Entries tagged [rules]
Maelstrom's Edge V2 - Missions & Objectives
Posted on Wednesday Sept 10, 2025 at 05:00pm in Gaming

Missions in Maelstrom's Edge V2 have a tiered objective system. Each mission has both a Primary and Secondary objective, both of which award victory points for different battlefield achievements. A 'standard' game draws from a pool of Competitive missions, which assign both players the same objectives and victory point score to win that game. Narrative missions are used to create battles following a set story, with each player having their own objectives and win score. Otherwise, though, the missions all use the same easy to follow structure.

The different Objectives award victory points at different times - the end of each turn, the end of the final turn, and/or upon achieving a specific trigger like wounding an enemy commander. There are a number of different types of objectives: Kill objectives require you to damage specific enemy units, Zone objectives are areas of the battlefield that you need to hold, Control objectives reward you for holding and protecting specific points around the battlefield, and Target objectives are valuable assets that need to be captured or destroyed.
Each army in Maelstrom's Edge also has their own faction-specific objective. Players have the choice, therefore, to focus on all of these objectives at once, or to aim for those that are easier to achieve while holding off the enemy from theirs. Going all-in on your objectives can help you to score a quick victory, or can leave your forces over-extended and vulnerable to a more cautiously deployed enemy. But finding yourself with an objective that doesn't suit your army doesn't have to be game-ending, as you can choose to focus on the objectives that have a better chance of success.
In order to reduce repetition, the V2 rulebook includes 12 Competitive missions, enough to avoid constantly finding yourself playing out the same game.

Also included in the book are 3 Narrative missions. We'll be releasing campaign packs with sets of missions for playing out battles following an ongoing storyline. You can also use these cards as inspiration for creating your own narrative missions and campaigns.
All of the current mission cards are included in the back of the rulebook to cut out or print. We also have a PDF download on the Maelstrom's Edge website (here) that includes the mission cards and a set of objective cards for easy reference as well, so you don't have to refer back to the book mid-game to check your mission parameters. These will also be available through a Print-on-Demand service in the near future.

The Maelstrom's Edge V2 rulebook is available to order from the 15th of September. Watch this space for more news!

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Maelstrom's Edge V2: Building a Force
Posted on Monday Sept 08, 2025 at 05:00pm in Gaming

In the V2 rulebook*, each unit available to a force has a Unit Page, which includes the unit's composition, equipment and special rules. This page also contain all the information you need to select your force for a game, like the unit's points cost and unit type.
*The unit pages from the rulebook are also available in a free PDF download on the Maelstrom's Edge website, which will also include any future units as they are released.

Games are typically played using a points limit that is agreed upon between both sides before forces are selected. You are always free to field a force whose point total is less than or equal to the agreed upon limit, but never one that exceeds it, not even by a single point! Any units included in a force must be noted on a force roster, detailing the point total of each unit chosen and including any options selected for that unit.
If you’re unsure about what points limit to use for your games, the following guidelines can help you decide. However, you should also feel free to experiment playing games with both higher or lower points limits than those suggested:
90 Points: This is a small, quick game that will typically last around 90 minutes to 2 hours once both players are familiar with the rules.
120 Points: This is the suggested points limit to provide players with ample decisions when selecting their forces, while not taking too long to complete. This size game will typically last around 2-3 hours.
(For those coming from the first edition of the Maelstrom's Edge rules, these suggested limits are lower than they were for V1, as many unit costs have been decreased in the new rules. The size of the forces for a 120 point V2 game will in most cases be fairly close to what it was for the 150 point standard in V1.)

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

A 120 point Epirian Force
To get you started, we've created some sample rosters for different forces, which can be found here!
The Maelstrom's Edge V2 rulebook is available to order from the 15th of September. Watch this space for more news!

