The Comm Guild Maelstrom's Edge

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!

Tactics: Broken Forsaken Chieftains


Posted on Thursday Aug 02, 2018 at 04:42am in Gaming


With the release of our second Broken Chieftain model, we've also updated its unit card in our online Force Builder rules here, finally unveiling the full suite of equipment options that Broken Chieftains have available to them. This article will look to update your Chieftain knowledge, focusing on their two new upgrade options: Customized Weapons and Enhanced Cybernetics.



CUSTOMIZED WEAPONS

Though Broken Weaponsmiths work tirelessly to keep the weapons of their fighting force repaired and functioning properly, they are also constantly prodded by their Chieftain to find new avenues for how Broken weaponry can be made ever more deadly. In other words, Weaponsmiths, and Broken society in general, are obsessed with making their guns as powerful as possible, regardless of how dangerous this makes them to the wielder. While Broken weapons can never match the accuracy or reliability of the more sophisticated enemy factions they face, the Broken instead rely on a near endless supply of desperate bodies clamoring to get their hands on a customized weapon, even when it is prone to lethal malfunctions.

Anytime Broken forces manage to steal, capture or purchase weapons off the black market, a portion of these are tithed to their Chieftain, who turns them over to their Weaponsmith in the name of 'weapons development'. The disassembling, tinkering, and soldering in a Weaponsmith's shop often continues days at a time. No method used to improve a weapon is off the table: overcharged powerpacks, larger caliber ammunition, oversized magazines, fusing multiple weapons together, etc. If it can be dreamed of, a Weaponsmith has attempted it. The more powerful the conversion, the more rare and coveted the weapon is amongst the Broken, and the more likely it will find its way into the hands of a high-ranking individual like a Chieftain, who views it both as a potent weapon and also as a way of reinforcing their status over those they command.

Rules-wise, customized weapons are an upgrade for a Chieftain that cost 2 points, and gives them the following benefits:

---

Customized Weapons
All weapons this model is equipped with permanently gain +1 PEN, +1 DAM and the Unstable ability (if they don’t already have it). Grenades & CQ Explosives are excluded.


---

As this upgrade affects any weapon a Chieftain takes (excluding grenades & CQ Explosives, of course), it gives you tremendous versatility towards deciding how you want to improve your Chieftain's shooting. For example, with weapons that provide a lot of shots but are only DAM 1, like a Slug Rifle or Chem Pistol, the Customized Weapon upgrade suddenly turns them into DAM 2 weapons. This means that every successful penetration is going to kill a standard MAS 2 infantry model outright, making these weapons now capable of mowing down enemy rank and file models. On the other hand, weapons that are already DAM 2, like a Beam Pistol or Beam Blastgun, now become DAM 3, allowing the Chieftain to become a big game hunter and seriously wound large models like Hunter Warmechs or Mature Angels. This upgrade also benefits any melee weapons the Chieftain may take, such as a Trophy Melee Weapon, Poisoned Blade and even the melee profile of the Beam Blastgun, turning the Chieftain into a formidable foe at close quarters.

Of course, the negative aspect of using customized weapons is that the weapon also gains the Unstable ability, which means that any '1's the Chieftain rolls to hit end up putting suppression tokens onto his unit equal to the DAM of the attack. While this can certainly be annoying when it happens, it is generally a small price to pay to seriously upgrade the offensive capabilities of your Chieftain.



EXTENSIVE CYBERNETICS

While many Broken soldiers eventually have some part of their anatomy replaced with cyerbnetics (usually due to injuries they've suffered on the battlefield), some Chieftains choose to go a step beyond and command their Weaponsmith to give them extensive cybernetic limb and/or organ replacements as a means to improve their strength and durability. This is represented by the Extensive Cybernetics upgrade, which cost 2 points:

---

Extensive Cybernetics
This model permanently improves its MAS characteristic by +1.


---

Boosting a model's MAS by +1 provides both defensive and offensive benefits. The most obvious improvement is that a MAS 3 model requires doesn't suffer an injury until at least 3 points of damage are allocated to it. For example, when a Chieftain leads a Broken Rabble squad, whenever there are only two DAM 1 penetrations remaining to be allocated (a frequent occurrence), you can now elect to put them onto the MAS 3 Chieftain, which means instead of losing a Rabble model, the unit will suffer no permanent damage! In other words, having a MAS 3 Chieftain not only means that model is more durable, but any unit the Chieftain joins effectively becomes more durable as well.

On the offensive side, a model's MAS characteristic is utilized in close quarters fighting with a melee weapon, both to determine how many shots the melee weapon makes, but also to figure out the PEN characteristic of that weapon. A MAS 3 Chieftain gets to make 5 attacks with a melee weapon (instead of the 4 it makes when it is MAS 2) and all those attacks are made with +1 PEN. For example, a Chieftain with Extensive Cybernetics and a Trophy Melee Weapon gets to attack 5 times in close quarters fighting, with each of those shots being a quite powerful PEN 5 and DAM 2. Even crazier, if the model also has taken the Customized Weapons upgrade, they combo together and those five shots are instead PEN 6 & DAM 3! That's enough potential damage to make any foe quake at the thought of facing a Chieftain in CQ fighting.

With these new upgrade options available, a Chieftain is easily the most customizable command model currently in the game. You can go with a super-cheap 7 point Chieftain that just has a couple of pistols, which allows you to fit more Broken units into your force, or alternatively you can take every upgrade and have a 13 point beast that has all kinds of tactical capabilities...the choice is ultimately yours!


Ready to try out your own cybernetic Chieftain? You can pick up the new resin Chieftain models along with the rest of the Maelstrom's Edge model range, from the webstore here.

If you have any rules queries, tactics suggestions, or modeling progress to share, you can join in on the Comm Guild Facebook Group page here.

Tactics: Equipping the Epirian Master Bot Handler


Posted on Saturday May 12, 2018 at 09:30pm in Gaming


EQUIPPING A MASTER BOT HANDLER

A Master Bot Handler is one of the most powerful figures in the Foundation, able to command legions of robotic minions and carry a vast array of weaponry that common soldiers can only dream of. However, this dizzying amount of options can also make deciding exactly how to equip your own Master Handler a bit daunting. Have no fear though! Once you finish with this article, you’ll have all the insider information of what Master Handlers are capable of and know how you’ll want to equip yours.



