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Entries tagged [epirian]

Conversion Spotlight: Epirian Pathfinders


Posted on Thursday Nov 14, 2019 at 05:00PM in Tutorials


- by Iain Wilson

I received a grab bag of all sorts of awesome resin parts from Victoria Miniatures this week, so decided it was time to take a break from terrain building and have a bit of a tinker with some infantry. I had thought a while back that Epirian Contractors were just crying out for shotguns, and so with some handy resin additions, I created a new unit of scouty Contractors, which I'm calling 'Pathfinders'.




There's very little converting required here - I just assembled the Contractors without arms. Although I couldn't resist a little bit of cutting things up, so I gave the squad leader a cap on his belt, by cutting off the top of a spare Contractor head.



Victoria's resin cloaks are designed to slot over the shoulders, and fit snugly around the Contractors' collars. These were glued in place with superglue. The shotgun arms needed just a little trimming at the shoulders to fit neatly, as the Victoria Miniatures torsos are slightly narrower than those of the Contractors.





Painting was a quick and easy 'paint in base colours and then give it a wash' job. It's not the prettiest, but it gets a unit on the table quickly. The green areas were painted with Army Painter Army Green, and Vallejo Yellow Green, and washed with Army Painter Military Shader. The metal parts were base coated with Vallejo Heavy Charcoal, given a light drybrush of P3 Pig Iron and washed with Dark Tone. For the shirt, I used Army Painter Barbarian Flesh, Vallejo Heavy Brown for the leather parts, and Coat D'Arms Bone for the shirt. These were washed with Army Painter Strong Tone - This is a fairly heavy contrast with the bone, so creates a bit of a dirty, muddy look. If you are looking for a softer shading effect, you could use Mid Brown or Soft Tone instead of the Strong Tone.



To finish things up, I highlighted the green areas with Coat D'Arms Putrid Green, gave the skin, shirt and leather a highlight of bone, and painted the eyeshades with Heavy Brown, P3 Cygnus Yellow and some white highlights. The bases were basecoated with AK Red Brown Leather and washed with Army Painter Mid Brown.





To build your own Pathfinder unit, you can pick up the plastic Contractor kit, along with the rest of the Maelstrom's Edge range, from the Maelstrom's Edge webstore.

As always, feel free to share your models and terrain, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the Hobby section of the Maelstrom's Edge website here.

Conversion Spotlight: Epirian Heavy Drone


Posted on Thursday Oct 10, 2019 at 05:00PM in Tutorials


- by Iain Wilson

One of the best parts of this hobby, for me, is when you find yourself looking at some bits and get a little flash of inspiration on how to turn them into something completely different to what they were intended to be. I had one of those moments this week, while cutting some parts off the new Maelstrom's Edge terrain sprue, when on impulse I put a couple of the fan pieces together back-to-back. One thing led to another, and the Epirian Heavy Drone was born!




This is actually a really simple conversion, using parts from the Epirian Hunter Warmech, and four fans from the new terrain sprue.

The first step is to take the Hunter torso and use a sharp hobby knife or razor saw to cut through the waist joint.



With the two halves of the remaining torso glued together, there's a large hole in the bottom, into which a flight stem fits quite neatly. Fill the front half of the hole with green stuff or similar putty.



The Hunter's Cutter machine guns are in two pieces, one of which has a wide flap that covers the underside of the weapon once assembled. Don't use that one. Take the other halves of the two cutters, and glue them to the underside of the Hunter torso. They sit in quite neatly, nestled in under the bulge of the chestplate.



Next, take the four fans from the terrain sprue and glue them together in pairs, lining up the fan blades, to make a pair of turbines.



Glue the turbines onto the Hunter's shoulder sockets.



One drone, ready for painting!





With some paint on, it winds up looking something like this:









Now I just need to figure out what to call it! Any suggestions?



You can pick up both the Hunter kit and the new terrain sprue, along with the rest of the Maelstrom's Edge range, from the Maelstrom's Edge webstore.

