Commonwealth ORBAT
Commonwealth ORBAT
Commonwealth ORBAT
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.
• 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.
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.
• 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.
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.
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.
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.
Squadron:
• This Unit may include up to two additional Models at a cost of +151pts per Model.
• 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.
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.
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.
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.
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’.
Dudinka Mozhayski
Kostroma Mozhayski
Rudnitsky Pravda
Onega Rurik
Rostov Rurik
Nikel Rurik
Novgorod Rurik
Velikey Escort
Triglav Corvette
Kazimov Corvette
Mezen Corvette