TACTICAL ROLES OF A MASTER HANDLER

There are three main roles you can equip your Master Handler to fulfill:

  1. Bot Commander.
  2. Gun Heavy.
  3. Support/Melee.


* * *


BOT COMMANDER

No matter how you choose to equip your Master Handler, you’ll want to be aware that, above all else, they are a force multiplier for Foundation robotic units. So if you’re looking to field a force that has a preponderance of Contractor or SecDef (coming soon!) units, then you might want to instead just stick with taking regular Journeyman Bot Handlers as the Command Model for your detachments.

With a Master Handler, while you pay a premium in points to take them, you get a heck of a lot of value by way of improving all the robotic units in your force. With his Neural Interface, a Master Handler effectively has the Command (3) ability, which means he’s able to issue orders to up to 3 friendly units within 18” per turn. Anytime a Bot Handler (of any level) issues an order to a Bot unit, that unit gets to enable its Bot Protocols for the turn, which makes them perform much better: Hunter Warmechs get to move and shoot more effectively, Scarecrows get to fire more shots, Firefly Drones dodge incoming fire better and Spider Drones make better use of cover they’re hiding in. If you’re looking to make the absolute most out of this ability to buff nearby robotic units in this way, then there are a few options for the Master Handler that are pretty much mandatory:

Neural Nodes - Master Handlers are able to take up to 2 Neural Nodes. Each one allows them to issue an order to 1 more unit then they normally would be able to. A Master Handler has a WP of 5, which means, especially later in the game when you have a lot of Command Points available, you can put 5 Command Points onto the Master Handler and with the help of a couple Neural Nodes, be able to issue orders to 5 nearby robotic units (thereby enabling Bot Protocols on all of them).



Command Booster Micro Drone - Being able to issue orders to 5 nearby bot units is great, but with a command range of only 18”, you’ll have to keep all those units pretty well clustered around your Master Handler, which is less than ideal. However, Master Handlers are able to take a Command Booster Micro Drone, which increases their command range up to 24”. If you’re looking to make your Master Handler into a true bot commander, then taking a Command Booster allows you to keep your Master Handler back out of harms way while still issuing orders to your bot units that need them.

Firefly Defender Drones - In order to get the most out of your Master Handler as a bot commander you’ll want to keep them roughly in the center of your force, within command range of as many of your bot units as possible. Unfortunately, a Master Handler's prickly superior attitude prevents them from joining friendly units, so to keep your Master Handler safe, a great tactic can be to keep him hidden behind a big obstacle or piece of area terrain so that the enemy can't even spot him. However, a canny opponent might try to counter this by outflanking that terrain in order to get some wide open shots on your Handler. While the Master Handler’s impressive MAS 3 can protect him from a small amount of enemy fire, if the opponent does get a decent-sized unit with open shots on your Master Handler, you're probably going to lose the linchpin of your entire force, and along with it, the game. Therefore taking 1-2 Firefly Defender Drones can be a solid idea to help protect your Handler. As long as you enable their Bot Protocols, Firefly Defender Drones grant their unit (including the Master Handler) the Dodge ability equal to the number of Defender Drones in the unit (so 2 Defender Drones means the unit gets the Dodge (2) ability).

Cheap Weapons - As your goal will be to keep your bot commander Master Handler hidden from the enemy behind terrain, it doesn't make sense to spend extra points on weapons that will probably never be used. As such, sticking with the 0 point weapons (like a Flakk Gun and/or Repair Claw) is the smart choice for a Master Handler acting as a bot commander.

Master of Machines faction objective - Finally, if you want to get the absolute most out of your Master Handler as a bot commander, then taking the Master of Machines as your faction objective is pretty much a must, as it potentially allows you to enable Bot Protocols on a 6th friendly bot unit, and better yet, one that’s beyond your Master Handler’s command range:

MASTER OF MACHINES This objective may only be utilized if your force contains a Master Bot Handler. If utilized, a Master Bot Handler is automatically your force commander for any objective type that requires one. This objective type can generate a maximum of 3 VPs per game, after which you may no longer utilize the Bot Mastery ability. ----- Partial: (each end phase) If at least one of your Master Bot Handlers is on the table and the Bot Mastery ability was not utilized that turn, gain 1 VP. Full: (end of game) If at least one of your Master Bot Handlers is still on the table, gain all of this objective’s remaining VPs. Bot Mastery: Once per turn, you may automatically enable one of your unit’s bot protocols when that unit is activated (regardless of whether its activation discipline check is successfully passed). You must have at least one Master Bot Handler on the table to utilize this ability.


SAMPLE ‘BOT COMMANDER’ MASTER HANDLER
  • Master Bot Handler - 16 pts.
  • 1 Firefly Defender Drone - 3 pts.
  • 2 Neural Nodes - 2 pts.
  • 2 Flakk Guns - 0 pts.
  • Command Booster Micro Drone - 3 pts.
  • TOTAL - 24 pts.


* * *


GUN HEAVY

The next major role a Master Handler can fill is one of straight-up shooty death to the enemy. The Master Handler’s powerful exo-skeleton allows them to carry more and heavier guns than any other Foundation infantry model released to date. That means when equipped properly, a Master Handler’s unit can be one the most devastating shooting units in your arsenal. But be warned, this is also the most expensive configuration for a Master Handler.

Fire Assist - One very important limitation to be aware of is that, while Master Handlers have the Fire Assist (+1) ability, this only allows them to fire a maximum of 2 weapons during each round of shooting. That means the only reason you’d want to equip your Master Handler with more than 2 weapons is to give you the tactical flexibility to choose the best 2 weapons to fire in any given situation.

Cluster Missile Pods - If you’re looking to get maximum firepower out of your Master Handler, then taking 2 linked Cluster Missile Pods is definitely the way to go. Linked weapons add +1 to the number of shots the weapon normally is able to fire (and also only count as a single weapon being fired). So if you can manage to find a target where you're able to cover 3 models with the Cluster Missile Pod's AoE template, then you’re looking at getting to fire 5 shots, plus any 6’s you manage to roll count as 2 hits instead of 1!

Arm-mounted Weapons- For a gun heavy Master Handler, you really can’t go wrong with any of the arm-mounted ranged weapon options. However, you do want to pick weapons whose range and weapon profile are a good match to be fired alongside the linked Cluster Missile Pods. The Cutter Light Machine Gun is the obvious choice. A Flakk Gun can be a great choice for your second arm-mounted weapon because it is 0 points and is useful to fire instead of the Cutter when your Master Handler happens to find themselves in an up close and personal situation with the enemy. The Drone Class Laser System (DCLS) is a fine choice to take instead of a Cutter if you desire, providing your Handler with the absolute maximum number of shots possible (albeit with a PEN of only 1), that pair nicely with the shooting of the Firefly Defender Drones that are part of the unit.



