The Comm Guild Maelstrom's Edge

Modeling Spotlight: Speedpaint Kaddar Nova!


Posted on Wednesday Jun 22, 2022 at 05:00pm in The Karist Enclave


- by Iain Wilson

My adventures with Army Painter Speedpaints continued this week, as I'm slowly piecing together a force from various miniatures to run as an Imperial Guard army in 2nd edition Warhammmer 40000. This week's addition was a plastic (and slightly converted) Karist Kaddar Nova!




This model uses mostly the standard Kaddar Nova parts, although I added in a right hand, glaive and pistol from the Faction Expansion sprue, as this chap will be fielded as an Inquisitor Lord armed with a force rod and hand flamer.

As per normal for Speedpaint work, I started with a white spray basecoat. The armour is Zealot Yellow, hung upside down to dry so that the paint would pool into upper recesses. For the skin, my initial tests with Crusader Skin straight over white were not what I wanted, so this time around I tried an experiment. Starting with a coat of Skeleton Bone, I applied a very light drybrush of Matt White and then the Crusader Skin, and was quite happy with the result. The eyes are a thin strip of white with some black dots in the middle, and then any mess around the edges cleaned up with some more Skeleton Bone and Crusader Skin.



Proper curing time is still something of a mystery with Speedpaint, and in certain conditions the paint can reactivate when painted over if it is not completely cured, so I have taken to applying a light coat of Anti-Shine varnish over the first, main colour and then applying any white touchups and subsequent Speedpaint colours over that, and this seems to do the trick.

I used Grim Black for the black parts on his tabard and arms, and Gravelord Grey for exposed metal parts. The grey gives a good metal stand-in without actually being metallic, and there's enough of a contrast between the grey and black for the two to wind up looking sufficiently different.



The blades on the glaive and the various glowy blue bits were painted with Highlord Blue with accents of Matt White, while the handle of the glaive is Hardened Leather.



The tabard is Blood Red, applied in two layers - one for the initial colour, and then after that dried, some additional red dabbed into the deeper creases for some extra shading. Then, with all of the colours in place, I added some highlights wherever seemed appropriate on the model with a little Matt White.

Finally, I painted the base with a coat of Dark Wood, drybrushing when it was dry with a little Skeleton Bone, and then added Matt Black around the rim.



So, that's one squad and a character down, and the rest of the force in progress.



Stay tuned for more!

To build your own Psychic Lord of Proxied Doom, pick up the plastic Kaddar Nova kit from the Maelstrom's Edge webstore!

While you're there, you can download the V2 rules from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

For other modeling ideas, tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here.

What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!



Painting Tutorial: Quick & Easy Camouflage using Speedpaint!


Posted on Tuesday Jun 14, 2022 at 05:00pm in General


- by Iain Wilson

I've been having some fun experimenting with Army Painter's Speedpaints, to see what can be done with them. This week, I'd like to share this simple method that I stumbled upon for painting a camouflage pattern using just a trio of Speedpaints!




Step 1 - Basecoat the model with white spray.



Step 2 - Go over the camouflage area with a generous coat of Malignant Green.



Step 3 - While the Malignant Green is still wet, dab on dots of Camo Cloak. Make these dots about half the size you want them, as they will spread out. Try to mix up the spacing of the dots as you go, so they don't wind up forming a regular pattern. Doing this while the first green is still wet allows the second colour to spread organically, creating irregular, random shapes.



Step 4 - While those first two colours are still wet, go back over with slightly smaller dots of Dark Wood. This will spread across and through the other two colours, creating the layered camo effect.



Step 5 - Let it all dry. It can help if you can lay the camouflage surface as flat as possible, to avoid the wet colours from running downwards.

The completed model - the rest of the model was also painted with Speedpaint, mostly Camo Cloak, Dark Wood and Grim Black.





To have a go yourself, pick up the plastic Broken Sniper kit from the Maelstrom's Edge webstore!

While you're there, you can download the V2 rules from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

For other modeling ideas, tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here.

What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!