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Maelstrom's Edge V2 - Sample Force Lists
Posted on Monday Sept 08, 2025 at 10:29am in Gaming
For this article, we're just looking at force composition, to compare force sizes with V1. We'll go into more detail on tactics and rules changes elsewhere.
For the quick and dirty summary - most of the changes for force composition aren't huge. Forces are still built in the same manner as in V1, with a force made up of one or more detachments, each with a Command model that allows you to make a limited number of unit selections from each of the different unit types - Core, Vanguard, Anvil and Hammer. Equipment selection also mostly works the same, although some options have been removed or changed slightly to fit the new game rules.
The biggest change is in the overall game points size - in V1, the 'standard' game (the size game that we felt made for the best game experience) was 150 points, while in V2 this has been brought down to 120 points. Some tweaking of the individual unit costs across most factions, however, means that the actual size of the forces on the table potentially won't change a lot.

Both of these lists are based on the 150 point V1 lists currently shown in the Rules section of the Maelstrom's Edge website, built from the original plastic models available to these factions. For the Epirians, removing a unit of Fireflies and swapping out the 1st Detachment Hunter's Cluster Missile Pod for a Strike Missile brings the force in at 119 points. The Karists received some more substantial points drops. Their force list gains two more Coriolis launchers on the Tempest Elites, and switches out the second Kaddar Nova for an Angel Keeper, and the second unit of Minnows for some Hellblasters to bring the 150 point V1 list to the 120 point V2.

To balance out their power level a little against the other factions, the Broken didn't receive quite as many points deductions and so their forces may wind up a little smaller in model count for V2. The below list is based on the 120 point V1 'all plastic' Broken list, assembled using just plastic Broken Infantry kits. It needed only a few minor equipment tweaks to fit neatly into the new 120 point limit.

To show how some of the more specialized Broken models can fit in, below is a revised version of that list that switches out some of the rabble for other unit options.

Their points changes mean that Broken forces remain significantly 'hordey' while not needing to collect quite as many models to put together a standard force.
Finally the Remnant, who came in a little later in the piece, and just needed a little rebalancing. The below 120 point list has had some revision from the original V2 Beta release, as we had some feedback from players who found that the Remnant struggled against the other factions on the table. This has given Remnant forces a bit of a boost from their V1 lists as well, which can potentially give you an additional model in your fire team.

The Maelstrom's Edge V2 rulebook is available to order from the 15th of September. Watch this space for more news!

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Maelstrom's Edge V2 - Suppression
Posted on Thursday Sept 04, 2025 at 05:00pm in Gaming

In Maelstrom's Edge V2, a unit’s suppression level starts at level 0, and can be raised to a maximum of 6. Various in-game effects cause a unit's suppression level to increase, but the most common is enemy units shooting at them - being hit by incoming fire will raise the unit's suppression level by one point, and if the unit suffers any casualties from that attack their suppression level goes up an additional point. Many units also have abilities that will either raise an enemy units' suppression level, or will raise their own suppression level in exchange for some benefit - Artarian Remnant battlesuits, for example, have an Overcharge ability that allows them to perform extra actions while building up waste heat in their systems, represented as an increase in their suppression level.
In V1, suppression was marked with cardboard 'blast' tokens, as there was no specific upper limit to how many a unit could wind up carrying around. In V2, with the change to 6 suppression levels, the easiest way to keep track is with dice - you just have to make sure you can tell your suppression dice apart from the dice you're rolling for attacks! For some other alternatives, Iain put together an article a while back showing some different suppression marker ideas, which you can find here.

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

A wise commander should always keep their units' suppression under control. Along with the reduction in their shooting and cover, once they reach the maximum level (6), things get worse! Anytime a unit which is at suppression level 6 is required to further raise its suppression level, a model in the unit instead suffers an automatic injury. So even if you have a tough time inflicting direct damage on an enemy, you can eventually whittle them down if you can throw enough bullets at them! To assist in this, attacking units can opt for a Suppressive Fire action instead of regular shooting. Suppressive Fire represents your troops hosing an area with firepower rather precise, well-aimed attacks. It doesn't cause any direct damage but has the potential to raise the target's suppression level much faster than regular shooting, although some weapons are better at suppressive fire than others.
The Maelstrom's Edge V2 rulebook is available to order from the 15th of September. Watch this space for more news!