Firefly Defender Drones - While Defender Drones are great at keeping the Master Handler protected from enemy fire, they are also all equipped with a DCLS as well, which means when you take a full squad of 4 of them and combine their firepower with that of the Master Handler, you can obliterate almost any enemy light infantry unit right off the table, regardless of whether they’re in cover or not!

Aerial Drone Strike - One thing that should never be forgotten is that the Master Handler also has an Aerial Drone Strike: a one-time use, incredibly powerful area effect weapon. Best of all, using an Aerial Drone Strike just counts as firing a single weapon, which means the Master Handler can fire the Aerial Drone Strike and also fire another weapon at the same time (including his linked Cluster Missile Pods, for example), and all of this gets combined with the shooting of his Defender Drones as well!

Aerial Uplink & Targeting Micro Drones - There are two great Micro Drone options for your gun heavy Master Handler. The Aerial Uplink Drone allows the Master Handler to fire his Aerial Drone Strike two times during the game, instead of just once, which is great for obvious reasons. An even better fit is the Targeting Drone. This gives the Master Handler and all of his Defender Drones +3 SKL when shooting (except during close quarters fighting), which unsurprisingly ups the deadliness of their combined firepower to near obscene levels.

SAMPLE ‘GUN HEAVY’ MASTER HANDLER
  • Master Bot Handler - 16 pts.
  • 4 Firefly Defender Drones - 12 pts.
  • 2 linked Cluster Missile Pods - 4 pts.
  • 1 Cutter Light Machine Gun & 1 Flakk Gun - 1 pt.
  • Targeting Micro Drone - 2 pts.
  • TOTAL - 35 pts.


* * *


SUPPORT/MELEE

While the bot commander and gun heavy roles for the Master Handler are fairly straightforward and easy to define, you can also mix and match different aspects of these roles a bit to create something unique for your Master Handler. In addition, the inclusion of a Repair Claw allows a Master Handler to perform yet another role: that of helping to remove suppression from nearby bot units.

Repair Claw - Giving your Master Handler a Repair Claw can be a great choice, not only because it is 0 points, but also because it gives the Handler the Bot Repairs (2D3) ability. This means that whenever the Handler finishes an Advance & Fire or Dash action within 6” of another friendly bot unit, he can remove 2D3 suppression tokens (STs) from them, turning him into an excellent support unit (Note that you cannot use this ability on the Bot Handler’s own unit though). Considering that you'll be keeping your Handler near your bot units to help enable their Bot Protocols, you will often find him within range to perform these types of repairs. You can also consider giving your Handler 2 Repair Claws. While this doesn’t allow him to remove any additional STs from friendly units, it does turn him into quite the close quarters (CQ) powerhouse. Since the Handler is able to fire 2 weapons per round of shooting (which includes CQ fighting), this allows him to use both of his Repair Claws to their full effect. That’s a total of 8, PEN 4 shots during CQ fighting (on top of any shots generated by his Defender Drones) which ain’t too shabby! Be warned that the Master Handler is a pretty slow mover so it can be a bit tough to get him into CQ fighting, but once there, he’ll certainly be able to cause some significant damage.



Firefly Defender Drones - Whether you’re running your Master Handler next to your bot units to remove STs from them, or trying to charge into CQ fighting, either way you’ll definitely need to protect your Handler with at least 2, it not the max of 4 Defender Drones to dissuade the enemy from picking him off and to soak up the inevitable defensive fire he takes from the enemy.

Flakk Gun - If you’re taking 1 repair claw on your support Handler, then the obvious weapon to pair with that is the Flakk Gun, which excels at short range shooting. Since a support/melee Handler will often find himself near the enemy (when removing STs from your bot units and/or running around trying to get into CQ fighting) having a powerful short ranged weapon is a great choice.

Aerial Uplink & Defense Micro Drones - While there isn’t one Micro Drone choice that really excels for a Master Handler in a support role, the Aerial Uplink Drone is a solid pick. Because you likely won’t have the great firepower of a gun heavy build, being able to unleash an Aerial Drone Strike twice during the game can be quite useful. On the other hand, the Defense Drone is perfect for the Handler that is trying to get into CQ fighting. Sure it's a one-use item, but it’s 0 points, and for the turn it's used the Handler gets the Field (2) ability (great for when his Defender Drones have been destroyed) and makes him an absolute melee monster. Plus, because the Handler can fire 2 weapons, he’s able to use the Defender Drones melee profile as well as one Repair Claw in CQ fighting!

SAMPLE ‘SUPPORT’ MASTER HANDLER
  • Master Bot Handler - 16 pts.
  • 2 Firefly Defender Drones - 6 pts.
  • 1 Cluster Missile Pod & 1 Neural Node - 4 pts.
  • 1 Flakk Gun & 1 Repair Claw - 0 pts.
  • Aerial Uplink Micro Drone - 2 pts.
  • TOTAL - 28 pts.


SAMPLE ‘MELEE’ MASTER HANDLER
  • Master Bot Handler - 16 pts.
  • 4 Firefly Defender Drones - 12 pts.
  • 2 Neural Nodes - 2 pts.
  • 2 Repair Claws - 0 pts.
  • Defense Micro Drone - 0 pts.
  • TOTAL - 30 pts.


* * *


How will you use your Master Handlers? To share your tactics or modeling ideas, or to discuss the loadouts described above or any other aspect of the Maelstrom's Edge game, visit the Comm Guild Facebook page.

You can find the Epirian Master Bot Handler, along with the rest of the Maelstrom's Edge model range, in the webstore here!

'The Broken' Rules - Part 4: Broken Weaponry


Posted on Friday Nov 10, 2017 at 11:00am in Gaming


In a previous article, we talked a bit about the weaponry the Broken favor, namely that they like to customize and overcharge their weapons to make them deadlier, even when doing so means that they have a tendency to break down, overheat or even explode! Today we're going to take a closer look at the different classes of weapons that you'll find on the Broken Rabble sprue.

SLUG WEAPONS

The most commonly found type of ranged weapon throughout the spiral arm, slug weapons are cheap to produce and easy to maintain, making them the workhorse of the Broken armory. Broken tend to favor slug weapons with a high rate of fire, even though their ability to penetrate armor isn’t very good.

An Auto Slugger starts life as a 'liberated' Epirian Foundation Maglock Assault Rifle. However, as the Broken can't easily replicate the Foundation's caseless Maglock ammunition, their weaponsmiths instead convert its chassis to fire a smaller, jacketed round. This conversion creates a weapon that has a much higher rate of fire but unfortunately a lot more recoil.

