The Comm Guild Maelstrom's Edge

More Updated Summaries!


Posted on Monday Oct 12, 2020 at 05:00PM in Gaming


- by Iain Wilson

Continuing on with our rules updates on the Maelstrom's Edge website! Last week we updated the faction summaries for the Broken and Epirians, covering all of the new units and options that have been added since the previous iteration of the summaries. This week the Karists were similarly brought in line, and we've also added a new summary covering the rules and weapons used by the various 'unofficial' units. This covers the gear and rules used by the likes of Epirian Wardens, Broken Gnolti Longhorns and Karist Reapers, which can be built with some conversion work.




You can find the updated summaries along with downloadable versions of the unit cards in the rules section of the Maelstrom's Edge website here! And if you're looking for the conversion articles for the various 'unofficial' units, you'll find them in the 'Modeling Articles' area of the Hobby section here.

If you have any questions on the rules, or building your models for Maelstrom's Edge, feel free to pop in to the Comm Guild Facebook Group!

Updated Faction Rules Summaries


Posted on Monday Oct 05, 2020 at 05:00PM in Gaming


- by Iain Wilson

Because flicking through books looking up rules cuts into valuable gaming time, (and nobody wants that!) the Maelstrom's Edge website has downloadable Faction Summaries that include all of the special rules and weapons profiles for each faction. Since the last iteration of the Epirian and Broken summaries were created, however, we've released quite a few new units and options for both of those factions. Well, good news! These summaries have now been fully updated to cover everything currently available for both factions.




You can find the updated summaries in the rules section of the Maelstrom's Edge website here!

Unofficial Faction Rules - Imperial Marines.


Posted on Monday Sep 21, 2020 at 05:00PM in Gaming


- by Iain Wilson

When you've been dabbling in miniature wargames for a while, miniatures have a way of accruing, particularly if you collect multiple games systems. And that's fine, since it means more miniatures for the cabinet. It can be nice, however, to get a bit more mileage out of the collection by using those miniatures in different systems from time to time. With that in mind, this week I'm breaking out some old miniatures and fleshing out an extra faction for Maelstrom's Edge at the same time, with a finished (for now) version of my unofficial Imperial Marine rules!



Epirians face off against an Imperial Marine force comprised of Anvil Industry Exo-Lords and an old Havok Battle Form from Bluebird Toys.


I published a very rough, WIP version of these rules some time ago, but finally found the time to flesh them out, adding some more unit and gear options to cover a wider range of models. While it doesn't include every available model option out there, this should let you field a reasonably varied force comprised of any suitably power-armoured models from any of the various manufacturers out there.


Karist troopers watch as a Mature Angel wades into an Imperial Marine force built from Games Workshop Space Marines.


The rules you'll need to build an Imperial Marine force are split into two downloads. The first compiles all of the current unit cards, while the second has the Faction Summary, listing the faction objective, weapons and applicable special rules for the Imperial Marine faction.

Imperial Marine Unit Cards - Download here


Imperial Marine Faction Summary - Download here



You can also find these in the Rules section of the Maelstrom's Edge website. 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.


Imperial Marine rules.


In time, there will be additions to come for this faction, with some more unit options, maybe a vehicle or two, and some more Faction Objectives and commander options to flesh out different sub-factions. In the meantime, though, feel free to bust out some marines and give these rules a go!


Epirian SecDef defend a landing platform against an Imperial Marine strike team. Marine miniatures taken from the long out of production Space Crusade game from Milton Bradley.


While you're gaming, you can share your battle reports, army building, or any feedback on these rules in the Comm Guild Facebook group!

And, of course, to put together some opponents for your Marine force, you can pick up the entire Maelstrom's Edge model range from the webstore here.

Non-Maelstrom's Edge miniatures used in this article are © their respective manufacturers, and are used without permission.

Battle Report: Remnant vs Epirian Foundation


Posted on Friday Sep 04, 2020 at 05:00PM in Gaming


- by Iain Wilson

This week, I took a small break from gluing things to other things. Slopping paint around is fun and all, but the whole point of putting these models together is, of course, to play games with them! So for a slight change of pace this week, here's a 150 point battle report featuring an Epirian Foundation force squaring off against the an Artarian Remnant fire team!




Click here to read it!

New Faction Objective Cards for the Artarian Remnant!


Posted on Tuesday Dec 10, 2019 at 05:00PM in Gaming


Standard missions in Maelstrom's Edge include multiple objectives for players to rack up those all-important Victory Points. While the Primary and Secondary mission objectives are shared by both players, they each also have an objective specific to their own faction. The Artarian Remnant has been missing these faction-specific objectives until now, but we're pleased to announce that they are now available from the Card Downloads section of the Maelstrom's Edge website!