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Maelstrom's Edge V2 - Unit Activation
Posted on Tuesday Sept 02, 2025 at 05:00pm in Gaming

When a unit activates it can choose up to three actions from Movement, Status and Shooting categories. Some of these were already present in the V1 rules, but were a little more spread out and more difficult to keep track of. By consolidating and classifying the various actions, it's easier for players to remember what they can and can't do in a turn.
Movement actions dictate how fast the unit moves.
MOVEMENT ACTIONS
- MOVE: The unit moves up to its MV characteristic in inches.
- DASH: The unit moves up to double its MV characteristic in inches, but at the cost of degrading the accuracy of any shooting action it performs.
- CHARGE: The unit moves up to double its MV characteristic in inches, but must move into contact with an enemy unit, who then gets to perform Defensive Fire against the charging unit.

Status actions allow you to focus a unit towards specific goals.
STATUS ACTIONS
- ON THE MOVE: A unit on the move immediately gets to make bonus movement. In addition, a unit that is on the move is both less accurate when shooting and harder to hit when being fired upon.
- TAKE COVER: A unit taking cover gains protection from the terrain it is touching when the enemy shoots at it, and even gets a small amount of protection if it is in open ground. A unit which is taking cover cannot also be on the move, and vice versa.
- AIM: A unit that aims is more accurate when shooting during its activation.
Finally, Shooting actions cover the different options for attacking other units.
SHOOTING ACTIONS
- FIRE: The unit fires a standard round of shooting, which can cause both damage and suppression on the target.
- SUPPRESSIVE FIRE: A special round of shooting, which utilizes a weapon’s Suppression characteristic. No damage can be inflicted, but more suppression can be caused than with a standard round of shooting.
- CQ FIGHTING: A special attack against enemies in base contact with the firing unit, using melee weapons or pistols.
By selecting actions from each category in turn, a unit steps through its activation. For example, a unit can Move, then Take Aim in order to gain a boost to their shooting attacks, and then Fire on an enemy target.
While a unit can only select a single action each from Movement or Shooting, multiple Status actions can be combined so long as you stay within the maximum of three actions in total. So you could, for example, have a unit Take Cover and Aim, and then Fire upon enemy units from their more protected position.
To show how this all works, here's an Epirian SecDef Field Commander facing off against an Artarian Remnant Pathfinder. In the midst of battle, they have just caught sight of each other through the ...err ... trees? and shenanigans ensue.

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

The Pathfinder's arc splitter has SHO 4, which means it normally rolls four dice to shoot, and as an SR (short ranged) weapon it receives an additional shot for being within 6" of the target. Rolling five dice, the Remnant player needs to equal or beat the Field Commander's EVS of 4. They roll two 1s, two 2s and a 4.
The Pathfinder has SKL 4, with the +2 from aiming increasing it to 6. This allows the Remnant player to adjust the rolls by up to 6 points in total. They flip the 2s up to 4s, but don't have enough points remaining to get either of the 1s up to a 4, so these remains missed shots.

The Epirian player now needs to roll to see if their armor blocks the three successful hits. They need to equal or beat the PEN (penetration) of the arc splitter, which is 3. Rolling three dice, they roll a 2, a 3 and a 4. The Field Commander's AV (Armor Value) of 4 allows them to flip the failing 2 up to a successful roll, which means all three shots are blocked.
While the Field Commander doesn't take any damage, being hit by enemy fire raises his Suppression Level, putting him on Level 1 (Marked in the picture below with the orange die).

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

Regular models can normally only fire a single weapon per activation, but the Field Commander's Advanced Machine Assistance ability allows him to cut loose with all of his weapons at once. His two LM14 machine guns each have SHO 3, while his cluster missile launcher is an area of effect weapon, so has SHO 2 against the single model enemy unit. Grabbing two black dice for the missiles and six white dice for the machine guns, the Epirian player rolls five 2s, two 5s and a 6, needing to equal or exceed the Pathfinder's EVS of 4 to hit. The Field Commander has SKL 4 but is on Suppression Level 1, reducing his SKL by 1 point. The Epirian player chooses to use the remaining SKL 3 to flip the 3 and one of the 2s up to 4s.