BEAM WEAPONS

The Broken have a long history of weaponizing lasers, converting them from a wide-range of industrial applications. Invariably, Broken weaponsmiths set the damage output for these weapons at their absolute maximum, firing short, but incredibly powerful beams capable of melting through even the toughest enemy armor. However, this also makes the weapon highly unstable: prone to overheating, shorting out and on occasion, bursting into flames.

Beam Blastguns are sturdy and incorporate a blade at the tip of their barrel, making them double as perfect melee weapons for close-quarters fighting.

TORCH WEAPONS

Combustible liquids are quite easy to find and manufacture, providing the Broken with weaponry even when supplies of more traditional ammunition are running low. Torch weapons are also the perfect fit for short-ranged firefights, precisely how the Broken prefer to face their foes.

CHEM WEAPONS

Many cultures in the spiral arm refuse to utilize chemical weapons, deeming them morally repugnant or abiding by longstanding, often totally outdated, treaties that ban their use outright. The Broken have no such qualms, and the relative ease with which the components to concoct chemical weapons can be found amongst the black markets makes them a popular choice. Chem Launchers hurl a small pellet, smashing open upon impact and spraying the area with a lethal combination of liquid acid and a potent airborne poison. However, as most Broken aren't equipped with any kind breathing protection, these poisons are designed to disperse incredibly quickly, affecting only a small targeted area.

EXOTIC WEAPONS

Broken weaponsmiths are renowned for making weapons out of junk that other factions would never dream of using. One example is the EMP Harpoon, which utilises gas-powered harpoons, each with a ‘liberated’ Epirian Foundation EMP charge housed inside, perfect for penetrating fields and pulling the enemy out from cover.

Plastex is an incredibly sticky industrial adhesive used in construction by the Foundation. The Broken use this substance to make their glue weapons, which can completely incapacitate their targets in a messy goo. Unfortunately, Plastex is not designed to be deployed so rapidly, meaning glue weapons often jam or misfire, splattering their operator or those Broken unfortunate to be around them.

BROKEN GRENADES

The Broken favor simple weapons that are easy to procure, and their choice of grenades is no different. Cluster grenades are the most common anti-personnel grenade in the spiral arm and any military shipment or installation the Broken manage to raid invariably provides them with crates of cluster grenades.

Molotov bombs are handmade explosives created simply by filling a common container full of combustible liquid.

Overcharged powercells are standard-issue batteries used throughout the spiral arm for portable power, but which are set to dangerous levels, causing them to detonate with frightening power.

'The Broken' Rules - Part 3: Sub-factions of The Broken


Posted on Thursday Oct 26, 2017 at 11:10am in Gaming




Every group of survivors that manage to band together to escape the Maelstrom eventually forms a distinct Broken community with its own goals and moral codes. However, there are some broad classifications of the different Broken societies that they tend to fall within:

  • The Forsaken - The most common type of Broken, these are the general bunch of rag-tag survivors who turn to piracy throughout the Maelstrom's Edge simply as a means to survive. The Forsaken have a strong moral code, and see themselves as better than the rest of the spiral arm that has cast them out, therefore they attack only out of necessity. Of the different Broken sub-factions, the Forsaken tend to have a slightly higher level of technology, as their societies provide a good refuge for outcast Weaponsmiths looking to ply their trade.
  • Jackals - Bands of despots and marauders, who look only to further their own interests in a galaxy gone mad. Believing that might is always right, Jackals will attack anyone and take everything they can manage to steal. Jackals live for the glory of combat, and usually go to war hopped up on a potent cocktail of combat drugs that makes them all but impervious to minor flesh wounds. Sociopaths and criminals filter in from across the spiral arm towards the Maelstrom's Edge in order to join some of the more famous Jackal hordes.
  • Spiral Arm Revolutionary Army - The SARA are Broken who have banded together to overthrow those they see as corrupt regimes and corporations who have failed the common man by leaving billions behind to die by the Maelstrom. SARA is more regimented and militaristic than other Broken societies, usually founded by former military who rebelled and fled when they discovered that their government didn't actually have any plans to save them from the Maelstrom. Despite being labeled as terrorists, SARA cells receive funding and equipment from secret benefactors sympathetic to their cause. SARA regularly utilizes counterinsurgency and propaganda as weapons, and like the Jackals, they get a steady stream of recruits from throughout the spiral arm who believe that humanity should be doing more to save itself from the plight of the Maelstrom.

So how will these sub-factions actually work in the game? You'll essentially choose which sub-faction you're fielding based on which command unit(s) you decide to take in your force. So if you chose to take Forsaken command units, then you'd have a Forsaken force and you wouldn't be able to include any Jackal or SARA command units as part of the same force. Naturally, dependent on which sub-faction you use, you'll get different abilities and bonuses for your units. But beyond the command units that are dedicated to a particular sub-faction, all of the other Broken units we make will be playable in any type of Broken force.

As you may have already pieced together, so far we've only released rules for the Forsaken sub-faction, in the form of the Forsaken Chieftain. More than the other Broken sub-factions, the tactics of the Forsaken rely on cunning and misdirection to win the day, and the two unique abilities the Chieftain has, highlight this. First, let's take a look at 'Booby Traps':
During its main action, this model may expend one of its allocated command points to trigger a booby trap, up to a maximum of (X) times per turn. When a booby trap is triggered, select an enemy unit which is both taking cover and visible to the model triggering it. That unit gains D3+1 STs. A single enemy unit cannot be affected by more than one booby trap per turn.
This ability is great because it can be used exactly when and where it will be most helpful to you. Got an enemy unit that is teetering on the edge of being shell-shocked? Hit them with a booby trap. Got an enemy unit that's got absolutely no suppression on it? Nail them with a booby trap to at least force them to take a discipline check when activating. Sure, it costs a command point to trigger a booby trap, but its the kind of ability that can change the course of a battle when used smartly.

The other ability the Chieftain has is 'Shadow Master':
For each model with this ability, one additional friendly unit can utilize the Shadow StrIke ability in each end phase (instead of just 1 unit) and during deployment, an additional friendly unit in reserve can be declared as arriving via Shadow Strike (instead of just 1 unit). In addition, a friendly unit within 18” of a model with this ability automatically passes its shadow strike discipline check, unless the unit is shell-shocked.
This really is the defining ability of the Forsaken, as it allows them to utilize Shadow Strike on multiple units per turn. So if you have 2 Chieftains in your force, that means you could use Shadow Strike on 3 of your units per turn. That opens up all kinds of tactical options unavailable to other factions, such as being able to suddenly put several of your units right into the enemy's vulnerable rear arcs, or to redeploy several of your units onto objective markers that are on the far side of the table.

