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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. Based on the work of the infamous Troika, the Commonwealth uses electromagnetic force to launch hyper velocity projectiles. Because of these efforts, the Commonwealth Forces have the following Quality on some weapons: RAIL: The Citadel of the Initial Target receives a -2 against Attacks with this Quality. When making an attack against Aerial Units with this Quality, the Attack Dice Pool gains receives +1 Action Dice. When making an attack against Submerged Units with this Quality the Attack Dice Pool gains receives -1 Action Dice. 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. CRYO-KOMETA: SRS Tokens launched by Units with this rule may re-roll Blank Results on Attack Runs. 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.

HAMMER SWEEP...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

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Page 1: HAMMER SWEEP...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

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.

Based on the work of the infamous Troika, the Commonwealth uses electromagnetic force to launch hyper velocity

projectiles. Because of these efforts, the Commonwealth Forces have the following Quality on some weapons:

RAIL: The Citadel of the Initial Target receives a -2 against Attacks with this Quality. When making an attack against

Aerial Units with this Quality, the Attack Dice Pool gains receives +1 Action Dice. When making an attack against

Submerged Units with this Quality the Attack Dice Pool gains receives -1 Action Dice.

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.

CRYO-KOMETA: SRS Tokens launched by Units with this rule may re-roll Blank Results on Attack Runs.

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.

Page 2: HAMMER SWEEP...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

A Battlefleet may only ever include one Unit with the Flagship trait unless the Battlefleet composition specifically states

otherwise. Battlefleets in the Commonwealth may have the following special rule:

COMMAND RE-ROLL: If a Battlefleet has this rule, 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.

• You MUST include One Flagship Unit with the COMMONWEALTH Trait.

• You MAY include up to a further Four Units with the COMMONWEALTH Trait.

• You may not include more than one of any Unit.

:

• Command Re-Roll

The mighty hammer on which the Commonwealth smashes its enemies, these battlefleets are built around the distinctive and powerful Borodino class vessels.

• You MUST include One Flagship Unit with the BORODINO CLASS Trait.

• You MUST include a Kutzov Unit.

• You MAY include up to a further Three Units with the RUSSIAN Trait.

• You may not include Aerial Units or more than two of any Unit except Kutzov or Rurik classes.

:

• Command Re-Roll

• Provided the Battlefleet includes a maximum sized Kutzov Unit, all Units in the Battlefleet receive a Ramming bonus of +3 for Hammer Sweep rather than the usual +2.

The White Navy does not underestimate air power in their strategies. The Commonwealth deploys Mozhayski Fleet Carriers to coordinate aerial assaults alongside Ekranoplans and other more conventional naval assets.

• You MUST include One Flagship Unit with the MOZHAYSKI CLASS Trait.

• You MUST include a Rurik or Pravda Unit.

• You MAY include up to a further Three Units with the RUSSIAN Trait.

• You may not include more than two of any Unit except Rurik or Pravda classes.

:

• Command Re-Roll

• Provided the Battlefleet includes a maximum sized Rurik or Pravda Unit, Pravda class Units do not have their SRS Capacity reduced when Crippled.

Page 3: HAMMER SWEEP...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

The Russian White Navy knows that naval supremacy of the Baltic Sea is critical for the security of the Commonwealth. Many fleets are deployed in the freezing northern waters to ensure any threats can be countered.

• You MUST include One Flagship Unit with the BORODINO or TOBOLSK CLASS Trait.

• You MUST include a Morozko or Khatanga Unit.

• You MAY include up to a further Three Units with the RUSSIAN Trait.

• You may not include more than two of any Unit except Kutzov, Morozko or Katanga classes.

:

• Command Re-Roll

• Provided the Battlefleet includes a maximum sized Morozko or Khatanga Unit, Cryo Generators in the Battlefleet may re-roll the die for determining Iceberg formation.

Deployed from its fleet base in Astrakhan, the resources of the Caspian Battlefleets are often deployed beyond the confines of the inland sea itself through the Eurasia Canal.

• You MUST include One Flagship Unit with the MOZHAYSKI or MURMANSK CLASS Traits.

• You MUST include a Stoletov or Sineus Unit.

• You MAY include up to a further Two Units with the RUSSIAN Trait.

• You may not include Aerial Units or more than two of any Unit except Sineus and Stoletov classes.

