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.

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

• You MUST include One Flagship Unit with the BORODINO CLASS Trait. • You MUST include One Flagship Unit with the MOZHAYSKI CLASS Trait. • You MUST include a maximum sized Kutzov Unit. • You MUST include a maximum sized Rurik or Pravda • You MAY include up to a further Three Units with the Unit. RUSSIAN Trait. • You MAY include up to a further Three Units with the • You may not include Aerial Units or more than two of any RUSSIAN Trait. Unit except Kutzov or Rurik classes. • You may not include more than two of any Unit except : Rurik or Pravda classes.

• Command Re-Roll :

• All Units in the Battlefleet receive a Ramming bonus of +3 • Command Re-Roll for Hammer Sweep rather than the usual +2. • Pravda class Units do not have their SRS Capacity reduced when Crippled.

The Russian White Navy knows that naval supremacy of the Baltic Deployed from its fleet base in Astrakhan, the resources of the Caspian Sea is critical for the security of the Commonwealth. Many fleets are Battlefleets are often deployed beyond the confines of the inland sea deployed in the freezing northern waters to ensure any threats can be itself through the Eurasia Canal. countered.

• You MUST include One Flagship Unit with the • You MUST include One Flagship Unit with the MOZHAYSKI or MURMANSK CLASS Traits. BORODINO or TOBOLSK CLASS Trait. • You MUST include two Stoletov or Sineus Units. • You MUST include a Morozko and Khatanga Unit. • You MAY include up to a further Two Units with the • You MAY include up to a further Three Units with the RUSSIAN Trait. RUSSIAN Trait. • You may not include Aerial Units or more than two of any • You may not include more than two of any Unit except Unit except Sineus and Stoletov classes. Kutzov, Morozko or Katanga classes. : : • Command Re-Roll • Command Re-Roll • Any Stoletov or Sineus Units in the Battlefleet gain the • Cryo Generators in the Battlefleet may re-roll the die for High Velocity Quality to their Rocket Batteries and Heavy determining Iceberg formation. Rocket Batteries.

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 6 (4) 4 (3) - Fusillade Broadside 4 (2) 2 (1) - Fusillade 8 (-) 8 (-) - Blast, Hazard, Devastating Cryogenic Blast - - - - 3 (2) 5 (3) - Gunnery Gun Battery 2 (1) 3 (2) - Gunnery 10 (7) 6 (3) - Fusillade Heavy Broadside 6 (3) 4 (2) - Fusillade 8 (4) 10 (5) 6 (3) Gunnery Heavy Gun Battery 5 (2) 6 (3) 4 (2) Gunnery - - - Ramming 12, Piercing Heavy Prow Ram - - - Ramming 12, Piercing 10 (3) 10 (5) 10 (5) Aerial Heavy Rocket Battery 6 (-) 6 (3) 6 (3) Aerial 12 (4) 12 (7) 11 (6) Submerged, Torpedo, Extreme Range Heavy Torpedo Salvo 8 (-) 8 (5) 7 (5) Submerged, Torpedo, Extreme Range 5 (3) 4 (2) - Fusillade Light Broadside 3 (2) 2 (1) - Fusillade 5 (2) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range Light Torpedo Salvo 3 (-) 4 (2) 3 (2) Submerged, Torpedo, Extreme Range 6 (2) 6 (3) 6 (3) Aerial Rocket Battery 4 (-) 4 (2) 4 (2) Aerial 7 (2) 7 (5) 6 (4) Submerged, Torpedo, Extreme Range Torpedo Salvo 5 (-) 5 (3) 4 (3) Submerged, Torpedo, Extreme Range 8 (3) 8 (3) 8 (3) Rail, Gunnery, Extreme Range Tri-Railgun 5 (2) 5 (2) 5 (2) Rail, Gunnery, Extreme Range

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 Battle Ready 3 6 3 7 14 5 5 14 7 sustaining considerable damage, these are the rugged mainstay of the White Navy. Crippled 3 4 2 7 12 3 3 13 6

Unit Composition Weapons • 1 Borodino • Heavy Gun Battery – F/P/S • Heavy Gun Battery – F/P Traits • Heavy Gun Battery – F/S • Commonwealth • Heavy Broadside – P & S • Russian • Heavy 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. The points cost indicated is per Model. Special Rules • Ablative Armour Heavy Rocket Battery +3pts Tri-Railgun +8pts

• Cryo-Capacitors • The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. • Hammer Sweep • Internal Cryo Generator 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 but not a mix of both.