The last piece of the Forsaken puzzle is their faction objective 'Now You See Me':
Partial: (each end phase) This turn, if at least one of your units was put into reserve via shadow strike and the now you don’t ability was not utilized at all, gain 1 VP.
Full: (end of game) If at least one of your models on the table has the Forsaken designator, gain all of this objective’s remaining VPs.
Now You Don’t: Once per turn, when you remove one of your units from the table via shadow strike, you may either immediately remove 3D3 STs from it, or return 1 model back to the unit that had previously been removed as a casualty.
This objective at its base level just rewards a Forsaken force with Victory Points for using Shadow Strike on at least 1 of its units per turn. But if you don't really need to gain a Victory Point on a particular turn, you can instead cash that Victory Point in for two really amazing options: either removing 3D3 suppression from a unit, or returning a model killed previously in the battle back into the unit. So say your opponent has spent the entire turn pounding on one of your key units, building up a ton of suppression on it. In the end phase of that turn, if the unit is within 18" of a Chieftain, you can automatically remove it from the table (without having to take a discipline check thanks to the Chieftain's Shadow Master ability), get rid of 3D3 suppression and then next turn you'll be able to put that unit back anywhere on the table that is in cover and more than 12" from the enemy...not too shabby!

When the time comes for us to release Jackal and SARA command units, we'll talk more about how those forces from those sub-factions will fight. Until then, if the imagery/theme of the Jackals/SARA sub-faction appeals to you right off the bat, you should feel free to paint/convert your models into those themes, as all you'll need to do to change your force from one sub-faction to another is to take a different command unit.

'The Broken' Rules - Part 2: Fighting with The Broken


Posted on Thursday Oct 12, 2017 at 02:00pm in Gaming




For those who love our new Broken Rabble models but are curious as to how the faction performs on the tabletop, have no fear, we've got some answers for you today. The first thing you have to know is that the Broken individually aren't very good at all. They're the 'common man' of the spiral arm, and therefore they have terrible skill, terrible armor and a terrible willpower characteristic. But have heart! The Broken's true power lies in their sheer strength of numbers. There's a whole lot more Broken with nothing left to lose stranded near the Maelstrom's Edge then the troops from all the other factions put together! The Broken draw tremendous strength from the fact that they greatly outnumber their foes, and as a Broken player, you will definitely outnumber your opponent. Not only do basic Broken units cost the fewest points in the game by a pretty wide margin, but they also tend to have a maximum size of 6 models (while most other factions are limited to squads of 5 or less models). You'll probably want to go with the maximum number of models in each of your units, because the Broken's poor Skill characteristic means they miss with a lot of their shooting, so the more models you have firing, the more chance you'll be able to score some quality hits on the enemy. The other reason you'll want to max out your squad size is because of a little force-wide ability the Broken have called 'Mob Mentality':

MOB MENTALITY: This model’s WP characteristic is equal to the total number of models in the unit that share this ability, unless that number is lower than the model’s actual WP characteristic value. Models with the Mob Mentality ability have an asterisk listed with their WP characteristic value as a reminder of this ability.
This ability makes full-sized Broken units into some of the most reliable units in the entire game, especially when you join a character to them, making a 7-man strong unit...it takes 21 suppression tokens on such a unit to shell shock it and guarantee that it will have to retreat! Of course as an opponent of the Broken, don't fret about this too much, because the Broken are some of the easiest models to kill in the game, meaning it doesn't take too much work to whittle down that 7-man unit to a much more manageable size.

The Broken know that their technology and weaponry can't normally match that of the other factions they fight against, so they are willing to modify their weapons to dangerous levels to put themselves on more of an even playing field. When looking across the characteristics of Broken weapons, at first glance it might seem like they are as good, if not better, than those fielded by other factions, and in many cases they are! But this potency comes with a price, and that's the 'Unstable' ability:

UNSTABLE: When a ‘1’ is rolled to hit with this attack, place a number of STs onto the firing unit equal to the current DAM value of the attack.
Pretty much all of the really good weapons the Broken have are Unstable. While this ability doesn't actually kill Broken models, it can quickly start tacking tons of suppression onto Broken firing units. All this extra suppression is all well and fine while your units are at their maximum size, but as soon as the enemy starts killing a few of your models, the suppression generated by your own weapons will start to haunt you. So deciding whether or not to equip your Broken units with Unstable weapons plays a huge part in how your force will behave on the table. If you're a gambler, then pack in the Unstable weapons and hope to obliterate your foes before you drown in your own suppression!

The Broken know they cannot win in a straight-up fight against the other factions in the spiral arm, and so they have developed a method of fighting that relies on darting into and out of the shadows, confounding and frustrating their foes. This is represented by a faction-wide ability known as 'Shadow Strike':

SHADOW STRIKE In the end phase of each turn, before calculating VPs, a Broken player may select a single friendly infantry unit that is at least 12” away from the enemy and has every single one of its models in cover (from every enemy unit). The selected unit takes a shadow strike discipline check. If the check is successful, the unit is removed from the table and is put into reserve, keeping any STs it has.

In any future turn, a unit that was put into reserve via the Shadow Strike ability can either elect to arrive normally, or may instead deploy via the Shadow Strike main action. The Shadow Strike action allows the unit to be placed anywhere on the table that is both entirely in cover and at least 12” away from the enemy, and then, after being placed this way, the unit may fire a single round of wild shooting. A unit that is placed on the table via the Shadow Strike action counts as having moved.

When putting a Broken infantry unit into reserve before the game, its owning player may declare that the unit will arrive during the game via the Shadow Strike main action described above. Only a single Broken unit per side (including a joined character) may start the game this way.
As you can see, this ability really gives the Broken a huge advantage of being able to put a unit pretty much anywhere on the table each turn (as long as the unit is put into cover). Of course, a unit that is placed onto the table via Shadow Strike is only able to fire wildly that turn (meaning they only hit on rolls of '6'), so you do sacrifice most of the unit's firepower to get this benefit, but its generally worth it to be able to control the table and capture objective markers when and where you need to. On top of that, the abilities of a Forsaken Chieftain make Shadow Strike even better, but we'll talk more about that in the next installment, where we'll be looking a bit closer at the different sub-factions of the Broken, including the Forsaken Chieftain.

'The Broken' Rules - Part 1: What Else is Coming?


Posted on Friday Oct 06, 2017 at 11:43am in Gaming



If you haven't checked out the rules for our new Broken units yet, you can find them here. There's both unit cards and also a summary PDF that contains all the necessary info regarding the Broken's weapons, abilities and equipment.

