The Comm Guild Maelstrom's Edge

Entries tagged [models]

Hobby Basics: Working with Plastic


Posted on Monday Sep 14, 2020 at 05:00pm in Tutorials


- by Iain Wilson

This week in our series of hobby basics modeling articles, we're taking a look at what's involved in building plastic models. This article, intended for the beginner modeler, can be found here!




Stay tuned for more!

Hobby Basics - The Beginner Painter's Toolbox


Posted on Thursday Aug 13, 2020 at 05:00pm in Tutorials


- by Iain Wilson

Last week we ran through the basic necessities for your modeling toolbox. This week, we're having a similar look at what you need to get started painting your miniatures! You can find the article here!




Stay tuned for more!

Hobby Basics: The Beginner Modeler Toolbox


Posted on Thursday Aug 06, 2020 at 05:00pm in Tutorials


- by Iain Wilson

This week's article is the next installment in our series of basic hobby tutorials, taking a look at the tools that you need to get started building models. You can find the article here!




Stay tuned for more!

Hobby Basics: Types of Glue


Posted on Friday Jun 26, 2020 at 05:00pm in Tutorials


- by Iain Wilson

Continuing on with our basic tutorial series, this week we're having a look at the common types of glue used in the hobby. This article explains what the different glues are like, and what you can and can't use them for. You can find the article here!




Stay tuned for more!

Hobby Basics: Miniature Materials


Posted on Thursday Jun 11, 2020 at 05:00pm in Tutorials


- by Iain Wilson

I'm going back to basics this week! Bunging together structures from assorted odd and ends, and showcasing conversions is all well and good, but for those just getting into the hobby it can all be a lot to take in. So I'm launching a series of articles on the Maelstrom's Edge website aimed at beginners, covering a range of basic modeling and painting related topics. This week, I'm breaking down the different materials commonly used for making wargaming miniatures, and the differences between them. You can find the article here!




Stay tuned for more!

The Aurum Blade - A 120 point Remnant Fire Team


Posted on Thursday Aug 15, 2019 at 05:00pm in The Remnant


- by Iain Wilson

As fun as it is to mess about with different colour schemes and builds, sooner or later you just have to throw some dice. I decided it was time to stop building random Remnant Militus suits, and put together an actual, playable fire team.

And so, after consulting the force lists and jotting down a quick list, and piecing together the remaining suits that I needed to make it work, the Aurum Blade was born!





This is a 120 point force, which is a good size for small, quick games. It also serves as a nice core for expansion later, as I intend to add some Nimbus and Brutus suits once those kits are ready to go.

The Aurum Blade - 120 point Artarian Remnant force

Command - Militus Warrior Prime - 34 points
  • Arc Splitter
  • Aruval Phase Blade
  • Prime Array
  • Vent System
  • Defensive Countermeasures




Some of the gear that I wanted for this model isn't available yet (coming in an upgrade pack as soon as we can get it finished!), so I used a couple of fill-in parts. The Aruval Blade is taken from a Warhammer 40000 Space Wolf kit, the Defensive Countermeasures are trimmed off the Epirian Master Handler's missile pods, and the Prime Array is the back end of an Incursion Blaster, sliced off and flipped upside down.



***


Core - Militus Warrior - 17 points
  • Combat Gauntlet
  • Combat Gauntlet with Reflex Shield
  • Lorican Field Generator




This model was a conversion I had to make after I wound up with some leftover parts from a Warhammer 40000 Ork Trukk that I kitbashed into an Epirian Contractor Truck. While the saws are big and showy, it made the most sense to just treat them as combat gauntlets, rules-wise. The saws are attached to trimmed-down reflex shield arms, but that's just represented as a single reflex shield due to there being no benefit to taking two of them!

***


Core - Militus Warrior - 21 points
  • Conflagration Launcher
  • Combat Gauntlet
  • Incursion Blaster




This was one of the first models I painted up for the Remnant, and is still one of my favourites, so it was a fairly obvious idea to base a fire team around him.

***


Anvil - Militus Dominator - 30 points
  • Conflagration Launcher x2
  • Incursion Blaster x2




You might remember this suit from such articles as Building the Militus Dominator! He's just itching to lay down some firepower.

***


Vanguard - Militus Skyrunner Initiate - 18 points
  • Incursion Blaster x2
  • Mark of the Initiate




This last model was also assembled and painted for a previous article, showing how to paint the gold used on this fire team. The Mark of the Initiate means that he takes to the field with lower stats then the rest of the team, but also makes him five points cheaper, which meant that the fire team came in bang on the 120 points without having to sacrifice any gear.