:

• Command Re-Roll

• Provided the Battlefleet includes at least one maximum sized Stoletov or Sineus Units then all Stoletov or Sineus Units in the Battlefleet gain the High Velocity Quality to their Rocket Batteries and Heavy Rocket Batteries.

Page 4: HAMMER SWEEP...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

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 to fire a Cryogenic Blast at a Target Model. Alternatively, 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 25" of a Model in this Unit. On a Hit or Heavy Hit, place

a 1" Mass 1 Iceberg obstacle within 20" of a Model in this Unit. On a Counter or Heavy Counter place a 1" Mass 1 Iceberg obstacle

within 15" 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

Broadside 6 (4) 4 (3) - Fusillade

4 (2) 2 (1) - Fusillade

Cryogenic Blast 8 (-) 8 (-) - Blast, Hazard, Devastating

- - - -

Gun Battery 3 (2) 5 (3) - Gunnery

2 (1) 3 (2) - Gunnery

Heavy Broadside 10 (7) 6 (3) - Fusillade

6 (3) 4 (2) - Fusillade

Heavy Gun Battery 8 (4) 10 (5) 6 (3) Gunnery

5 (2) 6 (3) 4 (2) Gunnery

Heavy Prow Ram - - - Ramming 12, Piercing

- - - Ramming 12, Piercing

Heavy Rocket Battery 10 (3) 10 (5) 10 (5) Aerial

6 (-) 6 (3) 6 (3) Aerial

Heavy Torpedo Salvo 12 (4) 12 (7) 11 (6) Submerged, Torpedo, Extreme Range

8 (-) 8 (5) 7 (5) Submerged, Torpedo, Extreme Range

Light Broadside 5 (3) 4 (2) - Fusillade

3 (2) 2 (1) - Fusillade

Light Torpedo Salvo 5 (2) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range

3 (-) 4 (2) 3 (2) Submerged, Torpedo, Extreme Range

Rocket Battery 6 (2) 6 (3) 6 (3) Aerial

4 (-) 4 (2) 4 (2) Aerial

Torpedo Salvo 7 (2) 7 (5) 6 (4) Submerged, Torpedo, Extreme Range

5 (-) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range

Tri-Railgun 8 (3) 8 (3) 8 (3) Rail, Gunnery, Extreme Range

5 (2) 5 (2) 5 (2) Rail, Gunnery, Extreme Range

Page 5: HAMMER SWEEP...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

M S T A C ADV SDV F H Well designed so that a Borodino can be repaired and maintained by her own crew even after sustaining considerable damage, these battleships are the rugged mainstay of the White Navy.

Battle Ready 3 6 3 7 14 5 5 14 7 Crippled 3 4 2 7 12 3 3 13 6

Unit Composition • 1 Borodino Battleship Traits

• Commonwealth • Russian

• Battleship

• Borodino Class

• Flagship Special Rules

• Ablative Armour

• Cryo-Capacitors • Hammer Sweep

• Internal Cryo Generator

Weapons • Heavy Gun Battery – F/P/S

• Heavy Gun Battery – F/P

• Heavy Gun Battery – F/S

• Heavy Broadside – P & S • Heavy Torpedo Salvo - F Options:

• 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. The points cost indicated is per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts • 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 +5pts Corvette +10pts INTERNAL CRYO GENERATOR: This Unit is equipped with an internal Cryo Generator. It may not be upgraded or replaced. CRYO-CAPACITORS: This Unit has the Sustained Quality to any Cryogenic Blast it makes.

Page 6: HAMMER SWEEP...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

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 is a relentless commander. His unwavering drive for excellence has pushed his ship and crew to new heights in the White Navy.

Battle Ready 3 6 3 7 14 6 6 14 7 Crippled 3 4 2 7 12 3 3 13 6

Unit Composition • 1 Pakhtusov Traits

• Commonwealth • Russian

• Battleship

• Borodino Class

• Flagship • Unique Special Rules

• Ablative Armour • Cryo-Capacitors

• Elite Crew

• Hammer Sweep • Inspirational

• Internal Cryo Generator

Weapons • Tri-Railgun – F/P/S

• Tri-Railgun – F/P

• Tri-Railgun – F/S

• Heavy Broadside – P & S • Heavy Torpedo Salvo - F Options:

• The Unit may take up to three Corvettes for +10pts per Model.

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. CRYO-CAPACITORS: This Unit has the Sustained Quality to any Cryogenic Blast it makes.