As always, feel free to share your models and terrain, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the Hobby section of the Maelstrom's Edge website here.

Painting Tutorial: Quick-Painting a SecDef Lieutenant


Posted on Monday Jun 17, 2019 at 05:00PM in Tutorials


- by Iain Wilson

I've been playing around with speed painting a lot lately (so much to paint, so little time!) and have been having a lot of fun experimenting with inks to achieve quick and easy shaded, table-top level results. This week I decided to see what I could do with some Army Painter Quickshades and the new SecDef Lieutenant model.





To start out, I basecoated the model with a flat, cream coloured spray.



I then gave everything except his head a coat of Military Shader.



Once that first layer of ink had dried, I went over the armour plates with a second coat of Military Shader, and boots, pouches and gloves with two generous coats of Mid Brown. On the pistol and the exo-skeleton on the arms and legs, I used Purple Tone, which over the green resulted in a nice, slightly bluish-tinged grey.



I decided that there wasn't quite enough contrast on the plates and exo-skeleton, so went over them with a coat of Dark Tone.



For his head, I painted on a generous coat of Flesh Wash.



To finish up, I painted in his eyes with fine, white horizontal lines, and small dots of black in the middle. For his beard and some characterful head-stubble, I added a thin coat of Dark Tone. I also went over the lens in the targeter and the helmet lenses with white, then a layer of Red Tone, and then a highlight dot of white. Finally, I added some fine gravel to the base, and painted it with Army Green, a coat of Strong Tone, and then a light drybrush of Ash Grey, with a couple of grass tufts added for colour.



To take the paint job that little bit further, he could use a light edge highlight on the armour plates and exoskeleton, but for a quick, rough and ready job he's all set for the tabletop.



To start your own SecDef muster, you can pick up the SecDef Lieutenant, along with the rest of the Maelstrom's Edge model range in the webstore here.

As always, feel free to pop along and share your creations, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the Hobby section of the Maelstrom's Edge website here.

Modeling Spotlight: Epirian SecDef Lieutenant


Posted on Monday Jun 10, 2019 at 05:00PM in Tutorials


- by Iain Wilson

The Epirian SecDef received a boost right in the Command slot last month with the release of a resin Lieutenant model. This fleshes the SecDef out into a fieldable Epirian sub-faction in their own right, as you can now build a detachment solely from SecDef units. This week, I'm taking a closer look at this fantastic model, and some of the modeling options available to it.





The SecDef Lieutenant comes in five pieces (ok, six, if you count the base!) - body, head, targeter, and two different hand options equipped with maglock pistol or carbine.



The head and targeter both have ball joints for full movement range, so you can position the targeter lined up with whichever way the Lieutenant is facing.





The head is also compatible with the SecDef plastics, so you can use a regular helmeted head for a slightly more safety-conscious leader. On the below model, I've used a regular SecDef Tactical head, and also clipped the helmet off his belt and glued on a plastic pouch from the Epirian Handler sprue to cover over the clipped detail.



You can also easily swap in alternate heads from elsewhere in the range. Here's a commander with a little more facial hair, for example, with a head lifted from the Broken Infantry sprue.



Carefully sawing through the waist with a razor saw allows you to swap in alternate legs to switch up the posing. Here, I've used a set of legs removed from a SecDef Boostpack Infantry model, and also given him a capped head from the Epirian Contractor sprue.



Of course, the compatible heads work both ways, so you can also swap in the Lieutenant's venerable pate for a regular SecDef Sergeant.





To get some of your own super-soldier action happening, you can pick up the SecDef Lieutenant, along with the rest of the Maelstrom's Edge model range in the webstore here.



As always, feel free to pop along and share your creations, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the Hobby section of the Maelstrom's Edge website here.