Both Epirian weapons have the same PEN 4, but the 6 is a Critical Hit, requiring a roll of 6 to block. Rolling the dice from the successful hits, the Remnant player gets a 2, a 3, a 4 and a 5, and a 2 on the Critical hit. They use the Pathfinder's AV 4 to flip the regular 2 and the 3 up to 4s, but don't have enough points left to block the Critical Hit.
This means the Pathfinder suffers a single injury, which would be enough to kill a lesser warrior. Remnant Champions are made of tougher stuff though, capable of shrugging off significant damage, and even the comparatively light armored Pathfinder has a FOR (fortitude) of 5, meaning it needs to suffer 5 injuries to be removed as a casualty. It does however raise its Suppression Level by 2 (1 for the successful hits, and another because it suffered an injury).

The final step in a model's activation is Recovery, allowing them to attempt to Shake Off suppression. The Epirian player rolls a D6, scoring a 4. This beats the Field Commander's WP of 3+, and so their suppression level is lowered by 1, back to 0. Play would then continue on to the next unit, if there is one, otherwise the players would move on to the next turn.
The Maelstrom's Edge V2 rulebook is available to order from the 15th of September. Watch this space for more news!

If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Revised Homebrew Broken Unit rules!
Posted on Thursday Oct 10, 2024 at 05:00pm in Gaming

Continuing my homebrew unit updates, I have now revised my Broken units from V1!

As with the Epirian and Karist units, these units are converted from assorted Maelstrom's Edge parts, or modified models from other games. To duplicate them, you can find the original modeling articles by following the links below, or you can choose to use whichever other appropriate models you have to hand. Note that as these are unofficial rules, you should ensure that you discuss it with your opponent before using them, to make sure they're familiar with and ok with them!
Download the rules PDF from the V2 Trial Rules page here, and check the links below for the original modeling articles for each unit!

Gnolti Longhorn - an older, wiser Gnolti in a command role.
Gnolti Berserker - a rampaging Gnolti driven into a frenzy by the madness of war.
Pa'ku Heavy Mortar - an alternate rules page for the Pa'ku Artillery unit, adding a heavy mortar option.
Skyboarders - Rabble troops equipped with hoverboards.
Jet Pa'ku - A gun-toting, boostpack-wearing Pa'ku, originally just built for the fun of it, but I couldn't resist giving it rules!
Attack Buggy - a light assault vehicle made from a Mantic Marauder vehicle.
Broken Raider - This one I don't have a conversion built for - these rules were originally put together for the V1 Trial Transport rules article. Feel free to use whatever light truck or buggy models seem like a good fit!
To build your own force of ramshackle, kit-bashed doom, grab some Broken models or STL files from the Maelstrom's Edge webstore here!
What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!
For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here. And while you're there, grab a copy of the Maelstrom's Edge V2 Beta rules!
Revised Homebrew Karist Unit rules - and some Epirian Tweaks!
Posted on Thursday Sept 19, 2024 at 05:00pm in Gaming

Following on from my Epirian Foundation update last week, I have now also revised my homebrew Karists from V1. This was a much smaller job, as I hadn't actually created as many Karist units, and that's clearly a terrible oversight that needs to be rectified! As such, along with updating the existing units, I have also added in a couple of extras from conversions that I had made that I hadn't created rules for yet.

As with the Epirians, these units are all converted from assorted Maelstrom's Edge parts, or modified models from other games. To duplicate them, you can find the original modeling articles by following the links below, or you can choose to use whichever other appropriate models you have to hand. Note that as these are unofficial rules, you should ensure that you discuss it with your opponent before using them, to make sure they're familiar with and ok with them!
Kaddar Militant - a variation on the usual Kaddar Nova, with a more warlike focus.
Reaper Cadre - stealthy Karist Troopers equipped with a longrifle variant of the pulse carbine.
Predator Attack Vehicle - an anti-grav support vehicle based on a Warhammer 40K Genestealer cult buggy.
Raptor Assault Skimmer - a transport vehicle based on a Gates of Antares Freeborn skimmer.
Angel Gloomstalker - a Juvenile Angel variant converted from the plastic Mature Angel kit.