Escort +5pts +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.

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

Unit Composition Weapons • 1 Pakhtusov • Tri-Railgun – F/P/S • Tri-Railgun – F/P Traits • Tri-Railgun – F/S • Commonwealth • Heavy Broadside – P & S • Russian • Heavy Torpedo Salvo - F • Battleship • Borodino Class Options: • Flagship • The Unit may take up to three Corvettes for +10pts per Model. • Unique ELITE CREW: While making or defending from an Assault, this Unit may re-roll Blank dice results. Special Rules • Ablative Armour INSPIRATIONAL: Any friendly Unit (excluding this Unit) within 10" may re-roll a single Action dice in • their Activation. Cryo-Capacitors • Elite Crew INTERNAL CRYO GENERATOR: This Unit is equipped with an internal Cryo Generator. It may not be • Hammer Sweep upgraded or replaced. • Inspirational • Internal Cryo Generator 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 Battle Ready 3 6 3 6 12 6 5 11 7 arms doctrine and the expansive internal spaces for officers make them preferred command Crippled 3 4 2 5 10 4 3 10 6 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 • Heavy Broadside – P & S • Russian • Fleet Carrier Options: • Mozhayski Class • The Unit may take up to three of the following for the points cost indicated per Model. You may have • Flagship either Escorts or Corvettes but not a mix of both.

Escort +5pts Corvette +10pts Special Rules • Ablative Armour COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long • Cryo-Kometa Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere • Combat Air Patrol in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their • SRS Capacity 8 ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to (Reduce to 4 if Crippled) 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 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 Battle Ready 4 2 2 6 11 7 7 12 8 by Helsinki Markov, the Murmansk can appear unexpectedly, rising from beneath the waves Crippled 3 2 2 6 9 4 4 10 8 in a matter of minutes.

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 replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The points cost indicated is per Model. Special Rules • Heavy Rocket Battery +3pts Tri-Railgun +8pts Ablative Armour • Advanced Repair Facilities (3) • The Unit may take up to three of the following for the points cost indicated per Model. You may have • Internal Shield Generator either Escorts or Corvettes but not a mix of both. • Logistical Support

• Lumbering Escort +5pts Corvette +10pts

• Unexpected Arrival ADVANCED REPAIR FACILITIES (3): This Unit may add three additional Action Dice to its Repair Test. • Void-Engine Overclock 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.

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 Battle Ready 4 2 2 6 11 7 7 12 8 isolated freezing seas. Though the void-engines still require many hours to recharge, the Crippled 3 2 2 6 9 4 4 10 8 element of surprise makes this a uniquely viable technology for these mobile strongholds.

Unit Composition Weapons •1 Tobolsk • 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 • Tobolsk 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. The points cost indicated is per Model. Special Rules • Ablative Armour Heavy Rocket Battery +3pts Tri-Railgun +8pts • Cryo-Kometa • • Combat Air Patrol The Unit may take up to three of the following for the points cost indicated per Model. You may have • SRS Capacity 5 either Escorts or Corvettes but not a mix of both.

(Reduce to 3 if Crippled) Escort +5pts Corvette +10pts • Internal Cryo Generator • Lumbering INTERNAL CRYO GENERATOR: This Unit is equipped with an internal Cryo Generator. It may not be • Unexpected Arrival upgraded or replaced. • Void-Engine Overclock 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.

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- Battle Ready 4 2 2 6 11 7 7 12 8 Arkhangelsk in Alaska, this vessel is the home base for Nikonov and his Black Wolf Crippled 3 2 2 6 9 4 4 10 8 Mercenaries.