M S T A C ADV SDV F H Though the Commonwealth place less emphasis on air support than the other Great Powers, they still appreciate its uses in achieving victory. The Mozhayski are integral to this combined arms doctrine and the expansive internal spaces for officers make them preferred command ships for Commodores.

Battle Ready 3 6 3 6 12 6 5 11 7 Crippled 3 4 2 5 10 4 3 10 6

Unit Composition • 1 Mozhayski Fleet Carrier Traits

• Commonwealth • Russian

• Fleet Carrier

• Mozhayski Class • Flagship Special Rules

• Ablative Armour • Cryo-Kometa

• Combat Air Patrol

• SRS Capacity 8 (Reduce to 4 if Crippled)

Weapons • Rocket Battery – F/P/S

• Rocket Battery – F/A/P

• Rocket Battery – F/A/S • Heavy Broadside – P & S Options:

• 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 +5pts Corvette +10pts

COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens.

CRYO-KOMETA: SRS Tokens launched by Units with this rule may re-roll Blank Results on Attack Runs.

Page 7: HAMMER SWEEP...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

M S T A C ADV SDV F H Part firebase and part repair yard, a Murmansk allows the Commonwealth to expand its theatres of operation around the globe. Utilising integrated void engine technology acquired by Helsinki Markov, the Murmansk can appear unexpectedly, rising from beneath the waves in a matter of minutes.

Battle Ready 4 2 2 6 11 7 7 12 8 Crippled 3 2 2 6 9 4 4 10 8

Unit Composition

• 1 Murmansk Mobile Stronghold Traits

• Commonwealth • Russian

• Mobile Stronghold

• Murmansk Class • Flagship Special Rules

• Ablative Armour • Advanced Repair Facilities (3)

• Internal Shield Generator

• Logistical Support

• Lumbering • Unexpected Arrival

• Void-Engine Overclock

Weapons

• Heavy Gun Battery – F/P • Heavy Gun Battery – F/S

• Heavy Gun Battery – A/P

• Heavy Gun Battery – A/S • Heavy Broadside – F & A

• Heavy Broadside – P & S Options:

• 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. The points cost indicated is per Model.

Heavy Rocket Battery +3pts Tri-Railgun +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 +5pts Corvette +10pts

ADVANCED REPAIR FACILITIES (3): This Unit may add three additional Action Dice to its Repair Test. This is 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 10" of a Model in this Unit. INTERNAL SHIELD GENERATOR: This Unit is equipped with an internal Shield Generator. It may not be upgraded or replaced. 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. 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. UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. 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. VOID-ENGINE OVERCLOCK: Instead of rolling the Action Die on the first round, when using the Unexpected Arrival Rule, this model may be immediately made available for deployment. However, after deploying, it suffers a point of damage and receives a level of disorder and the Reactor Leak Critical Damage Marker.

Page 8: HAMMER SWEEP...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

M S T A C ADV SDV F H A development on the Murmansk, the Tobolsk Mobile Stronghold is often deployed in the far northern waters where it provides a tactical advantage to the Commonwealth in those isolated freezing seas. Though the void-engines still require many hours to recharge, the element of surprise makes this a uniquely viable technology for these mobile strongholds.

Battle Ready 4 2 2 6 11 7 7 12 8 Crippled 3 2 2 6 9 4 4 10 8

Unit Composition •1 Tobolsk Mobile Stronghold Traits • Commonwealth

• Russian

• Mobile Stronghold

• Tobolsk Class • Flagship Special Rules

• Ablative Armour • Cryo-Kometa

• Combat Air Patrol

• SRS Capacity 5 (Reduce to 3 if Crippled) • Internal Cryo Generator

• Lumbering

• Unexpected Arrival

• Void-Engine Overclock

Weapons • Heavy Gun Battery – F/P

• Heavy Gun Battery – F/S

• Heavy Gun Battery – A/P

• Heavy Gun Battery – A/S • Heavy Broadside – F & A

• Heavy Broadside – P & S Options:

• 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. The points cost indicated is per Model.

Heavy Rocket Battery +3pts Tri-Railgun +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 +5pts Corvette +10pts INTERNAL CRYO GENERATOR: This Unit is equipped with an internal Cryo Generator. It may not be upgraded or replaced. COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens. CRYO-CAPACITORS: This Unit has the Sustained Quality to any Cryogenic Blast it makes. UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. 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. VOID-ENGINE OVERCLOCK: Instead of rolling the Action Die on the first round, when using the Unexpected Arrival Rule, this model may be immediately made available for deployment. However, after deploying, it suffers a point of damage and receives a level of disorder and the Reactor Leak Critical Damage Marker.