New resin release: Epirian SecDef Lieutenant


Posted on Friday May 24, 2019 at 05:00PM in The Epirian Foundation


This month, we're revisiting the Epirian SecDef, with the addition of a new SecDef Lieutenant! This high quality resin kit contains one Epirian SecDef Lieutenant model with two weapon options (CB22 Assault Carbine and G20 Pistol) and a 25mm base, and is available now from the Maelstrom's Edge online store here. The SecDef Lieutenant is a Command model, and lets you field a force comprised entirely of SecDef units!



Anyone underestimating a SecDef lieutenant is about to pay dearly for his mistake. Promoted from amongst the most capable veteran sergeants, SecDef lieutenants are level-headed combat experts on both a tactical and strategic level with extensive financial and material resources to hand. Often taking on the most difficult (and therefore highest paying) missions with their platoons, the aim of most lieutenants is to accrue enough backpay to purchase a field commander commission, and the heavy combat rig that goes with that position.



While technically tasked with safeguarding the same corporate goals as every other Epirian division, issues can arise when SecDef units are forced to cooperate with Bot Handler commanders in the field. Their philosophy, character and approach are almost diametrically opposed to that of the average Handler. The SecDef's innate distaste for bots results in them having little faith in the abilities of their robotic allies, having seen them fail once too many in their long careers where they believe proper SecDef infantry would have got the job done. Nevertheless, they are professional enough to let the deadly Hunter Warmechs profit from their shoulder-mounted target designator. Many a foe has perished under a hail of strike missiles shortly after a SecDef lieutenant is inserted into enemy lines, quickly identifying and painting the largest threat.




SecDef Lieutenant Rules Card


You can find the SecDef Lieutenant in the Maelstrom's Edge online store 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.

Epirian SecDef face off against the Remnant Militus!


Posted on Friday Apr 19, 2019 at 05:00PM in Artwork






The Militus kit is available now from the Maelstrom's Edge webstore!

New resin release: Epirian SecDef Boostpack Specialists!


Posted on Wednesday Mar 06, 2019 at 05:00PM in The Epirian Foundation


This week sees the addition of some heavier firepower to SecDef Rapid Intervention Teams, with the release of SecDef Boostpack Specialists!



This pack contains two specialists, and three pairs of weapons - twin Araldyne CB22 Assault Carbines, twin Araldyne CF13 Clingfire Sprayers and twin Araldyne FG19 Flakk Guns, allowing you to add them to the Boostpack Infantry pack to field a full SecDef Rapid Intevention Team of five models with one or two special weapons options.


-Click here for the full rules card-


SecDef forces excel at rapid insertions and mobile strikes against enemy positions. Sometimes though, even these elite troops run up against opposition that is too well entrenched for a normal assault. Against these targets, boostpack-equipped Rapid Intervention Teams are brought to bear. Selected from amongst the most skilled SecDef veterans and armed with twin Araldyne CB22 Assault Carbines, Rapid Intervention Teams use the greater mobility afforded by their boostpacks to outflank and surprise enemy defenses, quickly overwhelming them with a hail of deadly short-ranged firepower. Where an extra punch is required, Rapid Intervention Teams are equipped with Araldyne CF13 Clingfire Sprayers or FG19 Flakk Guns: more effective and streamlined versions of these ubiquitous weapons, typical of the improvements Araldyne is able to create.



While undeniably effective, many commanders on the Edge are reluctant to deploy Rapid Intervention Teams other than as a last resort, due to the extreme costs involved in training, equipping and maintaining them. Not only are their compact boostpacks incredibly expensive and notoriously difficult to keep operational, the extensive training required to master them makes a fully trained Boostpack Infantryman almost as valuable as their equipment. On more affluent worlds this is less of a concern, and Rapid Intervention Teams are often found spearheading engagements, striking at critical targets behind enemy lines and crippling the foe's ability to properly organize a defense against the might of a full SecDef deployment.



This high quality resin kit contains is available now from the Maelstrom's Edge webstore here!