In keeping with the individual nature of Remnant fire teams, we've given you three different faction objectives to choose from!

When Remnant Champions go to war, their exploits are followed avidly back in their fleets by crowds of Artarians, all rooting for their favourite fire teams and champions. Crowd favour can be fickle, depending on successes or failure on the field, but the attention of the masses can provide a boost to a battling champion.



If you choose Favour of the Crowd as your faction objective, you can represent this attention through an extra command point bestowed upon the first suit you activate each turn. As champions can use command points to boost their suit systems through the Overcharge rule, this can come in very handy when a suit needs that little bit extra.



The attention of the crowds doesn't just convey approval (or lack of) to the fighting champions, but can also focus the fire team's efforts against particular enemy units at whim. The Great Hunt faction objective represents this by allowing you to nominate an enemy unit as your current Hunt target each turn. Successfully destroying this target will grant you VPs and additional command points. Even if you don't destroy your Hunt targets, though, nominating a unit as such can be a handy way of forcing your opponent to keep that unit away from the main action to avoid giving away VPs, allowing you to steer the battle where you want it to go!



Finally, the Epic Hero faction objective lets you take to the field with an accomplished hero of the Artarian Remnant. This hero's exploits have earned him fame and fortune amongst his own people, and the enmity of the enemies of the Remnant.



The Epic Hero gains you additional VPs for every enemy unit they destroy, but at the risk of also giving away a VP to your opponent if your hero is brought down!

To try these out for yourself, you can download the cards now from the Card Downloads section of the Maelstrom's Edge website. We would love to hear how they work out for you in your games, so be sure to pop over to the Comm Guild Facebook Group and share your war stories!



You can pick up the plastic Militus battlesuit model, used to create various suit variants for your Remnant fire teams, from the Maelstrom's Edge webstore here!



Trial Transport Rules - Downloadable PDF


Posted on Monday Oct 28, 2019 at 05:00PM in Gaming


From time to time, we'll be offering a chance to test out new ideas in development. These trial rules will potentially change during development, but will give you an idea of where they're going, and let you try out something new.



You can now download some trial rules for fielding vehicles that can transport infantry units around the battlefield. A version of these rules will be included in the next edition of the Maelstrom's Edge rules, but this version, tailored to fit into the V1 ruleset, lets you kick some tyres a little earlier.



Also included in the download are some unofficial rules cards for Epirian, Karist and Broken transport vehicles, to give you something to test these rules with. Conversions to build some of these have been featured in previous Comm Guild modeling articles, and you can use these as inspiration for your own vehicles, or feel free to use whichever other appropriate vehicles you like.

You can download the trial transport rules from the Maelstrom's Edge website here.

We would love feedback on the rules, or to see your transport vehicle builds. Pop on in to the Comm Guild Facebook Group!

Printable Mission & Objective cards now online!


Posted on Monday Sep 09, 2019 at 05:00PM in Gaming


The core Mission and Objective cards for Maelstrom's Edge are supplied in the Battle for Zycanthus starter set, along with the various other bits and pieces you need to play. For those who don't have the box or need replacements, you can now find all of the cards in printable PDF format in the Card Downloads section of the Maelstrom's Edge website, under the 'Rules' category heading in the menu.



This PDF document includes all of the core Missions and Objectives, and all of the exclusive Faction Objectives for the Epirian, Karist and Broken factions. Watch this space for an update with Faction Objectives for the Artarian Remnant very soon!

Rules for the Artarian Remnant are now online!


Posted on Tuesday Jul 30, 2019 at 05:00PM in Gaming




This month, the forces of the Artarian Remnant assemble to storm the battlefields of the Edge, with the release of rules cards for the Militus battlesuit!

With a wide array of different gear and weapons available to them, the Militus is the most widespread of the suit types in use by Remnant champions. The suit classes that can be built straight from the plastic Militus kit are represented on five rules cards - two different command options, and three different troop options, which you can now find in the Remnant section of the online Force List.



Faction Abilities

All Militus suit types have the 'Aerial Insertion' rule, to represent the fire team deploying from orbit. What makes them truly special compared to other armies, though, is the 'Crowd Favorites' rule. Combat is an extreme sport for Lorican Champions, and fire teams broadcast their exploits back to adoring fans on the vast ships of the Remnant Fleets, who in turn convey their support to their chosen Champions in the form of Favor.