Page 9: HAMMER SWEEP...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

M S T A C ADV SDV F H Volodymyr Nikonov was gifted this modified Murmansk class mobile stronghold by the Tsar and in gratitude he named it after his love, the Tsar’s eldest daughter. Based near Novo-Arkhangelsk in Alaska, this vessel is the home base for Nikonov and his Black Wolf Mercenaries.

Battle Ready 4 2 2 6 11 7 7 12 8 Crippled 3 2 2 6 9 4 4 10 8

Unit Composition • 1 Anastasia Traits

• Commonwealth • Black Wolf

• Mobile Stronghold

• Murmansk Class

• Flagship • Unique Special Rules

• Ablative Armour • Advanced Repair Facilities (3)

• Black Wolf Mercenaries

• Internal Shield Generator

• Logistical Support • Lumbering

• Unexpected Arrival

• Void-Engine Overclock

Weapons • Tri-Railgun – F/P

• Tri-Railgun – F/S

• Tri-Railgun – A/P

• Tri-Railgun – A/S • Heavy Broadside – F & A

• Heavy Broadside – P & S Options: ADVANCED REPAIR FACILITIES (3): This Unit may add three additional Action Dice to its Repair Test. This is 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 10" of a Model in this Unit. BLACK WOLF MERCENARIES: Models in this Unit ignore the effects of the Emergency Disorder Condition, though still count as having Disorder at that level. Furthermore, while making or defending from an Assault, this Unit may re-roll Blank dice results. The Black Wolf Mercenaries Rule does not apply if the Force this Unit is part of has less Victory Points than their opponents at the last Check for Victory Step. INTERNAL SHIELD GENERATOR: This Unit is equipped with an internal Shield Generator. It may not be upgraded or replaced. 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. 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. UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. 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. VOID-ENGINE OVERCLOCK: Instead of rolling the Action Die on the first round, when using the Unexpected Arrival Rule, this model may be immediately made available for deployment. However, after deploying, it suffers a point of damage and receives a level of disorder and the Reactor Leak Critical Damage Marker.

Page 10: HAMMER SWEEP...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

M S T A C ADV SDV F H Flagship of the Black Wolf Mercenary Fleet and commanded by the charismatic Volodymyr Nikonov, the Death Bringer is feared around the globe. Stolen from the Enlightened during a presentation to the Tsar, Nikonov ensured the Death Bringer was an utterly unique masterpiece by destroying the blueprints and setting the shipyards ablaze.

Battle Ready 3 5 3 7 12 4 5 15 5

Crippled 3 4 2 7 11 3 3 15 5

Unit Composition

• 1 Death Bringer Traits • Commonwealth

• Black Wolf

• Grand Submarine

• Akula Class • Submerged Unit

• Flagship

• Unique Special Rules

• Ablative Armour

• Black Wolf Mercenaries

• Full Steam Ahead • Hammer Sweep

Weapons

• Heavy Prow Ram - F

• Heavy Torpedo Salvo – F

• Heavy Torpedo Salvo – F • Heavy Torpedo Salvo – F

• Rocket Battery – F/P/A

• Rocket Battery – F/S/A

FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns. BLACK WOLF MERCENARIES: Models in this Unit ignore the effects of the Emergency Disorder Condition, though still count as having Disorder at that level. Furthermore, while making or defending from an Assault, this Unit may re-roll Blank dice results. The Black Wolf Mercenaries Rule does not apply if the Force this Unit is part of has less Victory Points than their opponents at the last Check for Victory Step.

Options: For +10pts it may have the Unexpected Arrival rule. UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. 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.

Page 11: HAMMER SWEEP...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
Page 12: HAMMER SWEEP...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

M S T A C ADV SDV F H Extrapolated by Ukrainian engineers from charred blueprints of the stolen Death Bringer, the Akula is still the most powerful in the Ukrainian Submarine Command. One element that was successfully replicated was the Akula’s magnetohydrodynamic drive enabling the boat to approach virtually undetected before striking.

