Enlightened ORBAT
Enlightened 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 Covenant of the Enlightened 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 Enlightened 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 Covenant of the Enlightened each with an array of units to choose from and some
even with additional rules or benefits.
Some Units in the Covenant of the Enlighted 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
Enlightened are listed here:
ENLIGHTENED SCIENCE: When a Battle Ready Model in this Unit makes a Repair roll, any Exploding Hits results
remove a point of damage from that Model. A Crippled Model cannot remove damage in this manner. Furthermore, instead
of receiving a Generator Shutdown Critical Damage Marker, Models in any Unit with this rule may receive a Disorder
Condition.
PHYSETER CONSTRUCTS: These are Special SRS Tokens (see page 30 of the DW Rulebook). Physeter Constructs
have the Submerged and Piercing Qualities and attack with 4 Action Dice (Instead of the usual 3 dice for Special SRS). They
cannot be placed in base contact with Aerial Units or Ground Units. Physeter Constructs can only be intercepted if there are
no other SRS Tokens remaining to make an Attack Run on the same target. They cannot combine with other SRS Tokens
and are resolved separately. The Attack Run is defended against using the Target’s SDV.
WAVELURKER: Unless it has a Navigation Lock Critical Damage Marker, any Unit with this rule may plunge into a
shallow dive during Special Operations Step of its Activation. When using this rule, this Unit may Move through (or be
moved through by) any Models during its Movement without causing a Collision. After its Movement is complete, Models
in this Unit must not be touching any other Models or terrain features. This Unit gains the Submerged Trait until the Special
Operations Step of their next Activation. Unless using Torpedoes, this Unit gains only a single Hit from each Heavy Hit
result while it has the Submerged Trait. A Unit may not use an Internal Shield Generator while they have the Submerged
Trait. Weapons do not gain the Submerged Quality when this Unit has the Submerged Trait.
A Battlefleet may only ever include one Unit with the Flagship trait unless the Battlefleet composition specifically states
otherwise. Battlefleets in the Covenant of the Enlighted have the following special rules:
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.
PHYSETER AMBUSH: At the start of the first Round, the Enlightened player creates a stack of Physeter Construct Special
SRS Tokens in what is called a Physeter Ambush. This stack consists of a Special SRS Token for each Battlefleet in their
Force with this rule. This stack is placed on the ship card of a friendly Flagship of the players choice and may be used in the
First Round exactly as though they had entered play from a Long-Ranged Sortie. Up to six additional Physeter Construct
Special SRS Tokens may be added to this Ambush stack for +20pts per Token. The stack may be split and the Tokens used in
attack or defence as usual. All Physeter Construct Special SRS Tokens used with this rule are discarded after the First Round.
This is the most flexible and commonly deployed Battlefleet found in the Covenant of the Enlightened. The ability to mix surface,
submersible and aerial units and draw upon a wide range of esoteric technologies at their disposal makes this an essential component of
any Commodore’s Force.
• Command Re-Roll.
• Physeter Ambush.
Partnering the Descartes Control Ship with an array of The Enlightened are pioneers of Generator technology and in the
Frontline and Support vessels enables Enlightened Commodores field these potent devices are often mounted on Hypatia class
to supplement their squadrons with deadly Physeter Constructs. Generator Ships. These potent warships are the lynchpin around
which a Commodore can confidently build a Battlefleet.
:
:
• Physeter Ambush.
• Physeter Ambush.
• Command Re-Roll
• Command Re-Roll
• If this Battlefleet includes Three Units (in addition to the
Flagship), it may include two Physeter Construct Special • If this Battlefleet includes Four Units (in addition to the
SRS Tokens in their Physeter Ambush for no additional Flagship), the Hypatia may be equipped with any
cost. This is instead of the usual +1 Physeter Construct Generator available to it at no cost.
Special SRS Token given by the Battlefleet.
In the Special Operations Step of the Operations Phase, the controlling player may target a single enemy Model within 10" of
this Model. The targeted Model receives the Generator Offline Critical Damage Marker.
In the Special Operations Step of the Operations Phase, the controlling player may target a friendly or enemy Model within 15"
of this Model with a Generator. Unless Offline, all Clone Generators in the Unit have the same abilities as the Targeted
Generator. The Clone Generator may duplicate a different Generator within 15" of this Model each time the Unit is Activated.
The Enlightened are the most technologically innovative and advanced Faction in the game and make a wide use of Internal
Generators. Players using Internal Generators must keep to the following guidance to ensure everyone has a fun and fair
game.
1) Many Units come with an Internal Shield Generator. Any replacement of that Generator must be clearly indicated on
the player’s Force details and should be able to be seen and referred to by both the player and their opponent throughout
the game. The Enlightened player should take care to distinguish units, both on the miniatures and in any Force list.
2) Specific Units with replaced Internal Generators should be identified by their controlling player to their opponent after
deployment
3) Care should be taken where two identical Units have different Internal Generators as there is unlikely to be any way to
tell them apart during the game. If either Player becomes unsure, the game should be paused, and the Player’s Force list
consulted for clarification.
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.
- - - Ramming 8, Piercing
Prow Ram
- - - Ramming 8, Piercing
• 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.
• The Unit may take up to three Escorts for +10 pts each
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 The pride of any Enlightened Captain, the Antarctica class is
Battle Ready 2 8 4 5 10 6 6 8 4 a formidable vessel alone. In a squadron they can overcome
almost anything the oceans can throw at them.