Modeling Spotlight: Kitbashed Epirian Contractor Truck


Posted on Monday Feb 18, 2019 at 05:00PM in Tutorials


- by Iain Wilson

Running around is all well and good, but sometimes it's preferable to travel in style. So with that in mind this week I decided to add some extra mobility to my Epirian force in the form of a contractor truck, built from a somewhat neatened-up Games Workshop Ork Squigbuggy.





The basic truck chassis was perfect for the look that I wanted, with the main challenge being to remove anything overtly 'orky'. The ramshackle look is great, but not really in keeping with the Epirian aesthetic. And obviously, the ork crew themselves had to go. The only problem there was that the driver's feet are moulded to the pedals. So job number one was to remove those feet with a chisel-blade hobby knife.



Removing the metal 'teeth' on the front grill was more problematic, so I replaced the grill piece entirely with a new one cut from textured plasticard.



Likewise, there was just too much detail on the rear tray to be easily removed, so I built a new tray out of layered 1mm plasticard, with a centre detail piece cut from plastic mesh.



I considered trimming up the doors, but was on a roll with the plasticard by this point, so quickly knocked up two new door panels and added some Epirian badges using tile-texture plasticard.



The extra plating on the sides of the front cowling was considerably easier. I cut away anything that didn't belong, and gave the trimmed surfaces a light sand to make sure they were smooth.



Humans being somewhat smaller than orks, the driver needed a seat added to fit in properly, so I assembled one out of 1mm plasticard and some more of the tile. For the driver himself, I used an Epirian contractor with the legs cut and repositioned.



The proportions had worked out all wrong to use the original pedals, so the driver's feet both wound up resting on the middle pedal. I added some pieces of plasticard over the other two to cover up the holes left from cutting off the original driver's feet.



I've been making it a feature of my Epirian conversions to include a drone head, and the intake on the hood seemed like an obvious spot to put one, with a little trimming to make it sit as flush as possible.



Rather than trying to wedge a second seat into the asymmetrical cabin, I decided to make it a single-seater and add a drone-controlled weapon in the (ahem) shotgun spot. I built this using a few pieces pilfered from the Master Bot Handler and Scarecrow kits, with a base from a Spider Drone leg piece with the actual legs removed.



To give the weapon a clear fire arc, I cut apart the roll cage and shortened the crossbar so that it would only extend over the driver's seat.



At this point, it was time to putty up any gaps, notably around the base of the drone and the driver's repositioned legs. The roll cage was left unglued for now, and there would be a little more putty filling required once I was ready to put it in place, but this couldn't happen until after I had painted the driver and cabin. (In hindsight, I also should have left the driver separate, as it proved rather difficult to paint him in place!)



The final step was to add some arms for the driver - I needed some outstretched arms, so wound up using Master Handler arms with Contractor shoulder pads added, and the hands replaced with open contractor hands to grip the steering wheel. And with that, the truck was all set for painting.



Painting used the same scheme as I have used on my previous green Epirians - Vallejo Yellow Green washed with Army Painter Green Tone, although in this case I spent a little more time layering the ink to create neater shading and highlights.





I added damage to the paintwork by sponging with Vallejo Heavy Charcoal and then highlighting the lower edges of the paint chips with yellow green.





The metal parts were painted with Vallejo Basalt Grey, washed with a coat of Secret Weapon Soft Body Black, and then drybrushed with Vallejo Light Grey. I followed this up with a final wash of Army Painter Dark Tone.



The next step will be to work up a rules card for this thing, probably with some homebrew rules for transporting units to make use of that trayback!

What have you done to personalise your forces? As always feel free to pop along and share your work, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

You can pick them up the Epirian models used here, along with the rest of the Maelstrom's Edge model range from the webstore here.

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the Hobby section of the Maelstrom's Edge website here.