While Remnant forces receive Command Points each turn for any Command models in play, they also gain an additional point for every 3 Lorican Champions currently on the table. This represents the Champions being boosted by the support of the watching crowds back in the fleet. These Command Points can then be used by the Champions to Overcharge their suits, allowing them to move faster, buff their weapons, or improve their defensive abilities, at the expense of generating heat. Heat is represented by additional Suppression, and can be dispersed through the use of Venting systems.





Militus Warrior

The most common Militus class is the Warrior. A Core choice in a Remnant detachment, the Militus Warrior wields powerful ranged or melee weapons on its arms. It can be equipped with a field generator backpack, and also has access to a third, shoulder-mounted weapon or an assortment of support equipment.

Note: We will be releasing a resin upgrade pack which will include all of the support equipment options, but we have included these options on the cards for now to let you try them out!



Militus Warrior Prime

Experienced Lorican champions may eventually wind up commanding fire teams in combat, and bear the rank of 'Prime' to show their status. The Warrior Prime's 'Counterattack' ability gives his units a boost when retaliating against enemy fire.



Militus Skyrunner

The Skyrunner eschews the protection of a field generator, or the extra firepower of a shoulder mounted weapon in favour of the mobility boost provided by a Lorican Boostpack. While more limited in options than other Militus classes, the Skyrunner serves as a handy Vanguard option for capturing territory and getting the drop on slower enemy units.

A Skyrunner Prime retains the mobility of their class, and can use their enhanced view of the battlefield to better co-ordinate the movement of their units with the 'Mobile Strike' ability.



Militus Dominator

A more specialised class like the Skyrunner, the Dominator trades in support options in favour of overwhelming firepower. While they lack the ability to take the heavier weaponry available to larger Brutus class suits, Dominators opt for twin ranged weapons on their shoulders to maximise their ability to rain punishing fire on their opponents.

So, What's Next?

Well, as we mentioned, there will be a resin upgrade pack coming, with an array of different support options and some special parts to customise your Primes.



Of course, the Militus isn't the only weapon in the Remnant arsenal, and many Lorican Champions take to the field in the heavier Brutus or super-light Nimbus suits. Both of these will be added to the force with resin models later this year.

In the meantime, though, the multiple variants of Militus suit give you plenty of options for building different forces and taking on the less-well-equipped and considerably squishier factions opposing them on the Maelstrom's Edge!

The Militus kit is available now, along with the rest of the Maelstrom's Edge model range in the webstore here.

You can see the unit cards in the online Force Listing section here, and you can also find a downloadable, printable version in the 'Rules' section of the website here!

Happy Gaming!

Maelstrom's Edge V2 Rules - Help, I'm being suppressed!


Posted on Thursday Jun 13, 2019 at 03:27AM in Gaming


As we've mentioned before, we're currently beavering away on the second edition rules for Maelstrom's Edge, and over the coming months will be showcasing changes and refinements, and asking for feedback on different directions for the rules. Previously, we had a brief look at the change to model characteristic profiles. This time around, we're looking at weapon profiles!

In V2, suppression will have a much bigger impact on how your units perform on the table (more on that later!). As a side effect of that, being able to suppress enemy units becomes much more useful. We have allowed players to capitalise on this by intruducing a 'Suppression' (SUP) stat to the weapon profile.





You will now be able to choose between two different types of shooting attacks. You can fire normally, which applies suppression to the target unit if it is hit and/or damaged similarly to how it works in V1. Alternatively, you can choose to use 'Suppressive Fire', which doesn't cause direct damage like normal shooting, but allows you to roll against the weapon's SUP stat and increase the target's suppression for each successful roll. This represents your unit spraying the enemy with fire to force their heads down, rather than taking carefully aimed shots.

This gives you some tactical choices when you are electing to shoot with a unit, and also means that units armed with low powered weapons aren't necessarily completely useless against tougher opponents - you might not have much chance of wounding them with regular shooting, but you can potentially still use suppressive fire to soften them up for other units, and if their suppression goes high enough they start taking automatic damage!

If you want to know more, you can join in on the discussion of the new rules, and download a copy of the current draft rules for V2, in the development thread on the DakkaDakka forums here. You can also post any feedback in the Comm Guild Facebook group here.

If you haven't tried Maelstrom's Edge yet, and don't want to wait for V2, you can download the PDF version of the current Maelstrom's Edge rulebook from the website here!

Maelstrom's Edge V2 Rules - Getting up close and personal!