Maelstrom's Edge V2: Building a Force


Posted on Tuesday Jun 07, 2022 at 05:00pm in Gaming


To play a game of Maelstrom's Edge, each player needs to select a force from one of the game's factions. The number of models in the force depends on the points limit selected for the game, and can vary between factions. A Remnant fire team, for example, might contain as few as five or six specialised battlesuits, facing off against a Broken horde of between 40 and 60 models. Let's take a brief look at what is involved in setting up a force.



In the V2 rulebook*, each unit available to a force has a Unit Page, which includes the unit's composition, equipment and special rules. This page also contain all the information you need to select your force for a game, like the unit's points cost and unit type.

*The unit pages from the rulebook are also available in a free PDF download on the Maelstrom's Edge website, which will also include any future units as they are released.



Games are typically played using a points limit that is agreed upon between both sides before forces are selected. You are always free to field a force whose point total is less than or equal to the agreed upon limit, but never one that exceeds it, not even by a single point! Any units included in a force must be noted on a force roster, detailing the point total of each unit chosen and including any options selected for that unit.

If you’re unsure about what points limit to use for your games, the following guidelines can help you decide. However, you should also feel free to experiment playing games with both higher or lower points limits than those suggested:

90 Points: This is a small, quick game that will typically last around 90 minutes to 2 hours once both players are familiar with the rules.

120 Points: This is the suggested points limit to provide players with ample decisions when selecting their forces, while not taking too long to complete. This size game will typically last around 2-3 hours.

(For those coming from the first edition of the Maelstrom's Edge rules, these suggested limits are lower than they were for V1, as many unit costs have been decreased in the new rules. The size of the forces for a 120 point V2 game will in most cases be fairly close to what it was for the 150 point standard in V1.)



Your force is selected as one or more detachments, led by a Command model. Some units types are optional while others are mandatory, with a minimum number of those units you must select. For example, most commanders require you to take at least one Core unit selection in your force, while also allowing you the choice of a number of Vanguard, Hammer or Anvil units. Once you have satisfied any mandatory unit requirements, you can select other units up to the maximum allowed by that commander (or to the points limit for the game) or take another commander for a new detachment, following the same selection process.


A 120 point Epirian Force


To get you started, we've created some sample rosters for different forces, which can be found on the website here!

You can try out the Beta version of the V2 rules by downloading the PDF from here, and grab your models from the Maelstrom's Edge webstore here! Free shipping applies to qualifying orders - check your cart for details.

If you have any questions on force selection, or any other aspect of Maelstrom's Edge gameplay, feel free to pop in to the Comm Guild Facebook group here.

New Release: Plastic Remnant Upgrade Sprue!


Posted on Monday May 30, 2022 at 05:00pm in Models


Remnant Lorican Armor is a marvel of engineering in its own right. Over time, Champions will customize their suits to boost their combat ability even further. This month's release is a new plastic sprue with a range of upgrade options!



This sprue has components to represent various upgrades on your suits, including three each of the following:

  • Prime/Pathfinder Array
  • Defensive Countermeasures
  • Enhanced Targeter
  • Target Tracker
  • Mark Of the Initiate badge
  • Prime Sigil
  • Veteran Prime Sigil




These parts are designed to fit on any of the Remnant suits, where relevant to their unit rules.



Grab the sprue from the Maelstrom's Edge webstore here!

Maelstrom's Edge V2: Shooting Modes


Posted on Tuesday May 24, 2022 at 05:00pm in General


On the battlefields of the Edge, troops fight with a wide array of different weapons. In Maelstrom's Edge V2, we've changed the way shooting works to streamline the process, and to give your units some more tactical choices during your games. Read on for details!



Shooting in Maelstrom's Edge is, rather unsurprisingly, intended primarily to destroy enemy units, but there are now some other useful tricks available to you.