Modeling Spotlight: Epirian Boostpack Infantry


Posted on Monday Jan 14, 2019 at 05:00PM in Models


- by Iain Wilson

Following on from my improbably-mobile Pa'ku conversion, I'm continuing the jetpack theme this week with a bit of a closer look at the Epirian SecDef Boostpack Infantry models released last month.





Released in a pack of three models, Boostpack Infantry take to the table as a SecDef Rapid Intervention Team, where their boostpacks and twin carbines allow them to get in close to the enemy and lay down a withering hail of fire.



The high quality resin kit comes with the body and head as a single piece, with separate weapon arms, boostpacks and grenades. The unit's rules card also gives them access to a couple of special weapon options - these will be coming in a separate release very soon!



Assembly is really straightforward - the boostpack goes on the back, with a handy locator pin slotting into the model's backplate, and the arms go where you would expect, and are fully interchangeable between the three models.



There is no specific mounting point for the clingfire grenades - you can glue them to the belt, chestplate, thighs, or wherever else seems appropriate.



While the armour is the same as the regular plastic SecDef models (aside from the head!), the shoulders are slightly different to allow for the boostpack mounting plate extending up over them. You can sub in arms from the plastic sprue though by removing the small shoulder pad piece shown below in red.



With a little more work, you can create gasmask-equipped SecDef Tactical Teams, by using the plastic arms and filling in the boostpack mounting point with a little green stuff putty.



For a little more leg variety, you can use a sharp hobby knife or razor saw to cut through the bodies just below the belt. This allows you to glue on legs from the plastic SecDef to mix up your boostpack models, or use the resin legs on your regular SecDef teams to add some running models.



SecDef Sergeants have, from time to time, been known to requisition the best gear for themselves. This sergeant has given himself a bit of a boost with a twin-turbine boostpack, made by trimming off the locator pin on the pack and gluing two boostpacks side by side to the model's back.



Finally, why should SecDef have all of the fun? While boostpacks are notoriously unreliable and difficult to keep operational, it seems likely that some Broken chieftains or techs with the right technical knowledge would be unable to resist the lure of the extra speed afforded by a scavenged unit!



To add a Rapid Intervention Team to your Epirian force, you can pick them up along with the rest of the Maelstrom's Edge model range from the webstore here.

As always, feel free to pop along and share your work, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the article roundup here.

New resin Epirian unit: SecDef Rapid Intervention Team


Posted on Thursday Dec 13, 2018 at 06:00PM in The Epirian Foundation


This week sees the release of some new, fast-moving reinforcements for the Epirian SecDef - the Rapid Intervention Team!



SecDef forces excel at rapid insertions and mobile strikes against enemy positions. Sometimes though, even these elite troops run up against opposition that is too well entrenched for a normal assault. Against these targets, boostpack-equipped Rapid Intervention Teams are brought to bear. Selected from amongst the most skilled SecDef veterans and armed with twin Araldyne CB22 Assault Carbines, Rapid Intervention Teams use the greater mobility afforded by their boostpacks to outflank and surprise enemy defenses, quickly overwhelming them with a hail of deadly short-ranged firepower. Where an extra punch is required, Rapid Intervention Teams are equipped with Araldyne CF13 Clingfire Sprayers or FG19 Flakk Guns: more effective and streamlined versions of these ubiquitous weapons, typical of the improvements Araldyne is able to create.


-Click here for the full rules card-


While undeniably effective, many commanders on the Edge are reluctant to deploy Rapid Intervention Teams other than as a last resort, due to the extreme costs involved in training, equipping and maintaining them. Not only are their compact boostpacks incredibly expensive and notoriously difficult to keep operational, the extensive training required to master them makes a fully trained Boostpack Infantryman almost as valuable as their equipment. On more affluent worlds this is less of a concern, and Rapid Intervention Teams are often found spearheading engagements, striking at critical targets behind enemy lines and crippling the foe's ability to properly organize a defense against the might of a full SecDef deployment.