Posted on Thursday May 16, 2019 at 01:11AM in Gaming


We're hard at work on a second edition rulebook for Maelstrom's Edge, and over the coming months will be showcasing changes and refinements, and asking for feedback on different directions for the rules. One of the bigger changes we're implementing involves the number of dice rolled by models in Close Quarters attacks.

In the current Maelstrom's Edge rules, unless you have a melee weapon with a specified SHO value, the number of dice you roll for Close Quarters attacks is determined by a neat little formula that uses the model's EVS, MAS and FOR stats. While this provides some nice granularity, and allows for a large model's CQ ability to be reduced as it takes damage, it's also a little awkward to calculate on the fly. As a result, it's the one thing in the V1 rules that, going by player feedback, is almost universally disliked by players. We've taken that feedback on board for V2, and will be changing model statlines to include a shiny, new Close Quarters Attacks (CQA) characteristic!





This entirely replaces the current formula - No more algebra in the middle of the game, you just look at the CQA stat, and roll that many dice! This does mean that large models no longer lose shots as they are wounded, but this will be accounted for elsewhere, with their ability to use multiple weapons being affected instead.

You can join in on the discussion of the new rules, and download a copy of the current draft rules for V2, in the development thread on the DakkaDakka forums here. You can also post any feedback in the Comm Guild Facebook group here.

If you haven't tried Maelstrom's Edge yet, and don't want to wait for V2, you can download the PDF version of the current Maelstrom's Edge rulebook from the website here!

Battle Report - Karists vs Epirians


Posted on Wednesday May 01, 2019 at 05:00PM in Gaming




Tempest Elites with Ravager Vulcan pulse cannons and a Coriolis launcher deployed in rough terrain



No one saw them coming: the warriors in their smooth armoured plating, accompanied by the beautiful yet horrible Angels. They took the abandoned and dilapidated production facility at Argos, killing the few patrolling Contractors without mercy. A hastily assembled Epirian contingent, including a powerful Hunter Warmech and a squad of elite SecDef, arrived on the scene the next day to root out the zealot strike force. These Maelstrom-worshipping crackpots were about to pay dearly for their boldness.



This game sees an Epirian force commanded by Iain take to the field against a Karist incursion led by Jon. The mission is Groundfall, which has the Alpha Strike and Territories objectives. Points are gained by destroying enemy units and by capturing the 5 territory markers scattered across the board. Deployment was determined to be in opposing L-shapes: Karist bottom right, Epirian top left. The Karists have easy access to 3 of the 5 territory markers. Uphill battle for the Epirian side?



The Epirian commander wastes no time: Firefly drones zoom up the compound to take stock of the situation and drive out the Karist vanguard. Immediately they spot the biggest threat in the Karist force: a mature Angel. The huge beast seems all but immune to their laser attacks, however.



The Firefly Drones fly up the field but only manage to suppress the Mature Angel.



Elite Karist Tempests respond immediately, heavily damaging the Hunter Warmech with their Ravager Vulcan Pulse Cannons. The Angel also responds to the Epirian attack, taking cover whilst destroying two of the Firefly Drones with her tentacles.



The Hunter takes heavy damage from the Tempests.



Realising the Karist resistance was much stronger than anticipated and finding himself in a bit of a pickle from the get go, the Journeyman projects his mind into the Hunter's damaged shell and returns fire at the Angel in her position of cover. The shooting is ineffective, and the Angel remains unperturbed.



Pondering...



With his toughest asset is compromised, the handler quickly switches to one of his Scarecrow Snipers. The lone bot looses a precision round from its Railrifle into the Angel, hitting the mark this time and visibly hurting the creature.



The Angel finally takes damage from the Scarecrow. Their low-shot sniper weapons can literally be hit or miss, but they have huge damage potential.



The Karist Kaddar Nova, witnessing the opening rounds of the engagement, chooses to maintain the momentum and attempt to finish this quickly, dashing out from his position on his own and taking down another Firefly. His troopers nearby follow suit and down another of the now completely hammered squad of Fireflies. His Angel, meanwhile, takes another Railrifle round from a second sniper robot in the distance, and is now badly hurt. The Karist troops need to act fast, as more bots are fast approaching their position and laying down fire on the juvenile angels on the other flank.



The Karist commander exposes himself, but downs a Firefly, and the nearby troopers destroyed another one. In the Groundfall mission, getting the first kill of the turn is worth a lot of points.



The last Firefly crashes and burns after more Karist troopers lay down a hail of suppressive fire, giving the Enclave the first kill.



Troopers finish off the fireflies, giving the Karists the crucial first kill.