During their activation, a unit can choose a 'Fire' action, which lets them make a regular attack with their ranged weapons. After selecting a target and checking line of sight and range (see the previous article on Line of Sight here!), each model rolls a number of dice equal to the SHO (Shots) characteristic of their weapon, aiming to equal or exceed the EVS (Evasion) characteristic of the target. Dice rolling a 6 are 'Critical Hits' and can confer some additional bonuses on the shot.

Models can then use their SKL (Skill) characteristic to modify these rolls, with each point of SKL allowing a die score to be increased by 1.

Here's an example:

Danielle’s unit of Spider Drones is performing a Fire action and she has nominated Matt’s unit of Karist Troopers as their target. Danielle first checks that the Troopers are within line of sight of her squad leader (the Apprentice Handler) and that they are only 15” away, well within the standard 18” range of her Drone Class Machine Guns and the 24” range of her Apprentice Handler’s Maglock Dominator Pistol.

Drone Class Machine Guns are SHO 2, and therefore she will roll 2 dice to hit for each model in her unit, 8 (white) dice in total. Whereas the Maglock Dominator Pistol is only SHO 1, and therefore only adds 1 more (red) die. The targeted Troopers have EVS 4, which means she must roll 4+ to score hits. For the 8 Machine Gun shots she rolls: ‘1’, ‘1’, ‘2’, ‘3’, ‘3’, ‘4’, ‘5’ and ‘6’ and for the Dominator Pistol, she rolls a ‘6’. So 3 hits for the Machine Guns and 1 for the Dominator Pistol. However, Spider Drones have SKL 2, which means Danielle has 2 dice flips available to her. She decides the best way to utilize them in this situation is to flip the two rolls of ‘3’ up to ‘4’s, thereby giving her a new total of 5 Machine Gun hits.




The target unit will then roll to defend against the incoming fire, rolling the successful hits and attempting to equal or exceed the PEN (Penetration) value of the shot. In a similar fashion to the attack rolls, the defender can use their unit's AV (Armor Value) to modify these rolls.

Any hits that are not successfully blocked result in a casualty. The unit will also gain suppression, going up one level due to being hit by enemy fire, and another if they suffered any casualties. (For more detail on suppression, check out the article here.)

Suppressive Fire

In Maelstrom's Edge V2, suppression has a major effect on how units function, as it impacts their ability to attack enemies, and also how well they can utilise cover. Players can capitalise on this by weakening strong or heavily fortified units by chipping away at them with multiple attacks and slowly adding suppression levels, but we wanted to give players a way to use this more effectively.

As a result, instead of making a regular shooting attack, a player can elect to have their unit make a 'Suppressive Fire' action. This works differently to a regular attack. Instead of using the weapon's SHO value and the unit's SKL, each model in the firing unit rolls a die in an attempt to equal or beat the SUP (Suppression) characteristic of their weapon. For each successful roll, the target must make a WP (Willpower) test. They will gain a suppression level automatically for being the target of suppressive fire, and another level for each failed WP test.

In this way, a shrewd attacker can potentially force a large amount of suppression onto a unit in a single action.



A note on weapon ranges on Maelstrom's Edge: Weapons have a listed RNG (Range) characteristic, which defines the maximum effective range of that weapon. Projectiles don't tend to just stop at an arbitrary range, however, and in general actual maximum weapon ranges would in most cases fall way outside the dimensions of a gaming table. As such, most weapons can be fire past their listed RNG, with this being considered a long range shot. Models making long range shots are Wild Firing, which means they count the target as having EVS 6.



Check out the Beta version of the V2 rules, which you can download from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!

Modeling Spotlight: Speedpaint SecDef


Posted on Wednesday May 18, 2022 at 05:00pm in Tutorials


- by Iain Wilson

My long-awaited Army Painter Speedpaint Starter Set finally arrived last week, and I was impatient to give them a test run. I've had a bunch of plastic SecDef models assembled for a while, for a little side-project, and figured they would be perfect for the job. So I grabbed the first squad of models out of the hobby box and set to work!




I started off with a basecoat of Army Painter Matt White spray. I did experiment on a couple of initial test models with a plain white basecoat and a zenithal base using white and purple, but decided that the zenithal basecoat didn't make enough of a difference to the end result to be worth the effort.

