oleg Class the Heavy Gun Battery with the same weapon. The points cost indicated is per Model.

Special Rules Heavy Rocket Battery Free Tri-Railgun +12pts


• Hammer Sweep
• Ablative Armour Squadron:
• This Unit may include up to three additional Models at a cost of +60pts per Model.

A recent addition to the White Navy as a low-cost


M S T A C ADV SDV F H
alternative to the larger fleet carriers, the Pravda has already
Battle Ready 2 8 5 5 9 5 3 8 4 proved itself to many in the Admiralty. Vulnerable when
Crippled 2 7 4 5 8 3 3 7 3 isolated, Pravda most commonly operate in pairs or trios.

Unit Composition Weapons


• 1 Pravda Support Carrier • Rocket Battery – 360o
• Light Broadside – P & S
Traits
• Commonwealth Squadron:
• Russian • This Unit may include up to two additional Models at a cost of +135pts per Model.
• Support Carrier
• Pravda Class

Special Rules
• Ablative Armour
• SRS Capacity 4
(Reduce to 2 if Crippled)
The influence of Admiral Andrei Popov’s design philosophy can be seen
M S T A C ADV SDV F H in the wide body of the Rurik frigates. This broader beam allows for a
Battle Ready 1 12 6 4 8 3 3 5 2 shallower draught enabling squadrons to unexpectedly come inland by
using rivers and other waterways.

Unit Composition Weapons


• 3 Rurik Frigates • Gun Battery – F/P/S
• Light Broadside – P&S
Traits
• Commonwealth Squadron:
• Russian • This Unit may include up to five additional Models at a cost of +20pts per Model.
• Frigate
• Rurik Class Shallow Draught
This Unit treats Treacherous Water as Open Water.
Special Rules
• Ablative Armour Pack Hunter
• Shallow Draught This rule applies when the Unit numbers three or more Models. Each Model in the Unit gains +1 to its Attack
• Pack Hunter and Assault Action Dice Pools if it contributes to the same Dice Pool as at least two other Models.

M S T A C ADV SDV F H Sacrificing armour for speed, the Sineus enables the Commonwealth
to respond quickly to rapidly changing situations. A squadron of Sineus
Battle Ready 2 10 5 4 8 3 3 7 4 still carry enough firepower to break through blockades or disrupt
Crippled 2 8 4 4 6 2 2 5 2 supply lines if necessary.

Unit Composition Weapons


• 1 Sineus Fast Cruiser • Gun Battery – F/P/S
• Heavy Gun Battery – F/P/S
Traits • Broadside – P&S
• Commonwealth
• Russian Options:
• Fast Cruiser • The Unit may replace its Heavy Gun Battery weapon with one of the following weapons. The replacement
• Sineus Class weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. Each Model in the Unit must replace
the Heavy Gun Battery with the same weapon. The points cost indicated is per Model.
Special Rules
• Hammer Sweep Heavy Rocket Battery Free Tri-Railgun +12pts
• Ablative Armour
• Vanguard • The Unit may replace its Heavy Gun Battery weapon with one of the following Generators. Each Model
in the Unit must replace the Heavy Gun Battery with the same Generator. Each Model in the Unit must
take the same Generator. The points cost indicated is per Model.

Atomic Generator +5pts Repulsion Generator +5pts


Fury Generator +3pts Magnetic Generator Free
Shield Generator +5pts Shroud Generator +8pts

Squadron:
• This Unit may include up to two additional Models at a cost of +85pts per Model.

Vanguard
Starting with Player B, after both sides are deployed, each player may choose one of their Units with the
Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or Turn
Limit. Vanguard alternates between Players until all such Units have been selected.
The following is the official ‘Counts As’ guide for players to make use of older and out of production Classic Dystopian Wars
miniatures in games. These are official guidelines and so may be used for official tournaments, organised play and any other
sanctioned events.

The Models MUST be taken as indicated here. Any Unit upgrades listed must be taken and no other options are available to the
Unit from the ORBAT. For example, a miniature for a Classic Borodino may be included in your Force to represent a Borodino.
However, it may not take any weapon upgrades or additional Generators. That way, an opponent that encounters this Classic Model
in games will know exactly what it represents without further explanation or note keeping.

Important: As the range of Units for the Faction expands with new releases, this list will adapt to include other Classic Miniatures
that are now able to Counts as one of these Units in the game. So if there is a classic miniature in your collection that is not listed
below, do not worry, it will be added as the range expands and it gains something it can ‘count as’.

Classic Name Counts As Notes


Murmansk Murmansk No upgrades

Moskva Borodino No upgrades

Khatanga Khatanga No upgrades

Dudinka Mozhayski

Kostroma Mozhayski

Borodino Borodino No upgrades

Pakhtusov Mk I Borodino No upgrades

Pakhtusov MkII Pakhtusov No upgrades

Azov Norilsk No upgrades

Rudnitsky Pravda

Tiksi Sinius No upgrades

Tambov Kutsov No upgrades

Suvorov Oleg No upgrades

Onega Rurik

Rostov Rurik

Nikel Rurik

Novgorod Rurik

Velikey Escort

Triglav Corvette

Kazimov Corvette

Mezen Corvette

Dazbog Norilsk No upgrades

Marowit Kutsov No upgrades

Podaga Oleg No upgrades

You might also like