The Foundation commander, witnessing how the Karists are holding a strong firm and his own forces struggling to get in a dominating position, carefully moves up his remaining force through the compound. The contractors launch a few grenade shells into the Karist line to suppress their fire and buy their robotic comrades some time.



Contractors returning fire at the Karist troopers.



Meanwhile, an enigmatic Shadow Walker rifts into hiding near the Epirian flank, with an eye to neutralising the sniper threat. The Angel Keeper assigned to the contingent of Angels in the force has his Juvenile beasts rain down cybel energy on the advancing Drone force, keeping all eyes off the sinister agent stalking up the flank.



The Spider Drones equipped with flakk guns are too far from the action to contribute, and the Angel Hellblasters aim to keep it that way by suppressing them.



The SecDef sergeant, watching the assault unfold on his transport's screen, sighs deeply as his opinion of robotic forces is once again confirmed. Deciding he needs to show how it's done and he'd better do it now, he signalls for his squad to drop right into the Karist position. Landing with guns blazing, he is pleased to see the nearby Karist Troopers turn their heads in surprise and duck down.



SecDef troopers drop behind enemy lines.



Out of nowhere, though, appears a flock of dark fluttering creatures: Angel minnows on the hunt. They frenziedly fire their cybel pulses at the SecDef landing zone. Even though the SecDef had taken up a safe position in cover, they lose one soldier to this alien assault from above.



The Minnows move towards and target the SecDef squad that just dropped behind both trooper squads.



The larger Angel, severely weakened by the merciless sniper fire, seems to lose form and suddenly disappears from the fight just as the Hunter's guns ready for another salvo at this most dangerous foe. Moments later the Hunter explodes in a cloud of shrapnel as the Tempest Elites continue their barrage.



End of the first turn: Jon elects to remove his dangerously wounded Mature Angel in order to deny the Epirians an easy first kill in the coming turn. The Karists hold 3 out of 5 territory objectives, whilst the Epirians have the other two. Iain, having left his damaged hunter on the table, immediately regrets this as the Tempests destroy it in the first action of the second turn and score those valuable first kill points again.



The SecDef realise something needs to happen now. Ignoring the smaller Angels spewing death onto their position, they take aim and down two Karist Troopers, hoping to break the Karist line from the rear.



The SecDef are in position to damage various Karist squads, taking advantage of their assault from the rear, but they are in turn dangerously surrounded.



The Journeyman Handler, taking the SecDef's cue, coordinates the fire of his Scarecrow Sniper with the SecDef squad, catching the Karist Troopers in a crossfire that wipes them out. The tables seem to be turning.



The Scarecrow again shows its potential as it wipes out the remains of a Karist squad.



Ignoring the little Angels would prove a costly mistake, however, as they now came down on the SecDef position. Despite killing several of the flying beasts, the SecDef lose two more soldiers to the pulsing cybel energy, leaving the Sergeant alone to escape the Angel threat and run for cover.



The SecDef sergeant flees from the angry Minnows. Aerial insertion is a powerful ability, but dropping in the middle of the enemy lines comes with certain risks...



The larger Angel Hellblaster also takes a heavy toll as another cybel salvo immolates all of the approaching Spider Drones. The Kaddar Nova, sensing victory and eager to lead by example, dashes forward, emerging from the Karist lines to personally end this heretic assault.



The powerful blasts from the juvenile Angels reduce the Spider Drone squad to just their handler.



Seeing the Karist leader run out and resolved to capitalize on the hole punched in the Karist line by the SecDef's assault, the Journeyman Handler links again to one of the Scarecrow Snipers, dangerously overloading its circuits, in a desperate attempt to deal the deciding blow to the enemy. A precision shot hits the Kaddar Nova square in the chest, ending the priest's heroic ambitions immediately. Surely this would break those crazy zealots! Meanwhile, the contractors move up to secure their end of the compound and open up on the Angel Hellblasters, with little effect.



Hellblasters with their Angel Keeper in their position of cover, guarding one of the objectives.



The Shadow Walker rifts up the field once more, cursing the Kaddar Nova's poor timing, but intending to take down the Sniper bots that were wreaking such havoc on his compatriots. His pistol shots glance off the nearest bot, however, as its position is well protected.

Registering this new close-ranged treat, the nearby bots all respond: the flakk guns on the Relay drone opening up and the Sniper bot quickly taking a shot at the advancing enemy agent. The nimble Shadow Walker, however, manages to dodge unscathed through the hail of incoming fire.