As an initiate, I left his suit simpler than the rest of the fire team, with the only white decoration being the initiate shield on his left shoulder pad.

***


The team all assembled:



All that's left now is to test them out on the table! I'll make no promises on their performance there - I tend to build lists around the models that I want to I like the look of, with very little regard for what will be most effective in battle. Part of the challenge is in taking whatever you wind up with and finding ways to make it work!

More on that soon!



To put together your own Remnant fire team, pick up the Militus battlesuit from 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 Medic!


Posted on Monday Jul 01, 2019 at 05:00pm in The Epirian Foundation


The Epirian SecDef receives another reinforcement this month, with the addition of a new SecDef Medic! This high quality resin kit contains one Epirian SecDef Medic model with a CB22 Assault Carbine and field diagnostic unit, and a 25mm base. This is an add-on model for SecDef Tactical Teams.



SecDef Medics are combat veterans who have received additional training and equipment to administer first aid in the field. Known for being level-headed under fire, medics accompany SecDef tactical teams in the field, where they need to be equally competent at using their carbines or treating wounded squadmates.



Equipped with an advanced diagnostics and treatment device and requiring weeks of additional training, medics represent a not-insubstantial investment for SecDef Commanders. While most still attribute significant cost savings to a medic's ability to save the lives of expensive SecDef troopers, the return on investment tends to be carefully monitored by SecDef administration. It's not uncommon for units to be refused additional medics where higher-than-normal attrition rates suggest that high recruitment costs would not be sufficiently reduced by the presence of medical personnel.




SecDef Medic Rules Card


You can find the SecDef Medic in the Maelstrom's Edge online store here!

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!

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!

New Broken unit release: Pa'ku Artillery


Posted on Wednesday Oct 31, 2018 at 05:00pm in The Broken


This month sees the release of a new support unit for the Broken: Pa'ku Artillery, available now from the webstore here!



Behind the implacable visage of the Pa'ku resides a powerful, if often misunderstood intellect. Extremely logical creatures, when the Pa'ku are convinced a certain course of action will do more good than wrong, they will take lives without scruples if that is what it takes. Pa'ku artillery has been known to mercilessly bombard hospitals or civilian refugee groups when they have concluded that this was the most logical course of action. They do not make any decision lightly nor do they act carelessly. In fact, the Pa'ku sometimes drive their commanders crazy as they sit pondering the pros and cons of a proposed course of action and all the alternatives, and where the situation is particularly complex have been known to gather for private war councils with their own kind before they will consider responding to a call to arms. Despite their reputation for ruthlessness, when Pa'ku take lives it is because they believe there is no viable alternative. This does not however mean they are saints - all of a Pa'ku's deliberations are still ultimately guided by self-interest and a desire to survive the chaos of the Edge.



Despite their peculiarities, Pa'ku are especially desirable to the Broken. Their solid physiques make them extremely suited to carrying heavy loads, including the biggest artillery the Broken manage to cobble together. At close range, the Pa'ku can extend their very long tongue with enough force to cave in a man's skull. Pa'ku only speak to other species when necessary, and their language is difficult for most races to translate or speak. Combined with their large size, this generally results in them being overlooked by evacuation efforts, and so as with the even larger Gnolti, joining the Broken is often the only reasonable chance for a Pa'ku to escape the edge and find a new home.



Pa'ku are often found in the support lines of Broken forces with giant cannon and other esoteric weapons strapped to their broad shoulders. Linked with electronic targeting systems, these weapons can be slaved together to unleash devastating barrages of firepower onto enemy lines. Their favoured weapon is a multi-barrelled EMP mortar, which carpets the battlefield with explosive energy packets that can fry electronic systems and incinerate softer targets. You can find the rules for the Pa'ku Artillery unit in the Force Builder section of the Maelstrom's Edge website here.



This high detail, multi-part resin kit contains one Pa'ku armed with a Quad EMP Mortar, and is available now from the webstore here!

New resin release for the Broken: The Hakoyu Grand Master!


Posted on Friday Sep 28, 2018 at 06:00pm in The Broken


Maelstrom's Edge Logo Image


The Broken receive a bit of a boost to their melee capabilities this month, with the release of the resin Hakoyu Grand Master - available now from the Maelstrom's Edge webstore!.



The Hakoyu Grand Master is an optional add-on for Broken Assault units. Equipped with powerful close combat weapons and defensive shields, he can help to defend the unit from incoming close quarter attacks while also possessing the fighting prowess to stand toe-to-toe with a Karist Shadow Walker!