The Broken represent a departure from how our previous two factions, the Epirian Foundation and the Karist Enclave, were developed. In the case of those two, upfront we had a solid road map of all of the units that were going to be included in the starter set, so we knew there was enough unit variety right out of the gate for a player to comfortably field an entire force. However, for the Broken, it become apparent that the basic Rabble infantry kit was going to be finished before any other models in the range, so the question then became: Do we sit on this infantry kit for several months in order to build up enough different types of Broken units to have more of a 'full faction' release, or do we instead release the kit as soon as we can, and just fill in the rest of the range as other models are finished being designed/sculpted? Once we saw how amazing the Broken Rabble kit turned out in its final form, the choice was easy. We knew both Maelstrom Edge players and general miniature game hobbyists everywhere were going to love it, so it just didn't make sense to hold its release back. Because of that, the Broken faction will continually evolve bit by bit, as we're able to add more models to the range. The good thing is that we're finally at a point where you'll be seeing much more regular model releases from us (the current target is once per month), which means that if you're a budding Broken player, you won't be waiting forever to get new reinforcements.

The next question we had to answer was: should we release rules for all the Broken units we plan on making in the future (even if there won't be models finished for those units for a while), or should we instead just put out rules piecemeal as we release new models? There are positive and negative aspects with either path, but ultimately the decision came down to the fact that the rules/options for a unit often need to be tweaked based upon how the sculptor turns out the final model(s), including how many optional bits they are able to fit onto the sprue. For example, if we were to put out rules for every Broken unit we plan to make in the future, invariably talented hobbyists would convert some of their existing models to create these 'future' units. But when the final production versions of those models are eventually finished, it might turn out that we needed to change the unit's rules and/or eliminate some equipment choices, thereby leaving those who took the time to make their own versions suddenly out in the cold. We ultimately decided to just release rules for the units that we currently have available, and we're exploring new ways to make publishing these rules both easy and convenient. We've just gotten an online unit card system up and running on our website, and we're pushing to get to a full force creation system integrated into this as well. Once we have a solid collection of Broken units available, we will be looking at avenues to create/publish a full faction book for the Broken, but for the time being, any rules we publish online are considered 'playtest' rules, and we absolutely welcome any feedback you guys might have. You can leave this feedback either in the Maelstrom's Edge forum on Dakka, or you can email us directly at rules-AT-spiralarmstudios-DOT-com.

One of the great things about the Broken is that the faction centres around a core of 'common man' infantry rabble units, that all pull from the same model kit. It's one of the big reasons that we made sure to include so many different options in the Rabble kit, because we knew that every Broken force will have quite a few Rabble units, and we wanted to make sure they all could be made to look quite different from each other. This one kit alone can be used to make 3 different types of Broken Rabble unit:

  • The basic Broken Rabble unit - used to fill out the Core unit selections of your force.
  • Rabble Assault - the close range specialist units, featuring more deadly short-ranged weaponry.
  • Rabble Fire Support - able to take lots of the longer ranged specialized weaponry.
Between just those 3 unit types, there's plenty of room for you to field a force designed to your particular tastes. What's even better, is that the Broken make use of a lot of aliens within their ranks. Yes, the Broken Rabble kit is filled with all kinds of xeno models, but these are all so close to human physiology that they don't have any special abilities associated with them. But coming soon, the Broken will start to get reinforcements in the form of really crazy 'Exotic Xenos', that, in some cases, can be added right into your existing Rabble units to totally change the way the unit is able to fight! Other Exotic Xenos are giant brutes (you might have spotted some of them in some of our artwork) that form a unit all to themselves, adding different tactical options for the way the entire Broken force fights.

For those of you chomping at the bit to give the Broken a test drive right now might be wondering about Command units for the Broken (because you need at least one Command unit to field a legal force). To fill that void, we've released temporary rules for the Forsaken Chieftain, which you can build using any model in the Broken Rabble kit. We have plans to release actual Forsaken Chieftain models in the future that will be equipped with new and different gear/weapon options, but if you take the time to convert a Chieftain out of your Rabble kit right now, you can rest assured that any weapon options you pick will remain part of its final rules.

Thanks for reading, and in the next instalment we'll be looking at how the Broken actually fare on the table!

We'd also like to take a moment to point out the next video in our Video Rulebook series is now up on youtube and we'll be continuing to add these videos until the entire rulebook is covered, making it much easier to learn to play Maelstrom's Edge.

Battle report: The final act?


Posted on Wednesday Feb 01, 2017 at 05:00pm in Gaming


Originally posted on DakkaDakka by Sgt. Oddball.

Fluff bits are in italics, game bits in plain text.

Introduction

Bacaro wasn’t quite sure if his last outing had been success or failure, really. Two things were now becoming clear to him though. First of all that this conflict would not be won or lost by military supremacy. The Karist Enclave, though they had struck a severe blow with their surprise offensive, were severely outnumbered by the Epirian forces on Asper and could not hope to hold out for all that long. This conflict would be decided by the people. The Karists clearly counted on both gaining enough support from the people themselves and also, perhaps more importantly, on the Broken causing major havoc. The Broken had already become more then an annoyance before the Karist assault, but they had taken this opportunity to increase their efforts to claim what they thought was theirs. The shock of the early Karist successes and the fear of being abandoned by the Foundation had already caused many to flock to the Broken cause. If order could not be restored quickly, Asper would be lost. Bacaro’s second epiphany concerned his own person. He’d always thought himself a Handler of status. The jobs he was assigned and the meagre forces supplied to him now showed that the head honchos did not in fact think of Bacaro very highly, or, indeed, at all. Take his current mission. He was to take and hold some backwater energy station that never did matter and never would, and he was to do it with a frankly depressing ‘ force’. “Well”, thought Bacaro, “this might be as good a time as any to start making my own plans” as he hopped out of his prowler.

Mission and objectives

I’m trying to develop a sort of ‘introductory mission’, using small forces and a smaller play area. This mission uses the Territories and Decimation objectives (and the faction objectives).

Terrain



Backwater energy station.

The board is 3’ by 5’. All terrain was assigned cover value 2. The woods are area terrain, the buildings, crates & barrels and the walls are obstacles. We didn’t use the actual building rules, so units couldn’t enter.

Kaddar Nova Myro strongly felt the absence of Elyssa, the Shadow Walker. She’d always made sure there were no surprises, no open ends. Now, Myro felt he was going in blind-folded. The Enclave needed more Cybel energy though, desperately so, there was no holding back.