Suddenly the terrifying shape of the Mature Angel reappears at the edge of the compound, immediately bearing down on the lone SecDef sergeant. The veteran soldier stands no chance against this alien monster and quickly falls to its slashing attack.



By voluntarily removing the badly damaged Angel earlier in the game, Jon ensured he would have a strong reinforcement to bring on later. She can now come back to finish off another unit, grabbing the Karists enough points to finish the game.



Realising his situation, the Journeyman Handler orders his force to retreat into cover and await further reinforcements. The Karist force remains in control of the compound, for now.





Epilogue: Iain's decision to keep his Spider drones back to hold objectives rather than sending them after Karist targets, combined with essentially sacrificing his Firefly unit by sending them out into the open unsupported allowed Jon to make the most of the mission with his more aggressive Karist units. While the Scarecrows did their best to even up the playing field, the rapid casualties inflicted on the Epirian force allowed Jon to very quickly rack up enough VPs for a turn 2 victory.

Download the Maelstrom's Edge Rulebook for free!


Posted on Wednesday Apr 24, 2019 at 05:00PM in Gaming


With work underway for a revised 'Version 2' of the Maelstrom's Edge rules, the current rulebook is now being offered for free download in PDF form! You can download it from here.

The Maelstrom's Edge Digital Rulebook is a 144 page PDF document containing the background lore of the Maelstrom's Edge universe and the rules for the game, with scores of photographs and diagrams. The document has a complete bookmark structure and clickable links in both the index and in-text references, so you can quickly navigate your way through the rules. The contents of the digital rulebook are identical to those in the printed rulebook found in the box set.

The Maelstrom's Edge Rulebook features the following content:

  • The Universe of Maelstrom's Edge
  • The Factions
  • Game Overview
  • Core Game Concepts
  • Characteristics, Versus Rolls & Suppression
  • Movement & Terrain
  • Shooting & Cover
  • Unit Activation & Actions
  • Charge Action
  • Model Type
  • Large Models
  • Weapon & Unit Abilities
  • Buildings
  • Playing a Game
  • Mission Objectives
  • Selecting Your Force
  • Narrative Missions
  • Forces of the Epirian Foundation
  • Forces of the Karist Enclave
  • Appendices
  • Rules Finder




Download it here.

Website Update - Printable Unit Cards!


Posted on Thursday Nov 15, 2018 at 07:08PM in Gaming


The Maelstrom's Edge website has an online unit card viewer (which you can find here), allowing you to see the stats, options and special rules for each uit in the game.

As part of our ongoing upgrade to the website, we have now also added printable PDF card compilations for each faction. You can find these in the Rules section, along with the summary sheets, samples force rosters and gameplay tutorials!

rulespage.jpg

Sample Force Rosters for the Broken


Posted on Wednesday Oct 10, 2018 at 06:00PM in Gaming


When the Battle For Zycanthus boxed set was released, we published some sample force rosters for the Karist and Epirian factions based on the models in the set, to help give new players an idea of what a Maelstrom's Edge force could look like. Since then, we have released a stack of new models and introduced a third faction, the Broken, to the game, so it seemed like a good idea to add some new force rosters to the sample collection. Below, you'll find three different sample force rosters for the Broken, and a breakdown of which models you would need to put them together.



LIST #1 - ALL-PLASTIC 120 POINTS


(a standard 'small' game, using just the plastic Broken Infantry Pack models)


Detachment #1 (of 2)
TYPEUNITUPGRADEPOINTS
[Command]Forsaken Chieftain (8)x2 Beam Pistols (+0)8 pts
[Core]Broken Rabble (5)x1 extra Broken Rabble (+1)
x1 Chem Launcher (+1)
x1 EMP Harpoon (+1)8 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Chem Launcher (+1)
x1 Glue Rifle (+1)9 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+1)
x1 Auto Slugger (+1)
x1 Longbeam Rifle (+1)9 pts
[Hammer]Rabble Assault (8)x2 extra Broken Rabble (+4)
x3 EMP Harpoon (+0)12 pts
[Hammer]Rabble Assault (8)x2 extra Broken Rabble (+4)
x3 Massive Torch (+3)
x2 replace Beam Blastgun with Chem Pistol & Slug Pistol (-2)
Boss replaces Beam Blastgun with Chem Pistol & Grenade Harness (-1)12 pts
[Anvil]Rabble Fire Support (5)x2 extra Broken Rabble (+2)
x3 Longbeam Rifle (+6)13 pts
[Anvil]Rabble Fire Support (5)x2 extra Broken Rabble (+2)
x3 Longbeam Rifle (+6)13 pts
DETACHMENT #1 TOTAL84 pts