Unit Composition Weapons • 1 Anastasia • Tri-Railgun – F/P • Tri-Railgun – F/S Traits • Tri-Railgun – A/P • Commonwealth • Tri-Railgun – A/S • Black Wolf • Heavy Broadside – F & A • Mobile Stronghold • Heavy Broadside – P & S • Murmansk Class • Flagship Options: • Unique 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 Special Rules Repair Tests may also be gained by any friendly Models within 10" of a Model in this Unit. • Ablative Armour • Advanced Repair Facilities (3) BLACK WOLF MERCENARIES: Models in this Unit ignore the effects of the Emergency Disorder • Black Wolf Mercenaries Condition, though still count as having Disorder at that level. Furthermore, while making or defending from • Internal Shield Generator 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. • Logistical Support

• Lumbering INTERNAL SHIELD GENERATOR: This Unit is equipped with an internal Shield Generator. It may • Unexpected Arrival not be upgraded or replaced. • Void-Engine Overclock 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.

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 Battle Ready 3 5 3 7 12 4 5 15 5 a presentation to the Tsar, Nikonov ensured the Death Bringer was an utterly unique Crippled 3 4 2 7 11 3 3 15 5 masterpiece by destroying the blueprints and setting the shipyards ablaze.

Unit Composition Weapons • 1 Death Bringer • Heavy Prow Ram - F • Heavy Torpedo Salvo – F Traits • Heavy Torpedo Salvo – F • Commonwealth • Heavy Torpedo Salvo – F • Black Wolf • Rocket Battery – F/P/A • Grand • Rocket Battery – F/S/A • Akula Class • Submerged Unit FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no • Flagship turns. • Unique BLACK WOLF MERCENARIES: Models in this Unit ignore the effects of the Emergency Disorder Special Rules Condition, though still count as having Disorder at that level. Furthermore, while making or defending from an • Ablative Armour Assault, this Unit may re-roll Blank dice results. The Black Wolf Mercenaries Rule does not apply if the Force • Black Wolf Mercenaries this Unit is part of has less Victory Points than their opponents at the last Check for Victory Step. • Full Steam Ahead

• Hammer Sweep 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.

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 Battle Ready 3 5 3 6 12 2 5 9 5 that was successfully replicated was the Akula’s magnetohydrodynamic drive enabling the Crippled 3 4 2 6 11 1 2 8 5 boat to approach virtually undetected before striking.

Unit Composition Weapons • 1 Akula Grand Submarine • Torpedo Salvo – F • Torpedo Salvo – F Traits • Torpedo Salvo – F • Commonwealth • Torpedo Salvo - A • Ukrainian • Rocket Battery – F/P/A • Grand Submarine • Rocket Battery – F/S/A • Akula Class • Submerged Unit FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns. Special Rules • Ablative Armour TEMPERAMENTAL DESIGN: This Unit counts any Heavy Counter rolled as a Counter instead whilst • Full Steam Ahead making Repair Tests. • Hammer Sweep • Temperamental Design 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.

M S T A C ADV SDV F H A brutal addition to the White Navy and favoured by northern Captains, the Khatanga Battle Ready 2 8 4 5 10 3 4 10 5 combines a ferocious Semyenov pattern assault bore in the prow with the dreaded cryo Generator. Crippled 2 6 3 5 8 2 2 9 5

Unit Composition Weapons • 1 Khatanga • Heavy Prow Ram – F Cryo Assault • Rocket Battery – F/P/S • Heavy Gun Battery – F/P/S Traits • Heavy Gun Battery – A/P/S • Commonwealth • Broadside – P&S • Russian • Cryo Assault Cruiser Options: • Khatanga Class • 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 Special Rules per Model. • Hammer Sweep • Ablative Armour Heavy Rocket Battery +3pts Tri-Railgun +8pts • Internal Cryo Generator • The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. Each Model Squadron: in the Unit must replace the same Heavy Gun Battery with the same Generator. Each Model in the Unit must This Unit may include up to take the same Generator. The points cost indicated is per Model. two additional models at a Atomic Generator +5pts Repulsion Generator +5pts cost of +144pts per Model. 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.