This high quality resin kit contains three Epirian SecDef Boostpack Infantry models armed with twin Araldyne CB22 Assault Carbines and Clingfire Grenades, and three 25mm plastic bases, and is available now from the Maelstrom's Edge webstore here!

Modeling Spotlight: Epirian Contractor Drones


Posted on Monday Dec 10, 2018 at 06:00PM in Models


- by Iain Wilson

The addition of the Contractor Drone to Epirian Contractor units gave them some new tactical options, with heavy weapon options for the re-titled Contractor Defender units, and supply drone options for the new Contractor Scout unit. This week I'm looking at some modeling options for the multi-part, resin Contractor Drone model.





Building one of four different options, the Contractor Drone kit comes with three different weapon options - a maglock chaingun, twin cluster missile pods and twin flakk guns. It also includes the Resupply Package for the Contractor Scout unit.





While sharing a superficially similar configuration, the Contractor Drone is a distinctly different model from the Spider Drone, with a chassis that is bulkier and taller. It also has weapon mounts situated beside its off-centre sensor unit as opposed to the Spider's side-mounted set-up.



The drone's legs all fit into any of the four shoulder sockets, with a barrel pivot allowing them to be positioned through a wide range of movement.



The equipment options slot in with a large locator tab. If you want to keep your options open, you can use a small piece of blu tac or similar re-usable adhesive to temporarily fix them in place and swap them out as you want.



Since I have problems assembling things the way they're supposed to be, I couldn't resist taking a knife to the kit to see what I could do with it. For a taller profile, I repositioned the feet on the below drone by soaking the legs in hot water and then bending them. I also cut through the legs right beside the shoulder assembly and glued them back on at a shallower angle.



One of the weapon options - Strike Missile Pods - didn't make it into the kit for the initial release. There are a couple of fairly easy ways to get around this problem if you want Strike Missile-equipped drones. For this one, I took a pair of Strike Missile pods from the Hunter Warmech kit, trimmed them up a little to fit onto the Contractor Drone front and glued them together.



If you don't have a Hunter kit to hand, you can also take the Cluster Missile pods, trim the missiles flush with the front of the pods, glue a 1.5mm hole into the front of each pod and glue in two pieces of 1.5mm plastic rod trimmed to points.



For a closed version of the Resupply drone, I cut through the supply cache directly behind the front panel using a razor saw, and then glued the panel directly to the front of the drone.



Legs are all well and good, but sometimes a more stable platform is called for. On the below drone, I replaced the legs with a skirt made from sections cut from a lintel piece found on the Maelstrom's Edge terrain sprue. Under that, I added some tracks purloined from an old Mechwarrior tank model.



The Contractor Drone chassis also makes a nice, solid foundation for a remote turret assembly, to be installed on fortification walls or vehicle hulls. In place of the legs, I added a mounting column cut from a length of plastic tube, and inserted that into the small pipe fitting from the Maelstrom's Edge terrain sprue.





You can pick up the Contractor Drone along with the rest of the Maelstrom's Edge model range from the webstore here.

As always, feel free to pop along and share your work, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the article roundup here.

Background Fiction - The Prowler APV


Posted on Wednesday Oct 17, 2018 at 06:00PM in Fiction


Prowler APV



Prowler is the group term used to refer to the armoured personnel vehicles used by Epirian Contractors and security forces. Six or eight wheeled, the prowler is sturdy enough to clamber over rough terrain or suffer small arms fire, and its sealed compartments are large enough to house five to ten men. Prowlers are utilised for different functions, with some having an empty rear for transport of goods or men, whilst others have banks of computer interfaces to control drones or even act as a mobile command vehicle in battle. Prowlers are fitted with a drone rack allowing for rapid launch of airborne drones, and military vehicles sport a roof-mounted turret with a surface to air rocket battery or machine gun.

Modeling Spotlight: Epirian SecDef Heavy Weapons Team conversion & rules!