Download the rules PDF from the V2 Trial Rules page here!
I've also made a couple of tweaks to the Epirian rules posted last week. The SecDef Ironhide has had its Inorganic designator swapped to Armored, Sentinel bots can now all take Shock weapons, and I realised as I was working on the Karists that I already had a unit named 'Reapers', so the newly christened 'SecDef Reaper Team' has now been re-re-named the 'SecDef Wrecker Team'. You can grab the revised rules pages on the V2 Trial Rules page linked above.
To build your own force of over-zealous, kit-bashed doom, grab some Karist models from the Maelstrom's Edge webstore here!
What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!
For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here. And while you're there, grab a copy of the Maelstrom's Edge V2 Beta rules!
Updated Homebrew Epirian Unit Rules
Posted on Thursday Sept 12, 2024 at 05:00pm in Gaming

With the release of the updated Beta seeing the V2 rules in their more or less final state, this seemed like a good time to get caught up with my assorted homebrew units created originally for the V1 ruleset. To begin with, I have worked through my Epirian creations, compiling them into a PDF for easy reference.

These units are all converted from assorted Maelstrom's Edge parts, or modified models from other games. To duplicate them, you can find the original modeling articles by following the links below, or you can choose to use whichever other appropriate models you have to hand. Note that as these are unofficial rules, you should ensure that you discuss it with your opponent before using them, to make sure they're familiar with and ok with them!
Konstantin Moor, Veteran Bot Handler - a unique Commander accompanied by two custom drones.
Sentinel Bot Unit - a robotic replacement for the standard Contractor unit.
Warden - a boostpack-equipped Epirian solo character.
Contractor Truck - a light transport vehicle for moving your Contractors about.
Scorpion Drone - a modified Spider Drone with a nastier bite.
Thunderbolt Sentry Drone - an automated weapon drone built from the PDC Gaming gun carriage model.
SecDef FA90 Reconnaissance Walker - a scout vehicle adding firepower and advance intel for SecDef forces.
SecDef Reaper Team - Originally just called the SecDef Heavy Team, updated with a better name and more options.
SecDef ATV16 “Ironhide” Transport - an armored SecDef transport converted from a Miniature Scenery Tactical Response Vehicle.
The Thunderbolt Sentry Drone and Warden already had V2 Beta rules published. This document updates them to V2.1, adding a Micro Drone equipment option to the Warden and including the rules entry for the Thunderbolt's Rotating Mount, which was left off the original page.
Download the PDF here!

To build your own force of kit-bashed doom, grab some Epirian models from the Maelstrom's Edge webstore here!
What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!
For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here. And while you're there, grab a copy of the Maelstrom's Edge V2 Beta rules!
Maelstrom's Edge V2 Beta Rules Updated!
Posted on Thursday Aug 29, 2024 at 11:00pm in Gaming
Grab your copy now!!
Maelstrom's Edge V2 - Updated Epirian Warden rules sheet
Posted on Tuesday Nov 15, 2022 at 05:00pm in The Epirian Foundation

Back in 2016, I converted up a model using some spare parts that came to be called an 'Epirian Warden' - a clingfire-toting, flightpack-equipped veteran of the frontier. I also created an unofficial rules card to go with him, for use in V1. Well, following on from the Thunderbolt Sentry Drone a few weeks ago, I have now updated the Warden's rules to suit V2!

You can check out the original Warden conversion article here for ideas on how to build your own, although as an unofficial model you should feel free to build yours however you think appropriate.

You can download the updated rules page for the Epirian Warden along with the Maelstroms' Edge V2 Beta rules from the website here!
To build your own soldier of trailblazing doom, grab some conversion fodder from the Maelstrom's Edge webstore here!
What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!
For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here.
Maelstrom's Edge V2 - Updated Thunderbolt Sentry Drone
Posted on Friday Oct 21, 2022 at 05:00pm in The Epirian Foundation

Alongside the slowly expanding Maelstrom's Edge model range and associated rules, we have from time to time released additional unofficial rules to accompany conversions or kitbashes of models borrowed from other ranges. When we tracked down the PDC Gaming gun carriage and added it to the webstore, we also released some rules to use it in your Epirian force as a Thunderbolt Sentry Drone. This week, we have updated the Thunderbolt rules for use in Maelstrom's Edge V2!

Thunderbolt Sentry Drones add some heavy firepower to Epirian forces, trundling around the battlefield and laying waste to enemy units with a range of different heavy weapons.