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 Battle Ready 2 8 6 5 10 1 3 4 2 nearby Zatoka, the UPK provides a steady supply of skilled submariners and vessels like the Crippled 2 7 5 5 6 1 1 3 2 lethally fast Khyzhak class.

Unit Composition Weapons • 1 Kyyzhak Attack Submarine • Torpedo Salvo – F • Torpedo Salvo - A Traits • Heavy Rocket Battery – 360 • Commonwealth • Ukrainian AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during • Attack Submarine Drift movement in the same way as it usually would during normal Movement. • Khyzhak Class • Submerged Unit FULL STEAM AHEAD: This Unit may double its Drift during its Movement Step provided that it makes no turns. Special Rules • Ablative Armour MARITIME PATROL: Models with this rule may re-roll blank results when attacking Submerged Units • Agile provided the target has at least one SRS token friendly to this unit within 5”. • Full Steam Ahead • Hammer Sweep • Maritime Patrol

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

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 Battle Ready 2 9 5 5 10 3 3 8 5 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. Crippled 2 7 4 5 8 2 2 7 4

Unit Composition Weapons • 1 Kutsov Cruiser • Heavy Gun Battery – F/P/S • Heavy Gun Battery – A/P/S Traits • Broadside – P&S • Commonwealth Options: • Russian • Any Model in the Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The • Cruiser replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The points cost indicated is • Kutsov Class per Model.

Special Rules Heavy Rocket Battery +3pts Tri-Railgun +8pts • Hammer Sweep • • 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. Squadron: This Unit may include up to Atomic Generator +5pts Repulsion Generator +5pts two additional Models at a cost Fury Generator +3pts Magnetic Generator Free Shield Generator +5pts Shroud Generator +8pts of +88pts per Model.

M S T A C ADV SDV F H Developed from the redoubtable Norilsk, the Morozko incorporates a Cryo Generator, Battle Ready 2 8 4 5 10 3 3 9 5 enabling it to create hazardous icebergs to great effect in the path of their enemies. Crippled 2 6 3 5 8 2 2 8 5

Unit Composition Weapons • 1 Morozko • Rocket Battery – F/P/S Heavy Cryo Cruiser • Heavy Gun Battery – F/P/S • Heavy Gun Battery – A/P/S Traits • Broadside – P&S • Commonwealth • Russian Options: • Any Model in the Unit may replace its Rocket Battery weapon with a Gun Battery for Free. The • Heavy Cryo Cruiser replacement weapon retains the Fire Arcs of the Rocket Battery it replaces. • Morozko Class • Any Model in 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. The points cost indicated is • Hammer Sweep per Model. • Ablative Armour • Internal Cryo Generator Heavy Rocket Battery +3pts Tri-Railgun +8pts

• The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. Each Squadron: Model in the Unit must replace the same Heavy Gun Battery with the same Generator. Each Model in the This Unit may include up to Unit must take the same Generator. The points cost indicated is per Model. two additional Models at a cost of +131pts 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 have been present at almost every Battle Ready 2 8 4 5 10 4 4 9 5 major victory for the Commonwealth since they first entered service over two decades ago. Crippled 2 6 3 5 8 2 2 8 5

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 • 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. Special Rules • Any Model in the Unit may replace any Heavy Gun Battery weapon with one of the following weapons. The • Hammer Sweep replacement weapon retains the Fire Arcs of the Heavy Gun Battery it replaces. The points cost indicated is • Ablative Armour per Model.

Squadron: Heavy Rocket Battery +3pts Tri-Railgun +8pts This Unit may include up to two additional Models at a cost • The Unit may replace a single Heavy Gun Battery weapon with one of the following Generators. Each of +112pts per Model. 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 The Commonwealth are famed for refusing to give ground once it has been taken in the name Battle Ready 2 8 4 5 9 4 4 9 4 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. Crippled 2 7 3 5 7 2 2 8 4

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

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

• Hammer Sweep • The Unit may replace its Heavy Gun Battery weapon with one of the following Generators. Each Model in • Ablative Armour 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 Atomic Generator +5pts Repulsion Generator +5pts three additional Models at a Fury Generator +3pts Magnetic Generator Free cost of +62pts per Model. Shield Generator +5pts Shroud Generator +8pts

M S T A C ADV SDV F H Fast and deadly the Piranya hunter 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, Battle Ready 1 9 7 4 8 1 2 3 2 ideal for such vessels with sparse living comforts on month-long duty beneath the waves.