Crippled 2 6 3 5 9 4 4 7 3
Unit Composition Weapons
• 1 Antarctica • Heavy Particle Cannon - F
Superiority Cruiser • Particle Beamer – F/P/S
• Particle Beamer – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened • Seeker Torpedo Salvo - F
• Superiority Cruiser
Options:
• Antarctica Class
• The Unit may replace any Particle Beamer weapon with one of the following weapons. The replacement
weapon retains the Fire Arcs of the Particle Beamer it replaces. Each Model in the Unit must replace the
Special Rules
same Particle Beamer with the same weapon. The points cost indicated is per Model.
• Wavelurker
• Enlightened Science Pulse Emitter Free Sturginium Agitator +10pts
• Internal Shield Generator
• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the
following. Each Model in the Unit must take the same generator. The points indicated is per Model.
Atomic Generator free Clone Generator +10pts
Fury Generator free Magnetic Generator free
Null Generator +10pts Shroud Generator free
Squadron:
• This Unit may include up to two additional Models at a cost of +155pts per Model.
M S T A C ADV SDV F H Fast and able to deploy a small squadron of Scythe strike craft,
Battle Ready 2 10 5 4 8 5 4 6 3 the Chatelet are often employed for raiding enemy coastal
positions or scouting out Sturginium deposits on the open seas.
Crippled 2 8 4 4 7 3 3 6 3
Unit Composition Weapons
• 1 Chatelet Recon Cruiser • Particle Beamer – F/P/S
• Aetheric Lance – A/P/S
Traits • Aetheric Broadside – P&S
• Enlightened • Seeker Torpedo Salvo - F
• Recon Cruiser
• Chatelet Class Options:
• The Unit may replace its Particle Beamer weapon with one of the following weapons. The replacement
Special Rules weapon retains the Fire Arcs of the Particle Beamer it replaces. Each Model in the Unit must replace their
• Wavelurker Particle Beamer with the same weapon. The points cost indicated is per Model.
• Enlightened Science Pulse Emitter Free Sturginium Agitator +10pts
• Vanguard
• Internal Shield Generator • The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the
• SRS Capacity 1 following. Each Model in the Unit must take the same generator. The points indicated is per Model.
(Lose Rule if Crippled) Atomic Generator free Clone Generator +10pts
Fury Generator free Magnetic Generator free
Null Generator +10pts Shroud Generator free
Squadron:
• This Unit may include up to two additional Models at a cost of +95pts 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.
Often Claudius Merchantmen are given a wide berth by
M S T A C ADV SDV F H opportunistic raiders. Their design mimics the closed
Battle Ready 2 8 5 4 8 6 6 5 4 silhouette of the deadly Plinius, or Quintilian classes. That
Crippled said, the Claudius is more than able to defend itself and its
2 6 3 4 7 4 4 7 3
precious cargo if necessary.
Squadron:
• This Unit may include up to two additional Models at a cost of +55pts per Model.
Supply Vessel
Once per turn on their Activation, this Unit may look at the top card from their Victory and Valour Deck.
They may discard the card or return it to the top of the deck.
M S T A C ADV SDV F H The first vessel to employ the Heavy Particle Cannon, the
Battle Ready 2 8 4 5 10 6 6 7 3 Copernicus Heavy Cruiser is used by Commodores to provide
devastating frontal attacks and break through blockades.
Crippled 2 6 3 5 9 4 4 7 3
Unit Composition Weapons
• 1 Copernicus Heavy Cruiser • Heavy Particle Cannon - F
• Particle Beamer – F/P/S
Traits • Aetheric Lance – A/P/S
• Enlightened • Aetheric Broadside – P&S
• Heavy Cruiser • Seeker Torpedo Salvo - F
• Copernicus Class
Options:
Special Rules • The Unit may replace any Particle Beamer weapon with one of the following weapons. The replacement
• Wavelurker weapon retains the Fire Arcs of the Particle Beamer it replaces. Each Model in the Unit must replace the
• Enlightened Science same Particle Beamer with the same weapon. The points cost indicated is per Model.
• Internal Shield Generator
Pulse Emitter Free Sturginium Agitator +10pts
• The Unit has an Internal Shield Generator. It may replace this Internal Generator with one of the
following. Each Model in the Unit must take the same generator. The points indicated is per Model.
Atomic Generator free Clone Generator +10pts
Fury Generator free Magnetic Generator free
Null Generator +10pts Shroud Generator free
Squadron:
• This Unit may include up to two additional Models at a cost of +133pts per Model.
Diogenes are savage pack hunters that utilise volleys of
M S T A C ADV SDV F H torpedoes to tear apart their targets without their presence ever
Battle Ready 1 9 10 4 8 0 3 1 2 being known.
Traits Squadron:
• Enlightened • This Unit may include up to three additional Models at a cost of +29pts per Model.
• Automata
• Torpedo Submarine Mechanical Soul
• Diogenes Class This Unit ignores the effects of the Emergency Disorder Condition, but counts has having the Level.
• Submerged
Pack Hunter
Special Rules This rule applies when the Unit numbers three or more Models. Each Model in the Unit gains +1 to its Attack
• Submerged Unit and Assault Action Dice Pools if it contributes to the same Dice Pool as at least two other Models.
• Mechanical Soul
• Pack Hunter
Squadron:
• This Unit may include up to two additional Models at a cost of +90pts per Model.
Special Rules
•
• Enlightened Science
• Wavelurker
• SRS Capacity 4
(Reduce to 3 if Crippled)
Squadron:
• This Unit may include up to two additional Models at a cost of +114pts 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 Zeno may be included in your Force to represent a Stiletto. However, it
must take a Sturginium Agitator upgrade and cannot take any others such as Internal Generators or weapon replacements. 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’.