With four arms and a horn-like protrusion from their foreheads, Hakoyu can seem menacing at first glance, especially as most have trained for decades in various martial arts and tend to carry at least one large melee weapon with them at all times, despite the fact that they are quite passive by nature. When a Hakoyu does feel forced to fight, their lightning quick reflexes and zealous training means they can usually end the contest before their opponent even knows what has happened.

The Hakoyu hail from the remote Yedo system. Their society is governed by a strict code of honour that can be difficult for non-Hakoyu to decipher. They believe the needs of the group are paramount, with the desires and wants of any individual considered trivial. This means Hakoyu prefer to live their lives in their home system, which makes them one of the more rare alien species in the Spiral Arm, with most humans never encountering a Hakoyu in their lifetime. All is not perfect on Yedo however, as the Hakoyu have been locked in a centuries-old war with their neighboring species, the Cera, over territorial rites and a perceived slight to the Hakoyu peoples' honor that cannot forgive. The war has steadily sapped the resources of Yedo, with the Cera using their technological advantages to blockade Yedo from receiving much needed relief supplies for its civilians. This dire situation has forced increasing numbers of Hakoyu to flee Yedo in an attempt to earn a living selling their services throughout the spiral arm, usually as a bodyguard or enforcer, even though such work is in direct conflict with their morale code and likely means they would not be welcomed back to Yedo should they ever wish to return.



When the Maelstrom threatens a world, misplaced distrust in Hakoyu sell-swords means they're often discarded at the last second by their former employers and denied a place on escape craft, leaving them ripe to join the ranks of the Broken. The Broken offer the Hakoyu a way out and a collective where most everyone is an outcast to some extent, in which many Hakoyu have found a second home even as they long to someday find their way back to Yedo. The Broken, on their part, value the Hakoyu's fighting skills and their unselfish character. The most sought after Hakoyu are their pinnacle warriors: a Grand Master, as they tend to give any squad the upper hand in any close quarter fighting. The calm demeanor of a Grand Master under fire is enough to convince their Broken squad mates to charge into the teeth of enemy fire rather than to run away. Grand Masters wield deadly Hakoyu phase weaponry, a technology first seen on Yedo and whose methods of construction are a closely guarded secret. These weapons pass effortlessly through energy fields and can cause electronic circuitry to explode upon contact, both highly sought after abilities in the Hakoyu's fight against the Cera. Hakoyu are also renown for their exquisite skill with forearm deflectors, and Grand Masters in particular are able to use these to prevent an opponent from ever striking them, no matter what type of deadly melee weapon they might face.


The Hakoyu Grand Master is available now - You can find it in the Maelstrom's Edge webstore here!

The unit card will be up in the Force Builder section of the Maelstrom's Edge website in the next couple of days - but here's a sneak peek!




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!

Modeling Spotlight: Karist Shadow Walkers


Posted on Monday Aug 20, 2018 at 06:00pm in Tutorials


- by Iain Wilson

I'm taking a little break from new releases this week to have a look back at another of the original release units - The Karist Shadow Walker!




The Shadow Walker sprue contains two different torsos (twisted in different directions from the front) and two of each arm in different poses. This allows you to create two very different, dynamically posed models from those parts. You can find the general assembly guide on the Maelstrom's Edge website here.





Somewhere along the design process, the sprue went from being intended to create a single model to including parts for two full models with the lack of only a second head. Luckily, several other Karist kits come with extra heads, so it's not too difficult to purloin a leftover in order to build that second Walker. The right hand model below uses the bare head from the Karist Trooper sprue, and there's another bare head available on the Faction Expansion Sprue.



Alternatively, the resin Karist Heavy Weapons set comes with two troopers and three heads - two helmeted, and one bare. The helmeted heads are very similar in style to the Shadow Walker's, with a couple of extra eye lenses. The model below has also been reposed slightly, with the right arm extended and filled with 'green stuff' putty, and the right shin repositioned so that his front foot matches his line of fire.



While we're reposing our models, it is really easy to add a little more motion to the pose by cutting off the bent leg just below the knee and reattaching it at a sharper angle and off the ground, to create a 'lunging' pose. The below Shadow Walker has clearly just Rifted in and is charging into the action:



Borrowing parts from different kits does, of course, work both ways. The Karist Praetorians below were given Shadow Walker legs to help them stand out a little from regular troopers and to create a more dynamic pose than is possible from the Trooper legs. The added loincloths are from the Faction Expansion sprue.