Detachment #2 (of 2)
TYPEUNITUPGRADEPOINTS
[Command]Forsaken Chieftain (8)replace Slug Rifle with Beam Blastgun (+1)9 pts
[Core]Broken Rabble (5)x1 extra Broken Rabble (+1)
x1 Chem Launcher (+1)
x1 EMP Harpoon (+1)
Boss replaces Slug Rifle with Chem Pistol & Grenade Harness (+0)8 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Emp Harpoon (+1)
x1 Glue Rifle (+1)
Boss replaces Slug Rifle with Grenade Harness & Slug Pistol (+0)9 pts
[Anvil]Rabble Fire Support (5)x2 extra Broken Rabble (+2)
x3 Auto Slugger (+3)10 pts
DETACHMENT #2 TOTAL36 pts
GRAND TOTAL120 pts



Models needed:
  • Broken Infantry Pack x10.

The two Chieftains for this list are built from the plastic set, which is why there are two Rabble units that only have 5 in the unit.





LIST #2 - 120 POINTS


(a standard 'small' game, using a mix of plastic and resin Broken models)


Detachment #1 (of 2)
TYPEUNITUPGRADEPOINTS
[Command]Forsaken Chieftain (8)x1 Beam Pistol (+0)
x1 Trophy Melee Weapon (+1)
Xeno Spotter (+1)
Customized Weapons (+2)12 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Chem Launcher (+1)
x1 Glue Rifle (+1)9 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Auto Slugger (+1)
x1 Longbeam Rifle (+1)9 pts
[Hammer]Rabble Assault (8)x1 Marsayan Hypnotist (+2)
x3 Massive Torch (+3)13 pts
[Hammer]Rabble Assault (8)x1 extra Broken Rabble (+2)
x1 Hakoyu Grand Master (+4)
x3 EMP Harpoon (+0)14 pts
[Vanguard]x2 Sig Jammer (12)12 pts
[Anvil]Gnolti (10)10 pts
[Anvil]Rabble Fire Support (5)x1 extra Broken Rabble (+1)
x3 Longbeam Rifle (+6)12 pts
DETACHMENT #1 TOTAL91 pts



Detachment #2 (of 2)
TYPEUNITUPGRADEPOINTS
[Command]Forsaken Chieftain (8)Customized Weapons (+2)
Extensive Cybernetics (+2)12 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Chem Launcher (+1)
x1 EMP Harpoon (+1)
Boss replaces Slug Rifle with Chem Pistol & Grenade Harness (+0)9 pts
[Anvil]Rabble Fire Support (5)x3 Auto Slugger (+3)8 pts
DETACHMENT #2 TOTAL29 pts
GRAND TOTAL120 pts



Models needed:
  • Broken Infantry Pack x6
  • Forsaken Chieftain x1
  • Forsaken Tech Chieftain x1
  • Sig Jammer x2
  • Marsayan Hypnotist x1
  • Hakoyu Grand Master x1
  • Gnolti x1






LIST #3 - 120 POINTS, SINGLE DETACHMENT


(a mix of plastic and resin models, optimized to fit into a single detachment)


TYPEUNITUPGRADEPOINTS
[Command]Forsaken Chieftain (8)x1 Trophy Melee Weapon (+1)
Xeno Spotter (+1)
Customized Weapons (+2)
Extensive Cybernetics (+2)15 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Auto Slugger (+1)
x1 Longbeam Rifle (+1)9 pts
[Core]Broken Rabble (5)x2 extra Broken Rabble (+2)
x1 Chem Launcher (+1)
x1 EMP Harpoon (+1)9 pts
[Hammer]Rabble Assault (8)x2 Hakoyu Grand Master (+8)
x3 Torch (+0)16 pts
[Hammer]Rabble Assault (8)x2 Hakoyu Grand Master (+8)
x3 Massive Torch (+3)19 pts
[Vanguard]x2 Sig Jammer (12)12 pts
[Anvil]x2 Gnolti (10)20 pts
[Anvil]Rabble Fire Support (5)x2 extra Broken Rabble (+2)
x3 Longbeam Rifle (+6)13 pts
TOTAL112 pts



Models needed:
  • Broken Infantry Pack x5 (you'll have a couple of models spare)
  • Forsaken Chieftain x1
  • Sig Jammer x2
  • Hakoyu Grand Master x4
  • Gnolti x2



Note that for the above list, you could get to 119 points by dropping the Rabble Fire Support and including another two Gnolti instead!