(A zenithal basecoat is where two layers of colour are used - a darker colour in the recesses/undersides of the mode, and a lighter layer sprayed down from above. This can be handy when combined with certain painting methods, particularly using thinner 'glazing' paints to accentuate shading and highlights.)



For the uniform, I went with Highlord Blue, applying to any visible cloth areas and trying to avoid too much spillover onto the armour plates. I also added the blue to the raised surround on the helmet.



After a quick touchup where necessary with some Matt White, I painted a layer of Hardened Leather over pouches, straps, boots, gloves and face, and then went back over the face with Crusader Skin. The double layer on the skin was to give a darker skin colour - my initial test showed the Crusader Skin to be a bit more washed out than I wanted, but layering it over the Leather gave a nice, dark tone.



Next up, I painted over the weapon, belt, exoskeleton, and helmet commlink, targeter and chinstrap with Gravelord Grey.



For the armour plates and helmet, I went with a coat of Zealot Yellow. This settled nicely on the lower areas of the plates, providing a lovely contrast against the blue uniform.



To finish up, I added some Blood Red over the goggles, and while that was drying added some gravel mix to the base. Without a dark brown in the starter set, I used a 1:1:1 mix of Hardened Leather, Blood Red and Hive Dweller Purple over the gravel, giving it a drybrush of Tanned Flesh and Ash Grey (regular acrylic paints) when it dried. With a quick run of Matt Black around the base rim and some white specular highlights on the goggles, he was ready for the table.



The unit assembled - regular SecDef models, with a custom made energy mortar using some plastic tubing and parts from the 2nd Maelstrom's Edge terrain sprue.





They're not perfectly neat, but for a quick, table-ready paintjob these paints are fantastic, giving some perfectly acceptable shading and highlights with a single coat. I'm looking forward to getting the rest of this force painted up!



To have a go yourself, pick up the plastic, multi-part SecDef kit from the Maelstrom's Edge webstore!

While you're there, you can download the V2 rules from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

For other modeling ideas, tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here.

What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!



Maelstrom's Edge V2 - Suppression Explained


Posted on Tuesday May 10, 2022 at 05:00pm in Gaming


As units come under fire, their ability to function effectively on the battlefield can be degraded. In games of Maelstrom's Edge, this is represented by Suppression. In V1, Suppression didn't wind up having a large enough impact on the game, as it primarily just affected whether your unit could behave normally, or had to take some pre-determined actions. In V2, we wanted Suppression to directly impact units without railroading them into specific behaviour. Read on to see how this worked out!



In Maelstrom's Edge V2, a unit’s suppression level starts at level 0, and can be raised to a maximum of 6. A unit's suppression level is raised due to various in-game effects, but the most common is from enemy units shooting at them - being hit by incoming fire will raise the unit's suppression level by one point, and if the unit suffers any casualties from that attack their suppression level goes up an additional point.



While a unit is suppressed, their ability to function effectively on the battlefield is degraded. The unit's SKL (used for making attacks) is reduced by -1 for each suppression level it currently has, and if this lowers their Skill (SKL) far enough they also start to reduce the number of shots they can make. The suppressed unit's ability to make use of available cover is also impacted, with the value of their cover reduced by -1 for each suppression level. Units can attempt to 'shake off' a level of suppression at the end of their activation by testing against their Willpower (WP). Alternatively, if they are in cover and did not shoot during their activation they can instead 'regroup' to lower their suppression back down to 0.



It pays to keep your units' suppression under control, as aside from the reduction on their shooting and cover, anytime a unit which is at the maximum suppression level (6) is required to further raise its suppression level, one model in the unit instead suffers an automatic injury. This means that even if your units have a tough time damaging the enemy, you can eventually whittle them down if you can throw enough bullets at them! To assist in this, attacking units can opt for a Suppressive Fire action instead of regular shooting. Suppressive Fire doesn't cause any direct damage but potentially raises the targets suppression level much faster than regular shooting - we'll cover exactly how that works in a future article.