Deployment

Pitched deployment was rolled for. The Karists bid 3STs to be attackers. Deployment is as shown.

Epirian Deployment left, Karists right. The Territories objectives are three energy terminal markers spread in a line across the board. All Karists are deployed on the move, all Epirians are deployed pinned.

Karist force (49 pts)

  • Kaddar Nova Myro;
  • 4 Troopers with a Ripper Grenade Launcher;
  • 2 Tempest Elites with Ravager Vulcan Pulse Cannons (with 3 deployment STs);
  • 4 Angel Minnows.

Epirian force (90 pts)

  • Journeyman Bot Handler Bacaro;
  • 4 Contractors with 1 grenade launcher;
  • 5 Firefly Drones;
  • 4 Spider Drones with Cutter light machine guns and an apprentice handler;
  • Scarecrow with Maglock Railrifle and Clingfire sprayer.

Turn 1

Note that I’ll be ignoring the Epirian Automated Uplink Relay activations: it contributed its victory point the first couple of turns and added some command points later on. Also, my flash trigger battery was empty so the pics are a bit sub par, and also I didn't take any notes so the report as a whole is a bit iffy.

Myro wasn’t going to waste any time. “Fly, my pretties” he thought as he watched his flock of Minnows descend upon the Epirian unbelievers.



1st activation: The Minnows charge into the lone Scarecrow. After defensive fire, CQ fighting and reactive CQ fighting, the Minnows are 1 down and have gained a pile of STs, whilst the Scarecrow has suffered an injury and has also taken some STs.

Always putting faith in his bots first, Bacaro had sent his Scarecrow ahead to oversee the field. Immediately he was flocked by aliens, but Bacaro linked his mind with the bot and doused them in clingfire.



2nd activation: The Scarecrow gets his bot protocols activated and moves away from the Minnows to get a clear shot with the clingfire sprayer. All but one Minnow go down.

Having taken care of this first threat, Bacaro immediately had his Contractors take up position in the woods. Previous experiences had taught him to put these guys where they felt most secure, or else they’d probably run off at the first whiff of pink smoke.



3rd activation: The Contractors take the objective near the woods and loose some shots at the Nova’s shielded unit.

Myro observed coolly how the robot’s flamethrower engulfed his Minnows. Without the need to order them, he saw his Elites advance and utterly destroy the machine with Vulcan Pulse fire.



4th activation: The Tempests advance and fire at the Scarecrow, destroying it.

A Scarecrow against a flock of aliens, that’s a fair exchange, thought Bacaro. Meanwhile, his ever eager subordinate Kasero had advanced his Spider Drones up the center and was laying down a veritable rain of fire on the enemy position. Good.



5th activation: The Spider Drones Advance & Fire at the Nova unit. The dice are on fire, generating a bunch of extra hits through the Cutter machine gun’s burst ability. A Trooper snuffs it and the unit gets a pile of STs.

Bacaro figured he could end this here and now and called in the one favour Epirian Command still granted him: an aerial drone strike. Moments later the hated foe was peppered from above.



6th activation: The Journeyman launches his air strike at the Nova’s unit, to some but not too great effect: the Nova takes an injury. Myro cringed at the stabbing pain in his shoulder. He was surprised at the intensity of fire coming his way. If only Elyssa were here, he’d surely have had a better idea of what to expect from the opposition. His reactor shield kept his brothers mostly safe though, only Mai-Lo seemed like she’d better return to base. The rest of his squad he led up to the central building housing the refinery controls. The Cybel must flow.



7th activation: The Nova has enough willpower not to be too impressed by the pile of STs on his unit. He advances to the secret cache objective, switches his reactor to gauntlet overload and returns fire at the Contractors, taking one down. He then shakes off some of his suppression, whilst overload suppress sprinkles STs on the nearby Epirian units.

Turn 1 ends with 2 points for the Epirians, claiming one objective and utilising the uplink relay, and zero for the Karists. Note that this is the first time we used the Territories objective and we forgot that you keep getting points even after you move away from an objective. Not sure if this impacted the game much, but we’ll need to get it right next time . The Karist player destroyed the depleted Minnow unit.

Turn 2

The Epirians get priority and generate 4 command points, whilst the Karists generate 3 CPs. Both bring back a unit: the Minnows and the Scarecrow.

Bacaro cursed the shimmering field protecting the enemy commander and ordered his men to keep pouring their fire into it. It wouldn’t hold forever.



1st activation: The depleted contractors lob a grenade shell at the Nova and fire their assault rifles, trying to render the unit ineffective through suppression.

The Tempest Elites, recognising the greatest threat, walked up to the corner of the central building and unleashed their Ravagers at the location of the Spider Drones and the Epirian commander, only to see them hide effectively behind the remains of a thick wall.





2nd activation: the Tempests advance and fire at the Journeyman, who is lucky to escape without a scratch.

Sensing an opportunity to swing the battle as his Tempests were keeping down the soulless drones, Myro directed another flock of Minnows at the enemy’s position in the forest, hoping to drive them away from the refinery controls.



3rd activation: the Minnows Dash back in to contest the objective.

Bacaro immediately recognised that the enemy murder machines on the left flank had to be subdued if he was to take the field. Another Scarecrow bot was sent up the left flank to target the foe’s heavy armour.



4th activation: The new Scarecrow came on the board and fired at the Tempests to very little effect. Which is as well, because we forgot the Scarecrow had to fire wild due to the Railrifle’s ‘heavy’ ability.

Again putting faith in his Drones over his people, Bacaro shouted to Kasero to advance into the woods and fix the alien situation before they scared off his Contractors.



5th activation: The Spider Drones take an order and dig in in the woods, shooting the Minnows as they go, piling on STs.

Bacaro then sought the security of the big wall. He was no coward, but there were limits to how much he was willing to risk for this dump.



6th activation: The Journeyman executes a tactical retreat to get into order range of the Scarecrow.

Somewhere in this turn the Nova unit probably shot some Epirians, I think the Drones?

At the end of turn 2 the Epirians take a point for their uplink relay and the Karists a point for their secret cache.

Turn 3

Epirians get priority.

Again acting to get rid of the Tempest threat, Bacaro linked his mind with the next Scarecrow bot and found a kink in the enemy armour with the powerful Railrifle. Good, but was it too little, too late?



1st activation: the Scarecrow gets an order and with hold and fire manages to put an injury on one of the Tempests.

As his Tempests were now having issues, it was time to roll the Epirian flank. Myro again directed his fire at the forest, targeting the little Drones.