Battle Ready 3 5 3 6 12 2 5 9 5

Crippled 3 4 2 6 11 1 2 8 5

Unit Composition

• 1 Akula Grand Submarine Traits • Commonwealth

• Ukrainian

• Grand Submarine

• Akula Class • Submerged Unit Special Rules

• Ablative Armour • Full Steam Ahead

• Hammer Sweep

• Temperamental Design

Weapons

• Torpedo Salvo – F

• Torpedo Salvo – F

• Torpedo Salvo – F • Torpedo Salvo - A

• Rocket Battery – F/P/A

• Rocket Battery – F/S/A

FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns. TEMPERAMENTAL DESIGN: This Unit counts any Heavy Counter rolled as a Counter instead whilst making Repair Tests.

M S T A C ADV SDV F H A brutal addition to the White Navy and favoured by northern Captains, the Khatanga combines a ferocious Semyenov pattern assault bore in the prow with the dreaded cryo Generator.

Battle Ready 2 8 4 5 10 3 4 10 5

Crippled 2 6 3 5 8 2 2 9 5

Unit Composition

• 1 Khatanga Cryo Assault Cruiser Traits

• Commonwealth

• Russian

• Cryo Assault Cruiser • Khatanga Class Special Rules

• Hammer Sweep • Ablative Armour

• Internal Cryo Generator Squadron: This Unit may include up to two additional models at a cost of +144pts per Model.

Weapons

• Heavy Prow Ram – F

• Rocket Battery – F/P/S

• Heavy Gun Battery – F/P/S • Heavy Gun Battery – A/P/S

• Broadside – P&S Options:

• Any Model in 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. The points cost indicated is

per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts

• 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

INTERNAL CRYO GENERATOR: This Unit is equipped with an internal Cryo Generator. It may not be upgraded or replaced.

Options: For +10pts it may have the Unexpected Arrival rule. UNEXPECTED ARRIVAL: Emerging suddenly, this Unit appears to wreak havoc on the enemy. This Unit is always held in Reserve (see Operations for details). The player may re-roll the Action Die to determine the Reserve result. 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.

Page 13: HAMMER SWEEP...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

M S T A C ADV SDV F H Based in Odesa, Ukrainian Submarine Command (UPK) has the lead in sub nautical warfare and exploration for the Commonwealth. With an impressive training academy in nearby Zatoka, the UPK provides a steady supply of skilled submariners and vessels like the lethally fast Khyzhak class.

Battle Ready 2 8 6 5 10 1 3 4 2

Crippled 2 7 5 5 6 1 1 3 2

Unit Composition • 1 Kyyzhak Attack Submarine Traits

• Commonwealth • Ukrainian

• Attack Submarine

• Khyzhak Class

• Submerged Unit

Special Rules

• Ablative Armour

• Agile • Full Steam Ahead

• Hammer Sweep

• Maritime Patrol

Squadron: This Unit may include up to two additional models at a cost of +55pts per Model.

Weapons • Torpedo Salvo – F

• Torpedo Salvo - A

• Heavy Rocket Battery – 360

AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during Drift movement in the same way as it usually would during normal Movement.

FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns. MARITIME PATROL: Models with this rule may re-roll blank results when attacking Submerged Units provided the target has at least one SRS token friendly to this unit within 5”.

M S T A C ADV SDV F H The iconic ship of the White Navy, the Kutsov is on the recruitment posters throughout the Commonwealth. For many sailors, their first posting is to a Kutsov where the cramped confines and deafening roar of the guns make the glamorous poster image a bitter irony.

Battle Ready 2 9 5 5 10 3 3 8 5

Crippled 2 7 4 5 8 2 2 7 4

Unit Composition • 1 Kutsov Cruiser Traits

• Commonwealth • Russian

• Cruiser

• Kutsov Class Special Rules

• Hammer Sweep

• Ablative Armour Squadron: This Unit may include up to two additional Models at a cost of +88pts per Model.

Weapons • Heavy Gun Battery – F/P/S

• Heavy Gun Battery – A/P/S

• Broadside – P&S

Options:

• Any Model in 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. The points cost indicated is

per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts

• 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

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M S T A C ADV SDV F H Developed from the redoubtable Norilsk, the Morozko incorporates a Cryo Generator, enabling it to create hazardous icebergs to great effect in the path of their enemies. Battle Ready 2 8 4 5 10 3 3 9 5

Crippled 2 6 3 5 8 2 2 8 5

Unit Composition • 1 Morozko Heavy Cryo Cruiser Traits • Commonwealth

• Russian

• Heavy Cryo Cruiser

• Morozko Class Special Rules

• Hammer Sweep

• Ablative Armour • Internal Cryo Generator Squadron: This Unit may include up to two additional Models at a cost of +131pts per Model.