You can download the updated rules page for the Thunderbolt Sentry Drone along with the Maelstroms' Edge V2 Beta rules from the website here!
The Thunderbolt is a vehicle, and follows the rules for Large Models. Note that the section on page 27 of the Beta Rules entitled 'DIRECTIONAL MOVEMENT' has been removed from the final version of the V2 rules, so this section should be ignored.

To pick up your own gun carriage of superheavy doom, head over to the Maelstrom's Edge webstore here! You will find the gun carriage in the 'Terrain & Accessories' section.
What are you working on? We would love to see your models and terrain in the Comm Guild Facebook group!
For other building ideas, modeling tutorials, army spotlights and conversion walkthroughs, check out the Hobby section of the Maelstrom's Edge website here.
Maelstrom's Edge V2 - Line of Sight
Posted on Tuesday Apr 05, 2022 at 05:00pm in Gaming
In order to shoot at an enemy, a unit generally needs to be able to see it. Maelstrom's Edge uses simple rules to establish whether or not an enemy is a valid target. Read on for details!

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

A Broken Sniper draws a bead on a squad of Epirian SecDef troops.
WIDE OPEN SHOTS
Generally on a battlefield, troops aren't actually just standing around in funky action poses waiting for their turn to move. With this in mind, Maelstrom's Edge assumes that models are making use of whatever cover is around them, and this is factored in to the Skill and Evasion stats that are used to resolve shooting attacks. (Check out the Sample Unit Activation article for more details on how that works!)
Sometimes, though, a unit will be caught completely in the open, and this can give an attacking enemy a boost to their shooting. Attacking units gain a +2 bonus to their Skill for that round of shooting if their target is completely visible, without being even partially obscured by intervening terrain or other models. This Wide Open Shot bonus can be negated by certain unit actions, however - units that are On The Move or Taking Cover will not confer the bonus. (See the Unit Actions article for details on what those actions do for your units!)

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

A Remnant Longshot takes cover on the roof, waiting patiently for a target to present itself.
Check out the Beta version of the V2 rules, which you can download from the Trial Rules section of the Maelstrom's Edge website here. The Beta rules documents contain all of the rules for playing V2 games, but keep in mind that these are just 'preview' documents - some rules may be revised based on feedback, and the final layout including background material for the factions and the Maelstrom's Edge universe, artwork and other 'flavor' material is missing.
If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Maelstrom's Edge V2 - Updated Imperial Marine rules!
Posted on Tuesday Mar 22, 2022 at 05:00pm in Gaming

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

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

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

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

If you have any thoughts on the Beta rules, pop on over to the Comm Guild Facebook group, or start up a thread in the Maelstrom's Edge section on the Dakka Dakka forums. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!
Imperial Marine models shown in this article are from Games Workshop, Anvil Industry and Bluebird Toys.
Maelstrom's Edge V2 - A Sample Unit Activation
Posted on Tuesday Mar 15, 2022 at 05:00pm in Gaming

Maelstrom's Edge Battlescribe Data File Update
Posted on Wednesday Oct 13, 2021 at 06:00pm in Gaming

If you're not familiar with Battlescribe, it's an application for building army lists, used for a wide range of different miniatures games. You download the data files for the games you play, and then use those files to create rosters which can be saved and printed. Battlescribe validates your lists and provides profiles and rules summaries for the units you have selected. You can download the Battlescribe app at https://battlescribe.net, and once installed use the 'Manage Data' button to select the Maelstrom's Edge data repository.

This new update for the Maelstrom's Edge data repository (v.5.0.0) adds the Artarian Remnant faction, and brings the other factions all up to date with all currently available units.
If you're just getting started with Maelstrom's Edge, you can pick up the rulebook in PDF form for free from the Maelstrom's Edge website here, or pick up the print version in the Battle for Zycanthus starter set, available along with the rest of the Maelstrom's Edge range from the webstore here! Free shipping applies to qualifying orders - check your cart for details.
If you have any questions on Maelstrom's Edge gameplay or anything else about the game, background or miniatures range, feel free to pop in to the Comm Guild Facebook group here.
Tags: battlescribe gaming rules