Posted on Monday Sep 17, 2018 at 06:00PM in Tutorials


- by Iain Wilson

The addition of the SecDef to the Epirian lineup adds a much more 'military' feel to the faction, and I've been having a lot of fun exploring that with the models. I previously added my own homebrew SecDef Lieutenant and Scout Walker unit cards to the force builder (and if you missed the article, you can see how they were built here), and this week, I'm fleshing them out a little more with the addition of a dedicated heavy weapons team, based on the Master Bot Handler exo-suit.



My idea was for a slower-moving, but more heavily-armed team variant, for those situations that call for a little more firepower. With that goal in mind, I grabbed some parts from the SecDef and Master Handler sprues, and went to work!

From the Master Handler sprue, I took a torso and backpack, the weapon support arms and two weapons (I used the flakk guns, but it doesn't really matter which you use as you only want the mounting ring on the back of them). From the SecDef sprue, I took a head, two arms, two legs and a pair of machine guns.



I didn't want these guys to be quite as heavily armed as the Master Handler, so the first step was to remove the missile racks from the top of the backpack. I sliced them off using a razor saw, and cleaned up with a hobby knife to get rid of any rough cut marks.



As the SecDef arms have small shoulder pads on them, I removed the ridges that sit directly over the Master Handler's shoulders on each side of the torso. Otherwise, the arms would wind up sitting too low.



For the weapons, I cut the mounting ring from the back of the Master Handler's guns, and the grip and trigger assembly from the top of the SecDef gun, and then glued the mounting ring to the back of the machine gun's butt.



From there, the body was assembled pretty much as you would expect...



And finally, the weapons were glued onto the outside of the forearms - I didn't bother adding any specific mounting for them, as I figure they would magnetically lock to the SecDef exoskeleton's wristbands. Then I glued the support arms in place, and the model was ready for painting!



The same process works with the chainguns on the SecDef sprue, although in that case I also removed the weapon butt before attaching the mounting rings, to avoid the weapon looking too long against the model's arms.

For the team sergeant, I used a pointing arm, and for something different I put the gun for that arm in a 'standby' position. When he needs it, the support arm would drop it down and it would maglock to his wrist, ready for action.



Of course, pretty models are only half of the story! I have also generated an unofficial rules card for the heavy weapons team, which you can find in the Force Builder section of the Maelstrom's Edge website here.








To build your own heavy weapons team, you can pick up the Master Handler and SecDef sprues along with the rest of the Maelstrom's Edge model range from the webstore here.

As always, feel free to pop along and share your work, or ask any Maelstrom's Edge- or hobby-related questions on the Comm Guild Facebook page!

For other Maelstrom's Edge modeling articles, including tutorials and walkthroughs of a wide range of different building and miniature projects, check out the article roundup here.

New Epirian Resin Release: Contractor Drones!


Posted on Sunday Sep 02, 2018 at 11:19AM in The Epirian Foundation


A reinforcement for the Epirian Foundation crawls into the online store this month, with the release of the Epirian Contractor Drone. Providing a more stable and reliable platform than human troops, Contractor Drones are used in Epirian forces to add heavy firepower or specialised tactical options to Contractor units.



The Contractor Drone changes the way Contractor units are structured. Instead of having a single Contractor Unit, we're introducing 4 different types of Contractor squads which are differentiated by the type of drone that accompanies them. This current Drone has parts to use it with the new Contractor Defender unit and Contractor Scout unit, with more drone variants and associated Contractor unit types to follow later on.



This resin kit is comprised of a Contractor Drone chassis, and optional parts to equip it with a Maglock Chaingun, linked Cluster Missile Pods or linked Flakk Guns, for inclusion in a Contractor Defender unit, or a Resupply Package to supplement a Contractor Scout unit. You can find it in the Maelstrom's Edge webstore here!