Weapons • Rocket Battery – F/P/S

• Heavy Gun Battery – F/P/S

• Heavy Gun Battery – A/P/S

• Broadside – P&S

Options: • Any Model in the Unit may replace its Rocket Battery weapon with a Gun Battery for Free. The

replacement weapon retains the Fire Arcs of the Rocket Battery it replaces.

• Any Model in 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. The points cost indicated is

per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts

• 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

M S T A C ADV SDV F H Powerful and dependable, Norilsk class Heavy Cruisers have been present at almost every major victory for the Commonwealth since they first entered service over two decades ago. Battle Ready 2 8 4 5 10 4 4 9 5

Crippled 2 6 3 5 8 2 2 8 5

Unit Composition

• 1 Norilsk Heavy Cruiser Traits

• Commonwealth

• Russian • Heavy Cruiser

• Norilsk Class Special Rules • Hammer Sweep

• Ablative Armour Squadron: This Unit may include up to two additional Models at a cost of +112pts per Model.

Weapons

• Gun Battery – F/P/S • Heavy Gun Battery – F/P/S

• Heavy Gun Battery – A/P/S

• Heavy Broadside – P&S Options: • Any Model in the Unit may replace its Gun Battery weapon with a Rocket Battery for Free. The

replacement weapon retains the Fire Arcs of the Gun Battery it replaces.

• Any Model in 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. The points cost indicated is

per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts

• 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

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M S T A C ADV SDV F H The Commonwealth are famed for refusing to give ground once it has been taken in the name of the Tsar. Oleg class Monitors are ideally suited to this mentality, offering unglamorous but determined resistance that deters all but the most persistent of foes.

Battle Ready 2 8 4 5 9 4 4 9 4

Crippled 2 7 3 5 7 2 2 8 4

Unit Composition • 1 Oleg Monitor Traits

• Commonwealth • Russian

• Monitor

• Oleg Class Special Rules

• Hammer Sweep

• Ablative Armour Squadron: This Unit may include up to three additional Models at a cost of +62pts per Model.

Weapons • Heavy Gun Battery – F/P/S

• Broadside – P&S Options:

• Any Model in the Unit may replace its Heavy Gun Battery weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The points cost indicated is

per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts

• The Unit may replace its 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

M S T A C ADV SDV F H Fast and deadly the Piranya hunter submarines patrol in packs along the Black Sea and the Bering Strait. With a compliment of twelve, the Prranya make for a close-knit boat crew, ideal for such vessels with sparse living comforts on month-long duty beneath the waves. Battle Ready 1 9 7 4 8 1 2 3 2

Unit Composition

•2 Piranya Hunter Submarine Traits

• Commonwealth

• Ukrainian • Hunter Submarine

• Piranya Class

• Submerged Unit

Special Rules • Ablative Armour

• Agile

• Giant Slayer

• Vanguard Squadron: This Unit may include up to two additional models at a cost of +32pts per Model.

Weapons

• Torpedo Salvo – F AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during Drift movement in the same way as it usually would during normal Movement.

GIANT SLAYER: Each Model in the Unit may re-roll Blank Results in Attacks against an Initial Target with a Mass of 3 or more. 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.

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M S T A C ADV SDV F H A recent addition to the White Navy as a low-cost alternative to the larger fleet carriers, the Pravda has already proved itself to many in the Admiralty. Vulnerable when isolated, Pravda most commonly operate in pairs or trios.

Battle Ready 2 8 5 5 9 4 3 8 5

Crippled 2 7 4 5 8 2 2 7 4

Unit Composition • 1 Pravda Support Carrier Traits

• Commonwealth • Russian

• Support Carrier

• Pravda Class Special Rules

• Ablative Armour

• Combat Air Patrol

• Cryo-Kometa • SRS Capacity 4

(Reduce to 2 if Crippled) Squadron: This Unit may include up to two additional Models at a cost of +120pts per Model.

Weapons • Rocket Battery – 360o

• Light Broadside – P & S COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens. CRYO-KOMETA: SRS Tokens launched by Units with this rule may re-roll Blank Results on Attack Runs.