For more information on unit activations in Maelstrom's Edge V2, check out the rules article page here, or grab the Beta PDF version of the V2 rules from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!

Terrain Spotlight: Terrain from 'Found' Objects


Posted on Tuesday May 03, 2022 at 05:00pm in Tutorials


- by Iain Wilson

One of my favourite parts of this hobby is building terrain from things that were originally intended for very different purposes. To this end, I tend to keep an eye out when I'm walking around a store or sending things to the recycle bin for anything that has an interesting shape. You can find quite a few of the resultant terrain projects in the Hobby section of the Maelstrom's Edge website, but here's a few highlights from the last couple of years.




All of these make use of various assorted detail pieces from the Maelstrom's Edge terrain sprues. Click on the Walkthrough links to see how they were put together.

A - Basic building made from a cardboard gift box. Walkthrough

B - Portable building made from a plastic storage tray. Walkthrough

C - Military building made from a plastic stormwater drain. Walkthrough

D - Small Hab Dome made from a plastic bowl. Walkthrough

E - Storage Tank made from a Pringles tube. Walkthrough

F - Generator made from bubble gum tape canisters. Walkthrough

G - Observatory made from a yoghurt tub and a Christmas bauble. Walkthrough

H - Bunker made from a plastic air conditioning duct piece. Walkthrough

I - Generator made from a collapsible LED lamp. Walkthrough



To build your own battlefield terrain of recycled doom, you can pick up the terrain sprues along with the rest of the Maelstrom's Edge range from the webstore here.

What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!

For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here.

New Release: Resin Militus Holista Parts!


Posted on Monday Apr 25, 2022 at 12:00am in Models


The unsung heroes of the Artarian Remnant, Holista Champions forgo personal glory in order to keep the rest of their fire team functioning at peak efficiency.


A Remnant Holista supports its Fire Team as they storm an Epirian defensive line.


While Lorican armor is a technological marvel, its primary weakness is that extended battlefield operation can cause it to overheat, damaging critical systems and injuring the pilot. This problem is exacerbated by many Champions' habit of pushing suit systems past safe operating limits to give themselves more of an edge in combat. To counter this issue, the Holista variant armor swaps out one of the Militus weapon mounts for a Heat Exchange device that can siphon excess heat from nearby suits.


The studio model, painted by Todd McNeal from Toad Painting


The Holista Parts pack includes a new head variant and the Holista Heat Exchange. These high quality resin components are designed to fit the plastic Militus Battlesuit kit, sold separately.


Militus Holista head and Heat Exchange.


You can find the Maelstrom's Edge V1 rules for the Holista in the Force Lists section of the Maelstrom's Edge website. If you're playing using the V2 Beta rules, the Remnant document in the Downloads section now has the Holista added in.


Alternate colour schemes, painted by Iain Wilson.


Grab the Holista from the Maelstrom's Edge webstore here!

Terrain Spotlight: Plastic Packaging Firepoint


Posted on Wednesday Apr 20, 2022 at 05:00pm in Tutorials


- by Iain Wilson

As you may have seen if you've been following the blog for a while, I make a lot of my terrain out of various bits and pieces that I come across here and there. This week I upgraded my external hard drive, and the new one came with some nifty plastic packaging pieces that I thought would be just perfect to turn into some small firepoint terrain pieces. And so I set to with some foamed PVC, superglue, and a couple of Maelstrom's Edge terrain sprues!




The 'floor' on the inside of the packaging piece was a fraction too low to allow models to see comfortably over the sides, and wasn't flat. Aside from that, I figured the contouring on the sides would give it some nice visual distinctiveness without the need for a lot of embellishment.



I started out by measuring up the inside dimensions, and putting together as many floor grating pieces from the 2nd Maelstrom's Edge terrain sprue as would fit in there.



The grating left a small space around the edges, so to finish off the floor I cut a surround from 3mm foamed PVC to fit snug against the walls of the packaging, with a rectangle of 1mm PVC to sit underneath the grating to bring it up to the same height as the surround. Then I added a larger piece of 1mm PVC under the whole thing for rigidity and just that tiny bit of extra height.





