The Comm Guild Maelstrom's Edge

Entries tagged [v2]

Maelstrom's Edge V2 Rules - Getting up close and personal!


Posted on Thursday May 16, 2019 at 01:11AM in Gaming


We're hard at work on a second edition rulebook for Maelstrom's Edge, and over the coming months will be showcasing changes and refinements, and asking for feedback on different directions for the rules. One of the bigger changes we're implementing involves the number of dice rolled by models in Close Quarters attacks.

In the current Maelstrom's Edge rules, unless you have a melee weapon with a specified SHO value, the number of dice you roll for Close Quarters attacks is determined by a neat little formula that uses the model's EVS, MAS and FOR stats. While this provides some nice granularity, and allows for a large model's CQ ability to be reduced as it takes damage, it's also a little awkward to calculate on the fly. As a result, it's the one thing in the V1 rules that, going by player feedback, is almost universally disliked by players. We've taken that feedback on board for V2, and will be changing model statlines to include a shiny, new Close Quarters Attacks (CQA) characteristic!





This entirely replaces the current formula - No more algebra in the middle of the game, you just look at the CQA stat, and roll that many dice! This does mean that large models no longer lose shots as they are wounded, but this will be accounted for elsewhere, with their ability to use multiple weapons being affected instead.

You can join in on the discussion of the new rules, and download a copy of the current draft rules for V2, in the development thread on the DakkaDakka forums here. You can also post any feedback in the Comm Guild Facebook group here.

If you haven't tried Maelstrom's Edge yet, and don't want to wait for V2, you can download the PDF version of the current Maelstrom's Edge rulebook from the website here!