As I was working through these models, I found myself wondering what it would look like if Shadow Walkers had their own specialised mini-factions. From there, I wound up with the 'Shadow Dancer', carrying a regular cybel blade on place of the usual Shadow Walker's wrist-mounted version, and with an added prehensile, mechanical topknot which, I expect, would whip around as the Dancer flips and whirls about his opponents, and shoot out toxic darts or hallucinogenic gas from the emitter on its tip. The cybel blade was taken from the faction expansion sprue, and the topknot made from a piece of guitar string and the muzzle from a Karist radwave emitter.



By contrast, the 'Shadow Stalker' eschews close range combat where possible, opting instead to carry out his work from afar with his nox rifle. This model has an assault rifle arm taken from the new Broken Forsaken Tech Chieftain model with the bayonet and muzzle removed and a silencer made from a length of plastic tube attached. The head is the bare head option from the Karist Heavy Weapons pack.



I don't have a name for this next one yet (feel free to leave suggestions in the comments!) but how about a Shadow Walker sect that has found an alternative to teleporting? Using arcane science to fuse Angel DNA to the human form, this Shadow Walker variant is equipped with void-gel wings!





Of course, if you're going to have bizarre sub-sects of the Karist Walker breed, it wouldn't be too surprising to have a clandestine offshoot of the regular Kaddar priesthood overseeing them. And so the Kaddar Noctis was born - like the flying Walker above, this model fuses Human and Angel DNA, with the traditional Shadow Walker cybel blade replaced with an Angel's void-gel tentacles. The legs and torso are from the Kaddar Nova sprue, with most of the Cybel reactor removed and replaced with a modified cybel glaive head from the Faction Expansion sprue. Arms and head are from the Shadow Walker sprue, with the small tentacle parts taken from a pair of Mature Angel models.








To add some sneaky, pointed 'negotiation' to your own Karist Force, you can pick up the Shadow Walker 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.

Modeling Spotlight: Converting Broken Chieftains


Posted on Monday Aug 06, 2018 at 06:00pm in Models


- by Iain Wilson

This week we released the second of our resin Forsaken Chieftain models for the Broken faction. These two models allow Chieftains to take a few extra options that weren't available from the plastic kit, and are a wonderfully characterful pair of models. However, since I find it physically painful* to assemble models the way they were intended to be built, I thought I would take this opportunity to slice a few of them into pieces and see what interesting conversion possibilities they opened up.

*May not be an actual medical condition, but why take the chance?



Built straight out of the package, the two models each come with a pair of weapon options. The 'regular' chieftain has a xeno spotter perched on his/her (it's deliberately ambiguous) raised right hand, and also has a two separate left forearms, one with a poisoned blade and the other with a trophy melee weapon. The 'tech' chieftain has two separate right arms, with a custom beam blastgun and a custom slug rifle.



You can easily double-up your command options by using the leftover weapons on plastic Broken Rabble bodies. On the below models, I equipped one with the leftover slug rifle by slicing off the locator peg and gluing it on in place of a regular plastic arm. The other has the leftover trophy weapon in place of the plastic forearm, which just requires cutting the lower arm off just below the elbow and gluing the weapon arm piece in its place.



Parts can also be mix-and-matched onto the resin Chieftain models to switch around the available options a little. On the below tech Chieftain model, I left off the resin right arm and equipped him with a plastic arm and beam pistol from the Rabble sprue, and cut off his left arm at the elbow and attached a trophy weapon from the other Chieftain model.



On the regular Chieftain below, I replaced the right forearm with a plastic one, and added a regular blastgun from the Rabble weapon sprue. I also cut off a plastic left forearm and added a grenade.



For a more action-posed Chieftain, I cut the legs off this one at the waist, using a razor saw. Then I glued on a pair of running legs from the Rabble sprue, added a slightly modified slug pistol hanging off the belt, and glued the xeno spotter on tilted just a little bit forwards.



Since I now had a pair of leftover Chieftain legs, I did the obvious thing and glued them to a Karist heavy weapon trooper torso I had left over from a previous conversion. This Chieftain has the right arm with custom beam blastgun from the tech Chieftain, and a left arm and alien head from the Rabble sprue.



Mixing things up a little more, I added a xeno spotter and trophy weapon to a Broken Sig Jammer body, to create a less ostentatious Chieftain model. A head and left hand from the Rabble sprue finished the conversion off nicely.



And finally, a Chieftain equipped with a trophy weapon from a more civilised age, which is apparently less clumsy and random than a blaster. The laser sword is made from an overcharged powercell from the Rabble sprue, with a cut-down blade stolen from a Star Wars figurine. I also cut the left arm off, carefully cutting around the cape so that a plastic arm would fit in neatly underneath it. This Chieftain will no doubt take to the battlefield and display his displeasure at the lack of faith shown by his underlings...