I used an all-plastic primer and superglue to fix the floor in place in the packaging piece. This left the walls a nice height for models to be mostly obscured while still being able to shoot over the walls, except for the middle section of the long walls, where it dipped down lower. I fixed this by cutting some trapezoid pieces of foamed PVC to glue over the gap.



I kept the painting relatively simple, starting with an Army Painter Uniform Grey basecoat and then a drybrush of AP Gorgon Hide, with some AP Dirt Spatter in the creases for some easy weathering. The metal grating was painted with AK Interactive Gun Metal and then washed with AP Strong Tone. Finally, I added an Epirian symbol cut from 1mm foamed PVC to the front, painted with Gorgon Hide and White, and Citadel Iyanden Darksun and AP Daemonic Yellow for the yellow bit. I used a light sponge of Vallejo Heavy Charcoal for chipping, and then finished up with some more dirt spatter weathering.









To build your own bunker of recycled doom, you can pick up the terrain sprues along with the rest of the Maelstrom's Edge range from the webstore here.

What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!

For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here. And while you're there, grab a copy of the Maelstrom's Edge V2 Beta rules!

Force Spotlight: Quick Painted Epirians!


Posted on Tuesday Apr 12, 2022 at 05:00pm in The Epirian Foundation


- by Iain Wilson

A few weeks back, we published some sample force lists for the V2 Maelstrom's Edge rules. These got me a little inspired to put together a new force for myself, and so I dove into the unbuilt model pile and put together 120 points based on the Epirian sample list.




The force roster is almost identical to the sample list. I found myself short by one Firefly drone, so I dropped those to a unit of three, and gave the Contractor Defenders a Chaingun drone and one of the Journeymen a second Dominator pistol to make up the difference.


Journeyman Bot Handlers with micro drones (the drones are 3D printed test models - the finished models will be coming in plastic soon!)


I wanted a colour scheme that was quick and easy to paint, and also visually distinct from my existing forces. Starting out with a basecoat of Army Painter Uniform Grey spray, I then added a 'zenithal' highlight by spraying down from above the models with white spray. Over that, I applied a wash of Army Painter Soft Tone. Metal parts were picked out with AK Gunmetal and then washed with Army Painter Dark Tone - two coats for the weapons.


Contractor Defenders.


The pants on the Contractors were painted with a layer of Army Painter Blue Tone to give them a denim look, while the chaps were given a coat of Army Painter Mid Brown wash. I painted the skin with a coat of Army Painter Flesh Wash, and then as it still looked a bit pale added a layer of Mid Brown as well.


Firefly Drones.


For the red details, I painted on a coat of Citadel Blood Angels Red Contrast. This didn't look quite the right tone with the sandy coloured armour, so I added a layer of Army Painter Purple Tone over the top, before highlighting with Army Painter Pixie Pink.


Spider Drones with flakk guns.


I had found with my previous Epirian Bot Force that the weapons on Spider Drones can be a little hard to differentiate from across the table, so I made sure I painted them differently, leaving the machine guns bare metal and adding a red casing on the flakk guns.


Spider Drones with machine guns.


I used Army Painter Ultramarine Blue for lenses and sensors, shading with Purple Tone and highlighting with Army Painter Gorgon Hide.


Hunter mechs and Scarecrow bot.


To finish up, after gluing on some fine sand and a few pebbles for detail, I painted the bases with Uniform Grey, washed over the top with Army Painter Dark Tone, and then drybrushed with Vallejo Light Grey and White before adding some splotches of Mid Brown here and there to break up all of that grey.


The full force deployed.




Get started on your own V2 force by heading over to the Maelstrom's Edge webstore!

While you're there, you can download the V2 rules from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!

Maelstrom's Edge V2 - Line of Sight


Posted on Tuesday Apr 05, 2022 at 05:00pm in Gaming


Over the last little while, we've been running through a series of articles looking at different aspects of the V2 rules for Maelstrom's Edge. This week, we're casting our eyes towards the Line of Sight rules!