Unit Composition Weapons •2 Piranya Hunter Submarine • Torpedo Salvo – F

Traits AGILE: Unless suffering from a Navigation Lock Critical Damage Marker, this Unit may make turns during • Commonwealth Drift movement in the same way as it usually would during normal Movement. • Ukrainian • Hunter Submarine GIANT SLAYER: Each Model in the Unit may re-roll Blank Results in Attacks against an Initial Target • Piranya Class with a Mass of 3 or more. • Submerged Unit VANGUARD: Starting with Player B, after both sides are deployed, each player may choose one of their Units Special Rules with the Vanguard rule and make a free Move of up to 5". This is not an Activation and does not have Drift or • Ablative Armour Turn Limit. Vanguard alternates between Players until all such Units have been selected. • Agile • Giant Slayer • Vanguard

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

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 Battle Ready 2 8 5 5 9 4 3 8 5 Pravda has already proved itself to many in the Admiralty. Vulnerable when isolated, Pravda most commonly operate in pairs or trios. Crippled 2 7 4 5 8 2 2 7 4

Unit Composition Weapons • 1 Pravda Support Carrier • Rocket Battery – 360o • Light Broadside – P & S Traits • Commonwealth COMBAT AIR PATROL: Units with this rule may start the Encounter with their SRS Tokens on a Long • Russian Range Sortie. In the Operations Step of their Activation, these tokens may be stacked in base contact anywhere • Support Carrier in the Play Area as normal for a Long Range Sortie. With longer than usual to react, enemy units double their • Pravda Class ADV against the Attack Runs by Long Range Sorties in the first round. Combat Air Patrol does not apply to Special SRS Tokens. Special Rules • Ablative Armour CRYO-KOMETA: SRS Tokens launched by Units with this rule may re-roll Blank Results on Attack Runs. • 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.

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 . This broader beam allows for a shallower draught enabling squadrons to Battle Ready 1 12 6 4 8 2 2 5 2 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 PACK HUNTER: This rule applies while the Unit numbers three or more Models. The Unit gains and • Russian additional +2 to its Attack and Assault Action Dice Pools provided at least three models in the Unit contribute • to that Dice Pool. • Rurik Class SHALLOW DRAUGHT: This Unit treats Treacherous Water as Open Water. 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.

M S T A C ADV SDV F H Sacrificing armour for speed, the Sineus enables the Commonwealth to respond quickly to Battle Ready 2 10 5 5 9 3 3 7 5 rapidly changing situations. A squadron of Sineus still carry enough firepower to break through blockades or disrupt supply lines if necessary. Crippled 2 8 4 4 7 2 2 5 3

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: • The Unit may replace its Gun Battery weapon with a Rocket Battery for Free. The replacement weapon • Fast Cruiser retains the Fire Arcs of the Gun Battery it replaces. • Sineus Class • Any Model in the Unit may replace its 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. The points cost indicated is • Full Steam Ahead per Model. • Ablative Armour • Vanguard 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 Squadron: the Unit must replace the Heavy Gun Battery with the same Generator. Each Model in the Unit must take This Unit may include up to the same Generator. The points cost indicated is per Model. two additional Models at a cost of +75pts 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 Battle Ready 2 10 3 5 8 3 3 7 3 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. Crippled 2 8 2 5 6 2 2 5 2

Unit Composition Weapons • 2 Stoletov Ekranoplans • Rocket Battery – F/P/S • Heavy Rocket Battery – F Traits • Heavy Rocket Battery – F • Commonwealth • Torpedo Salvo - F • Russian

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

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

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