The rules cards for these units will be online very soon, but in the meantime, here's a look at the rules for the new units:

CONTRACTOR DEFENDERS

FACTION:Epirian Foundation
UNIT TYPE:Core Unit
POINTS:6 pts

Full Unit Profile:

Contractor:MV 7, EVS 4, SKL 3, AV 3, MAS 2, FOR 1, WP 2, Type: Infantry (Human)

Contractor Team Leader:MV 7, EVS 4, SKL 3, AV 3, MAS 2, FOR 1, WP 3, Type: Infantry (Human, Squad Leader)

Contractor Drone:MV 7, EVS 4, SKL 3, AV 3, MAS 2, FOR 1, WP 1, Type: Infantry (Robot, Slaved)


UNIT SIZE: 1 Contractor Team Leader & 2 Contractors.
EQUIPMENT: Maglock Assault Rifle & Maglock Guardian Pistol.
Contractor Drone: 2 linked Flakk Guns.


ABILITIES: None.

OPTIONS:
• May add up to 2 more Contractors: +2 pts each.
• May replace up to 2 Contractors with Contractor Drone: +2 pts each.
• Up to 2 models may replace Maglock Assault Rifle with Maglock Assault Rifle & Aux Grenade Launcher (Choke & Emp Rounds): +2 pts each.
• Contractor Team Leader may replace Maglock Assault Rifle with:
- Shock Baton: +0 pts.
- Shock Maul: + 1 pt.

• Contractor Drone may replace 2 linked Flakk Guns:
- 2 linked Cluster Missile Pods: +1 pt.
- 2 linked Strike Missile Pods: +1 pt.
- Maglock Chaingun: +1 pt.


Heavy Defenders: A Contractor Defender unit with 2 Contractor Drones is an [Anvil] selection.

Unique Abilities:
None.

Unique Equipment:
None.



CONTRACTOR SCOUTS

FACTION:Epirian Foundation
UNIT TYPE:Vanguard Unit
POINTS:7 pts

Full Unit Profile:

Contractor:MV 7, EVS 4, SKL 3, AV 3, MAS 2, FOR 1, WP 2, Type: Infantry (Human)

Contractor Team Leader:MV 7, EVS 4, SKL 3, AV 3, MAS 2, FOR 1, WP 3, Type: Infantry (Human, Squad Leader)

Contractor Drone:MV 7, EVS 4, SKL 3, AV 3, MAS 2, FOR 1, WP 1, Type: Infantry (Robot, Slaved)


UNIT SIZE: 1 Contractor Team Leader, 1 Contractor & 1 Contractor Drone.
EQUIPMENT: Maglock Assault Rifle & Maglock Guardian Pistol.
Contractor Drone: None.

ABILITIES: Scout.
Contractor Drone: Resupply Package, Scout.

OPTIONS: • May add up to 2 more Contractors: +2 pts each.
• Up to 2 models may replace Maglock Assault Rifle with Maglock Assault Rifle & Aux Grenade Launcher (Choke & Emp Rounds): +2 pts each.
• Contractor Team Leader may replace Maglock Assault Rifle with:
- Shock Baton: +0 pts.
- Shock Maul: + 1 pt.
• Contractor Drone may replace Resupply Package with Recon Package: +0 pts.

Unique Abilities:

Resupply Package: (squad ability) Friendly units within 6" of this unit (including itself) may re-roll one failed roll to hit during a round of shooting.

Recon Package: (squad ability) All of this unit's attacks have the [b]Paint (4+)[/b] ability, not including CQ attacks.

Unique Equipment:
None.





As you can see, the Contractor Defender unit basically replaces the existing Contractor unit type, with the optional addition of one or two heavy weapon drones. Note that this includes the option to equip the drones with Strike missiles, which aren't included in this release - there will be a conversion article for this option coming very soon!

The Scouts are the first new unit type, adding another Vanguard option to the Epirian line-up. With the new and planned units, you will soon have the ability to field an entire force of Contractors, although you can obviously still mix these new units with the existing bot units as well!


The new Contractor Drone is available now - You can find it in the Maelstrom's Edge webstore here!