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

Unit Composition

• 3 Rurik Frigates Traits

• Commonwealth

• Russian • Frigate

• Rurik Class Special Rules • Ablative Armour

• Pack Hunter

• Shallow Draught Squadron: This Unit may include up to four additional Models at a cost of +22pts per Model.

Weapons

• Gun Battery – F/P/S • Light Broadside – P&S PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit contribute to that Dice Pool. SHALLOW DRAUGHT: This Unit treats Treacherous Water as Open Water.

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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 still carry enough firepower to break through blockades or disrupt supply lines if necessary.

Battle Ready 2 10 5 5 9 3 3 7 5

Crippled 2 8 4 4 7 2 2 5 3

Unit Composition • 1 Sineus Fast Cruiser Traits

• Commonwealth • Russian

• Fast Cruiser

• Sineus Class Special Rules

• Full Steam Ahead

• Ablative Armour

• Vanguard Squadron: This Unit may include up to two additional Models at a cost of +75pts per Model.

Weapons • Gun Battery – F/P/S

• Heavy Gun Battery – F/P/S

• Broadside – P&S

Options: • The Unit may replace its Gun Battery weapon with a Rocket Battery for Free. The replacement weapon

retains the Fire Arcs of the Gun Battery it replaces.

• Any Model in the Unit may replace its Heavy Gun Battery weapon with one of the following weapons. The

replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The points cost indicated is

per Model.

Heavy Rocket Battery +3pts Tri-Railgun +8pts

• 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

FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns.

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.

M S T A C ADV SDV F H These ground effect vehicles were designed by Helsinki Markov himself following his return to the Commonwealth after years studying with the Covenant of the Enlightened. Skimming the surface of the sea, they excel at high-speed rocket attacks and troop transport.

Battle Ready 2 10 3 5 8 3 3 7 3

Crippled 2 8 2 5 6 2 2 5 2

Unit Composition • 2 Stoletov Ekranoplans Traits

• Commonwealth • Russian

• Ekranoplan

• Stoletov Class

• Skimming Unit

Special Rules

• Caspian Overthruster

• Spotter

Squadron: This Unit may include up to two additional Models at a cost of +79pts per Model.

Weapons • Rocket Battery – F/P/S

• Heavy Rocket Battery – F

• Heavy Rocket Battery – F

• Torpedo Salvo - F

CASPIAN OVERTHRUSTER: During its Activation, this Model may increase its Speed by 6" provided that it makes no turns during this Movement. If this Model has Moved at least 10” the Model is Obscured, and the Heavy Rocket Batteries gain the Extreme Range Quality (but not the Rocket Battery). If the Model is Crippled these rules cannot be used. SPOTTER: This Unit gains the Sustained quality to any weapons with the Extreme Range quality if the Initial Target is within 3” of a friendly SRS Token.

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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 Azov Norilsk Replace aft Heavy Gun Battery with Shield Generator

Bagiennik Rurik No upgrades Borodino Borodino No upgrades

Chany Piranya No upgrades

Cyclops Kutzov Replace aft Heavy Gun Battery with Heavy Rocket Battery

Dazbog Norilsk No upgrades

Death Bringer Death Bringer or Akula Take the Unexpected Arrival rule

Dudinka Mozhayski No upgrades

Fury Rurik No upgrades

Kazimov Corvette No upgrades

Khatanga Khatanga No upgrades

Kostroma Mozhayski No upgrades

Magadan Khyzhak No upgrades

Manticore Kutzov Replace aft Heavy Gun Battery with Repulsion Generator

Marowit Kutsov No upgrades

Mezen Corvette No upgrades

Moskva Borodino No upgrades

Murmansk Murmansk No upgrades

Nemesis Norilsk No upgrades

Nikel Rurik No upgrades

Novgorod Rurik No upgrades

Onega Sinius No upgrades

Pakhtusov Mk I Borodino No upgrades

Pakhtusov MkII Pakhtusov No upgrades

Pesets Khyzhak No upgrades

Podaga Oleg No upgrades

Rostov Rurik No upgrades

Rudnitsky Pravda No upgrades

Suvorov Oleg No upgrades

Tambov Sinius No upgrades

Tiksi Norilsk Replace all Heavy Gun Batteries with Heavy Rocket Batteries

Triglav Mozhayski No upgrades

Velikey Escort No upgrades