Hopefully the above force rosters will give you some idea of how to plan your force. If you're looking for the force rosters for the Karist and Epirian factions, you can find them on the Maelstrom's Edge website here.



To assemble your own force, you can pick up the above models, and the rest of the Maelstrom's Edge model range, from the webstore here.


Happy Gaming!

New Karist Faction Objective Card: First Contact


Posted on Wednesday Oct 03, 2018 at 06:00PM in Gaming


Although the existence of the xenos species called Angels was not completely unknown to the inhabitants of the spiral arm, only a handful of academics and long-standing spacefarers truly knew of them before the Karists began using Angels for their military and propaganda purposes. To everyone else, they were always simply a myth or legend bragged about by starship captains who had spent too many years traversing the void.

Karists tout that these creatures are emissaries of of the Maelstrom, with their priests having helped coined the name 'Angels' to describe them. When Karist priests attempt to sway the populace of a world to their cause, they often mention Angels, or even utilize a live Angel as a demonstration. For how can creatures so powerful and strange, they argue, serve the will of the Karists if their cause were not just and true?



In Karist military actions, Angel units are typically embedded into their existing forces, giving Karist commanders access to the many unique talents the Angels can provide. However, an entire force comprised of Angels is a powerfully intimidating site, doubly so to enemy troops who have never actually seen an Angel before. Therefore on occasion, full Angel detachments, led by an Angel Keeper are deployed. They are usually utilized as a terror-force, early in a planetary engagement before the enemy has any experience fighting against them. Angel detachments are particularly effective against fortifications, where the sheer terror caused by the Angels can cause enemy troops to flee without firing a shot, allowing the Karists to take an enemy strongpoint where it would have cost them hundreds of lives otherwise.

The First Contact faction objective represents a number of new avenues for our game. It is the first of several planned new faction objectives tied to particular models, helping to create different types of themed forces you can choose to utilize within the overarching umbrella of the existing forces. To this end, your force must include an Angel Keeper for you to be able to use the First Contact faction objetive.

First Contact


This objective may only be utilized if your force contains an Angel Keeper. If an objective type requires you to choose a force commander, it must be an Angel Keeper.

This objective can generate a maximum of 3 VPs per game, after which your units no longer benefit from the IrratIonal Fear ability.




Partial: (conditional) Each time a non-fearless enemy unit fails any type of discipline check (even an automatic failure) while affected by the Fearsome ability of your Angel units, gain 1 VP.
Full: N/A

Irrational Fear: Friendly models with the angel designator gain the Fearsome (1) ability, or add +1 to their existing Fearsome ability.

You can download a printable version of this card here.

The existing basic faction objectives ('Secret Cache' for the Karists, 'Now You See Me' for the Broken and 'Automated Uplink Relay' for the Epirians) all work roughly the same way: they provide your forces an optional bonus, which you can choose to forgo each turn to instead gain +1 victory point. First Contact, on the other hand, provides your force with an automatic bonus: namely improving your Angel's 'Fearsome' ability, and successfully utilizing that bonus is what scores you the objective's victory points. Even better, this is the first faction objective where it is possible to earn the maximum 3 victory points in a single turn, even theoretically in the first turn of the game, which would definitely put your opponent on their back foot right out of the gate!

But that raises the obvious question: how can First Contact possibly be balanced compared to the existing two faction objectives? The answer is that the other two objectives provide you with better situational control. When you need a victory point, you can generate one, but when you need the bonus provided by the objective, you can utilize that instead. With First Contact, once you've generated your 3 victory points from it, the bonus provided by it ends and you're stuck the rest of the game without it, even if you would have preferred to keep the bonus around longer in lieu of gaining all 3 victory points.



In addition, generating victory points for First Contact ultimately relies upon your opponent failing discipline checks while within range of your Angels. Depending on how the game plays out and how crafty your opponent is, it is entirely possible for you to finish the game without earning some or even all of these victory points. Or in other words, this is the first faction objective where you have to rely upon your opponent doing something (failing discipline checks) in order to generate your victory points, which is inherently more risky.

We would love for you to try out some games with both the Angel Keeper and First Contact rules and let us know what you think about them. If you've got any feedback (with or without playing any games with the rules), please feel free to provide it either by replying to this article directly, or on our Comm-Guild Facebook group or in the Maelstrom's Edge forum on Dakka Dakka.


You can flesh out your shape-shifting alien force by picking up an Angel Keeper and any of the different types of angels from the Maelstrom's Edge webstore here!