2nd activation: The Nova unit spreads out a bit and attacks the drones, piling on the STs. One Drone turns into scrap.

With the Minnows ahead and the enemy commander firing at his flank, apprentice Kasero thought it wise to reconsider his next move.



3rd activation: With a bunch of STs and the Minnows near, the Spiders are forced to retreat to the board edge.

As Myro forced the Drones to retreat, the Minnows went with their instincts and charged the Contractors in their now very uncomfortable position in the woods. Sure enough, they perished.



4th activation: The Minnows fail their discipline check, but due to ‘bloodthirsty’ they get to charge the Contractors, who die.

The Tempests and Journeyman obviously did something as well this turn which I can’t quite recall, probably fire into the Drones or Contractors and Minnows respectively.

At the end of turn 3 the Epirians take a point for their uplink relay and the Karists a point for their secret cache (the Minnows cannot score objectives due to their ‘kill mission’).

Turn 4

The Epirians bring back the Contractor unit as a reinforcement.

Sensing victory, Kaddar Nova Myro orders his elites to advance and secure their flank, containing the last energy terminal in danger of being disabled by the Epirians.



1st activation: (this shot was taken later): Tempests dash to the objective and probably fired wild at the scarecrow. This was just as he expected, damn Contractors couldn’t even hold off a flock of angry baby angels and Kasero once again overstretched himself and then chickened out. No more of this, Bacaro thought. An angry shout to Kasero brought them back to the woods at least, pouring more fire into the stubborn Minnows.



2nd activation: The Spider Drones are given an order and their protocols are enabled, after which they dig in in the woods, firing wild at the minnows.

A second group of useless Contractors then finally arrived at the left flank, asking for orders. Resisting his urge to tell them to just take a hike, Bacaro ordered them to support his precious Scarecrow and keep the Tempests occupied.



3rd activation: Contractor reinforcements Dash ahead and put some STs on the Tempests.

Myro saw the bots return to the fray and wasted no time in jumping across the low wall, reaching the central terminal with a few strides. Lead from the front had always been his motto, that’s where you get the best view.



4th activation: The Kaddar Nova leaves his unit to claim an objective.

Once again linking with the Scarecrow, Bacaro put the heat on the Tempests at the terminal. With his Railrifle and the Contractors In support, he’d take this flank and then circle round. It was all or nothing now.



5th activation: The Scarecrow is ordered and puts more pressure on the Tempests.

A warning cry then pulled Bacaro’s attention away to the right. The Minnows were threatening Kasero. Bacaro loosed a few shots with his Dominator pistol, but the Minnows didn’t seem to care. He could then only watch…



6th activation: The Journeyman puts more STs on the minnows.

The Minnows’ rage ever increasing, they now descended on the little drones that had returned to the woods. They never had a chance.

7th activation: (same image) The Minnows get another charge in and destroy the remaining bots and Handler.

Myro became ever more confident. The more his little angels came under fire, the bigger a threat they became. He motioned to his unit to go and help out the Tempests on the other flank. The threat on this side was gone.



8th activation: The Troopers take position in order to fire at the Contractors. They are well dispersed and hidden beyond the crates, so the damage is limited.

At the end of turn 4 the Epirians score 0, whilst the Karists get three: two terminals and the secret cache.

Turn 5

The Epirians bid 6 command tokens to bring back the Spider Drones, but the Karists counter with 7. The Epirians are now really outnumbered.

Bacaro weighed his options as he loosed another shot at the Tempests with his Scarecrow. This campaign had brought nothing but misery, and why? It was all pointless…



1st activation: The Scarecrow keeps shooting the Tempests, who are now properly suppressed. With the constant sniper fire from the distant bot and a full squad of Contractors advancing on their position, the Tempest Tetrarch decided to retreat and form a new front with the Troopers coming up on their rear. They’d retake the objective together.



2nd activation: The amount of STs and proximity of the Contractors now forces the Tempests to retreat.

The minnows are unstoppable. Myro watches as they move on from the broken bots and fly behind the wall, where he knows the Epirian commander is located. This battle would end now.



3rd activation: The minnows keep taking advantage of their bloodthirsty ability to attack new targets. This time, the Journeyman falls to their Cybel maws.

Team Leader Fiennes got nothing but static on his earpiece. He’d advanced up to the terminal as ordered and was awaiting new orders, but he got no response from commander Bacaro and had no line of sight to his position. Was he dead? Gone? A glance over his shoulder told him the Scarecrow was still around. Bacaro never showed any love for his human troops, but his bots… was he just too taken by guiding the bots? The Scarecrow didn’t move…



4th activation: The Contractors take an objective.

Myro surveyed the field. He felt the Minnows had done their job, what remained of the Epirians would soon be gone. A few quick orders put the Tempests on defense whilst his Troopers could start to enter the refinery building and gather what energy there was left to get here.



5th activation: The Troopers move to claim the center objective.

Myro switched his reactor to boost mode and ran off towards the far terminal himself to coordinate with his Troopers. He half expected to come under fire still, but nothing happened. Another sweet victory for the cause.



6th activation: The Nova Dashes to the objective. Final image.

The Karists get more points for having over half the territories at the end of the game and for having taken out one third of the Epirian forces, making them the clear winner. “What happened to Bacaro?!” barked command over the holo-link. “I’m not sure sir, our uplink was right near his position when we… moved out, it must have imagery of what happened.” Without another word, the holo shut down, leaving Fiennes in confusion. At the other end sat a pensive Epirian commander. They had seen the data from the uplink, but the last of it was weirdly scrambled and the thing itself was nowhere to be found. Destroyed by the Karists no doubt, but what had happened to that data…? Was Bacaro dead?

With a few modifications to the points given out by the objectives and a little more terrain I think this will do nicely for an intro mission. The forces are only small, but with the reinforcements mechanic the players need never be out of stuff to work with, and the game should about fit on a normal sized table.

I recall when I first read the rules how I worried Maelstrom’s Edge would give a limited gaming experience, given the max of 5 turns and smaller forces. I could not have been more wrong. Every game you immediately get into the thick of it and every activation is interesting. 5 turns is plenty. A handful of models is plenty. Just make sure you have enough terrain on the table.

Having played a couple games now and seen a few more, the rules are starting to click nicely. The big thing with this type of game is always the special unit and weapon abilities. To get a good idea in your head of what units can do just reading the rules is never enough, you need to see them work to really get that feel. In this game the Minnows’ bloodthirsty ability was a bit of an eye-opener. I never thought of it as a big thing, but it means they are a threat even when utterly suppressed because they keep coming at you and have a big charge range. Cool stuff.