In order to shoot at an enemy, a unit generally needs to be able to see it. Maelstrom's Edge uses simple rules to establish whether or not an enemy is a valid target. Read on for details!



CHECKING LINE OF SIGHT

Maelstrom's Edge uses a model's eye view for determining line of sight. This means checking from behind and just above the model to check if they could see their target. If you can see any part of the enemy unit, then you have line of sight to them. For units of more than one model, line of sight is only checked from the squad leader, as they direct the shooting of the rest of the unit. This helps to speed up gameplay - having to check from each individual model in the unit can get a little tedious. If the squad leader can see the enemy, then the whole unit has line of sight.


A Broken Sniper draws a bead on a squad of Epirian SecDef troops.


WIDE OPEN SHOTS

Generally on a battlefield, troops aren't actually just standing around in funky action poses waiting for their turn to move. With this in mind, Maelstrom's Edge assumes that models are making use of whatever cover is around them, and this is factored in to the Skill and Evasion stats that are used to resolve shooting attacks. (Check out the Sample Unit Activation article for more details on how that works!)

Sometimes, though, a unit will be caught completely in the open, and this can give an attacking enemy a boost to their shooting. Attacking units gain a +2 bonus to their Skill for that round of shooting if their target is completely visible, without being even partially obscured by intervening terrain or other models. This Wide Open Shot bonus can be negated by certain unit actions, however - units that are On The Move or Taking Cover will not confer the bonus. (See the Unit Actions article for details on what those actions do for your units!)


A Karist Alessi Novitiate gets a little caught up in the moment and breaks cover.


TAKING COVER

As mentioned above, units are generally assumed to be making use of whatever cover is available as they move. They also have the option of using the Taking Cover status action to maximise this protection by huddling up against obstacles or going prone in more open ground. This doesn't affect line of sight or attack resolution, but does give them a bonus to their defense before rolling for armor. We'll go into this in more detail in a future article.


A Remnant Longshot takes cover on the roof, waiting patiently for a target to present itself.




Check out the Beta version of the V2 rules, which you can download from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!

New Release: Resin Militus Prime Parts!


Posted on Monday Mar 28, 2022 at 05:00pm in Models


The reliability and mainline capabilities of the Militus suit tend to make it a favourite amongst Fire Team Commanders. Able to access the full range of Militus weapons and equipment, Primes will also often fit their suits with additional, more expensive gear to improve their sensor and communications capabilities and enhance their close quarters abilities.


A Remnant Militus Prime strides relentlessly into the midst of the Karist battleline.


This high quality resin kit includes a new Militus Prime head and an Aruval Phase Sword hand, designed to fit the plastic Militus Battlesuit kit, sold separately.


Militus Prime head and phase sword.


Using a compact phase generator built into the grip, the Aruval Phase Blade is an expensive but popular weapon amongst Militus Primes, due to its ability to bypass defensive energy fields.


The studio model, painted by Todd McNeal from Toad Painting


Grab them from the Maelstrom's Edge webstore here!

Maelstrom's Edge V2 - Updated Imperial Marine rules!


Posted on Tuesday Mar 22, 2022 at 05:00pm in Gaming


- by Iain Wilson

With the V2 rules (which you can grab for free right now in their Beta format!) updating all of the existing factions, it seemed like a good time to revisit my homebrew 'Imperial Marine' faction list, to give those old marines some new tricks to bring to tables on the Edge.




I have fleshed the original units out a little by adding in some extra options here and there, and reworked some rules and equipment to work better within the new rules system. It doesn't include rules for every available model option out there, but should give more than enough variety to put together some reasonably varied forces comprised of whichever suitable power armored panhuman models you may have sitting around.



