Entries tagged [rules]
Posted on Monday Oct 10, 2016 at 05:00PM in General
The Maelstrom's Edge Digital Rulebook is the fastest way to get started with the universe and rules of the Maelstrom's Edge tabletop game. It has 144 full colour pages, and is crammed with background fiction, model images, artwork and clear, coherent diagrams. The digital rulebook also has a full bookmark structure, making it easy to skip to the rules you want to read, and is automatically updated for free as and when FAQs are needed (only once to date so far!)
The rulebook is also supplemented nicely by our game walkthrough document, which can be read online as a webpage on maelstromsedge.com, or downloaded as a free PDF here.
Posted on Sunday Aug 28, 2016 at 05:00PM in The Karist Enclave
Developing models in plastic is a very slow process with a lot of complicated factors involved. We start developing models about 24 months before they come out, and thought it might be interesting if we provide some early previews of stuff instead of sitting on it until the last minute! These previews are things we are actively working on, but you should assume a conservative time scale when we talk about them here!
One that is a pretty obvious model is the Karist Angel Keeper. It is no secret that we'd love to be able to field a force entirely made up of Angels, and the key to such a force would be a powerful HQ unit. A number of places in the fluff describe the Angel Keeper, including the audiobook "A Keeper's Duty" which is entirely about a trainee Keeper and their charges. This means that the model is fairly well defined, and currently undergoing artistic design.
Unusually, we've got the rules in a fairly good place even though it will still be quite a while until the model is out. This means you can try one out today by building your own, or proxying one with another model from your collection.
The awesome Insaniak on Dakka made his own Keeper conversion with a bunch of spare parts and bits box parts and it looks like this:
Here are the current target stats for the Angel Keeper from our master Rules overseer - yakface:
- Command unit. His detachment can include 1-4 Angel core units, 0-2 Angel hammer units (none of these exist yet), 0-2 Angel vanguard units (none of these exist yet) & 0-2 Angel anvil units.
- He would be somewhere in the realm of 8-9 points.
- His stats would be: MV7, EVS3, SKL3, AV3, MAS2, FOR2, WP4. Model type: Infantry (human, character).
- He'd be armed with some kind of CQ weapon (that you could imagine him using to punish the Angels when they're not behaving properly) and a Ripper Grenade Launcher that would fire Swarmer Grenade rounds. Might have to tone down the Swarmer Grenade rounds to only being 'psych 2D3' (instead of the normal 'psych 3D3')...although this could easily be justified by saying that the fired grenades are not quite as big and therefore don't carry as much na-cybel as the thrown version. He'd probably have the option to take traditional 'Ripper' rounds in the grenade launcher (to give him an actual gun that can deal damage if you want to pay the points for it).
- He'd have the 'Angel Handler' & 'Command (1)' abilities. His big other ability would be to remove the 'Kill Mission' ability from Minnow units within a certain range of him (probably the normal command range of 18"), thereby allowing those units to capture mission objectives (while they're close enough to him).
Finally, if you have one or more Angel Keeper in your force, you'd be able to swap out your standard faction objective for the 'First Contact' faction objective.
This faction objective would give all Angel units (units with at least 50% angel models) the 'Fearsome (1)' ability, or +1 to their Fearsome ability if they already have one. Any time a non-fearless enemy unit fails its activation discipline check while affected by the Fearsome ability of an Angel unit, you gain +1 VP. You can gain a maximum of 3 VPs this way, and once you have, the 'fearsome' ability bonus immediately ends.
If you have a go at using an Angel Keeper in your force, please let us know how you get on with it!
Posted on Sunday Aug 21, 2016 at 05:00PM in General
One thing that slipped a lot of people's notice was that we now have a very detailed game walkthrough document up at the maelstrom's edge website.
It is also available in PDF format for reading on a tablet or phone offline, or printing out.
The guide covers all major parts of the gameplay of Maelstrom's Edge, from setting up, to the phases of a turn, suppression and beyond. Even if you are very familiar with Maelstrom's Edge, we still recommend having a read through of the document as it could always give clarity on things that you want to know more about.
In other news, the Maelstrom's Edge homepage has had an update. We will continue to update content on the website, but the homepage was very overdue for some tweaking. One fun thing of note on there is this video:
The above was made for internal use only, but we do like the narration on it, so we'd thought we'd share for a while. The video is the one that we made to show off the basic concept of Maelstrom's Edge to the many third party authors who have written for us. That compilation is currently scheduled for release in February, though we'll likely release at least one story from it for free on here before then.
Today is also the last day of the discounted expansion sprue before we start widely promoting it, so if you are one of our core followers, be sure to grab it before the 22nd!
Posted on Thursday Aug 18, 2016 at 04:00PM in General
Tuesday and Wednesday's free PDF army books are great for building a force and learning the rules, but when it comes to playing the game, nothing beats having a handy reference sheet nearby.
We've updated our reference sheets to include all the latest units, weapons and rules for both the Karists and Epirians. Now you can download them right here:
We look forward to hearing how the Karist Praetorians fare in battle against a fully equipped Epirian Contractor Suppression Team!