Hopefully, that's inspired you to have some fun with your own Chieftains. You can pick up the resin Chieftain models, the plastic Broken Rabble sprues, or any of 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.

Modeling Tutorial - Konstantin Moor, Veteran Bot Handler


Posted on Monday May 14, 2018 at 05:00pm in Tutorials


- by Iain Wilson

I've been having an awful lot of fun playing with the new Epirian Master Bot Handler kit (as evidenced in the Modeling Spotlight article from last week. Amongst all of the other conversion ideas that popped up when I started looking at the sprue, I had one that I thought warranted a conversion article all of its own. And so, let me present Konstantin Moor, Veteran Bot Handler, along with his companion drones: Iago and Cassio!



The main things that set Konstantin apart from his brethren are the additional pair of weapon arms, and the independent movement of the weapon arms, as opposed to the normal direct control rig that links to the forearm. To replicate this build, you will need two Epirian Master Bot Handler sprues and the Faction Expansion Sprue. You will also need a Drone sprue to build Iago and Cassio.

I built the body as normal, using the bent legs and the matching torso. In place of the normal helmeted head, I used the bare head from the Faction Expansion Sprue, although there would be nothing stopping you from just using the normal head if you prefer the armoured look. Note that the head from the expansion sprue is designed to go with the Karist Trooper torso, and so has a slightly thicker neck than the various Epirian and Broken heads. As a result, the neck needed a little shaving down with a hobby knife before being glued in place.



The arms were largely left alone, with the only modification required being to chop off the mounting peg for the weapons.



Now for the fun part. I took the backpack, and underneath the existing weapon arm socket, I smoothed down the corner of the pack and drilled a small guide hole with the tip of my hobby knife. Then I found a drill bit that matched the diameter of the arm socket (11/64", although a 4mm bit would do the job for the metric-inclined) and drilled out a new arm socket. I did this with the drill bit held in my fingers and twirling it - you could use a dremel or similar rotary tool, but plastic is soft so there's not really any need when the drill bit is large enough to grip it securely with your fingers, and this helps to reduce the risk of accidentally over-drilling the hole by drilling too fast.



Next up I assembled the two sets of weapon arms and glued them with a bit more than a 90 degree bend in the elbow.



These were glued in place on the backpack, and the backpack and arms glued onto the body. I also glued the Neural Nodes in place on the backpack weapon ports.



Time for some weapons!

Konstantin is armed with two linked sets of Drone Class Laser Systems. Without these being joined to the forearms, I wanted to change how they mounted onto the weapon arms a little, to give them a more open range of movement. Using a hobby knife, I cut through the rear half of the mounting ring off the back of the weapons. The cutoff piece was also cut in half.



The weapons were then glued onto the ends of the weapon arms, pointing directly forwards with the remaining half of the mounting ring socketing over the ball joint. I attached one half of the cutoff ring section on the outside, to reinforce the joint a little.



After one final tweak (repositioning the right arm to be extended forwards instead of down) Konstantin was assembled and ready for paint!







Moving on - Iago!

Iago was assembled as a concept for the Master Handler modeling spotlight article, and I liked the idea too much to not get him onto the table. To put him together, I used a Spider Drone and a Master Handler backpack with Cluster Missile pods.

The bottom protrusions were sliced off the backpack with a razor saw, and the back of the drone chassis was similarly cut down flat.



I then glued the backpack onto the back of the drone chassis. The chassis sidepods needs shortening a little - I cut them down so that they butted up flush against the backpack.



With the addition of a set of Spider Drone legs, Iago was all set.



And finally: Cassio!

Cassio is based on a Firefly Drone, with the normal laser system replaced with an energy field projector. To create the projector, I used a flakk gun from the drone sprue, cut as below, and the muzzle of a radwave emitter and a cybel mine from the Faction Expansion sprue.



I assembled the drone as normal (sans weapons) and then glued the projector in place underneath, using the cut-down flakk gun as the mount, gluing the cybel mine to the front of the gun, and then the reversed radwave emitter muzzle to the front of the mine.



With turbines glued on and a flight base added, Cassio was ready for action.



The unit all assembled:



Next week: painting and rules card!

What have you done with your Master Bot Handlers? We would love to see your creations on the Comm Guild Facebook page!

To pick up this or any of the rest of the Maelstrom's Edge model range, visit 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 article roundup here.