You can find the new unit sheets as a PDF document in the V2 Trial Rules section of the Maelstrom's Edge website here. Note that these rules are intended as just a fun way to use some of your non-Maelstrom's Edge models in your games. The Imperial Marine faction is not a 'canon' part of the Maelstrom's Edge background, nor are the rules an official part of the game, so you should only use them with your opponent's consent. These rules also aren't as thoroughly tested yet as the other faction rules, so feel free to kick the tyres and get back to me if you find any oddities, or find anything that you think isn't working quite right!



While you're there, get started with the V2 rules by downloading the Beta rulebook from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.



If you have any thoughts on the Beta rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!

Imperial Marine models shown in this article are from Games Workshop, Anvil Industry and Bluebird Toys.

Maelstrom's Edge V2 - A Sample Unit Activation


Posted on Tuesday Mar 15, 2022 at 05:00pm in Gaming


A little while back, we shared a run-down of the different actions available to units in the second edition of the Maelstrom's Edge rules. (If you missed it, you can find it here!)

This week, we thought it might be helpful to expand on this a little by walking through a couple of unit activations, showing how these actions actually work on the table. For this example, we have an Epirian SecDef Field Commander facing off against an Artarian Remnant Nimbus Pathfinder. In the midst of battle, they have just caught site of each other through the ...err ... trees? and shenanigans ensue.



The Remnant player has Priority (meaning they activate a unit first) and chooses to use a Move action to advance through the trees to bring the Field Commander into short range (6") for the Nimbus' arc splitter. They then use their Status action to Aim, applying a +2 bonus to the Nimbus' SKL stat.



The arc splitter has SHO 3, which means it rolls three dice to shoot, and it receives an additional shot for being at short range. Rolling four dice, the Remnant player needs to equal or beat the Field Commander's EVS of 4. They roll a 1, two 2s and a 4.

The Nimbus has SKL 4 with the bonus from aiming increasing this to 6. This allows them to adjust the rolls by up to 6 points. They flip the 2s up to 4s, but don't have enough points remaining to get the final roll up to a 4, so this one remains a miss.



The Epirian player now needs to roll to see if their armor blocks the three successful hits. They need to equal or beat the PEN of the arc splitter, which is 3. Rolling three dice, they roll a 2, a 3 and a 4. The Field Commander's AV of 4 allows them to flip the failing 2 up to a successful roll, which means all three shots are blocked.

While the Field Commander doesn't take any damage, being hit by enemy fire raises his Suppression Level, putting him on Level 1 (Marked in the pick below with the orange die.



It's now the Epirian player's turn to activate a unit. They use a Move action to shuffle the Field Commander over behind the shipping crate, and uses a Takes Cover action, which will give him some extra defense against any further enemy shooting until he activates next.



Normally, regular models can only fire a single weapon per activation, but the Field Commander's Advanced Machine Assistance allows him to cut loose with all of his weapons at once. His two LM14 machine guns each have SHO 3, while his cluster missile launcher is an area of effect weapon, granting him SHO 2 against the single model Nimbus unit. Grabbing two black dice for the missiles and six white dice for the machine guns, the Epirian player rolls five 2s, two 5s and a 6. Needing to equal or exceed the Pathfinder's EVS of 4, they use the Field Commander's SKL of 4 to flip two of the 2s up to 4s.



Both Epirian weapons have the same PEN 4, but the 6 is a Critical Hit, requiring a roll of 6 to block. Rolling the dice from the successful hits, the Remnant player gets a 2, a 3, a 4 and a 5, and a 2 on the Critical hit. They use the Pathfinder's AV 4 to flip the regular 2 and the 3 up to 4s, but don't have enough points left to block the Critical Hit.

This means the Pathfinder suffers a single injury, which would be enough to kill a lesser warrior. Remnant Champions, boosted by their Lorican Combat Armor, are capable of shrugging off significant damage, and even the comparatively light armored Pathfinder has FOR 5, meaning it needs to suffer 5 injuries to be removed as a casualty. It does however raise its Suppression Level by 2 - 1 for the successful hits, and another because it suffered an injury.



Play would then continue on to the next unit, or the next turn if all units on both sides have now activated.



Check out the Beta version of the V2 rules, which you can download from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!