The Comm Guild Maelstrom's Edge

Terrain Spotlight: Broken Settlement, part 1


Posted on Monday Oct 30, 2017 at 05:00pm in Tutorials


- by Iain Wilson

With the release of the Broken adding a long-awaited third faction to the Maelstrom's Edge universe, it seemed fitting to take a break from tinkering with the shiny new models to add some appropriate terrain to the table. So this week, I broke out some gift boxes that I had waiting for an opportune moment, grabbed some terrain sprues and got to work!



The core of the first building for my new Broken settlement is a 20cm x 15cm cardboard gift box. The plan was to more or less follow the style of my earlier gift box buildings, but with the addition of some faction-appropriate wear and tear and rough repair work.



I started by cutting out holes in the box for windows and doors, using a sharp hobby knife.



To break up the box shape a little, I cut away one corner of the box, 6cm along each side. Flipped over, this corner piece fits back in place as a recessed balcony.



I cut a hole in one wall of the balcony to add a door, and cut a matching corner off the box lid, which would form the walled roof of the building.



From there, it was time to glue the box onto a square of masonite, and start detailing. To make the building look like it had been through some rough times, I modified the rectangular shutter windows from the terrain sprue. For the first one, I carefully cut out the shutter using a hobby knife, and then glued some aluminium mesh over the front of the window frame.



Rather than making all of the windows the same, I made different modifications to the other windows. On one, I glued some plastic flyscreen and a square of corrugated cardboard over the front of the frame, another had the shutter replaced with a piece of crepe bandage soaked in watered-down PVA glue, and on the last one I cut away just the lowest section of the shutter.



The terrain sprue parts were glued in place with superglue, and then I added some patches cut from thin plasticard and corrugated cardboard to the walls of the building.



The door on the balcony received a blanket in place of the original door with another piece of glue-soaked bandage, and a couple of ladders were used to create a railing. A pipe made from pieces of sprue joined with some plastic tubing and a vent made from a large pipe fitting with some aluminium mesh glued inside finished off the detailing on the back.



The building was still looking a little boxy, so I decided to break up the silhouette a bit more with the addition of a watchtower on the roof. This was constructed from a piece of gift box lid left over from a previous project, and some pieces cut from the ends of the terrain sprue. The ladder was glued in place with another couple of sprue pieces forming the hand grips at the top.





With construction complete, it was time to break out the paint. I started with a base coat of flat grey.





Over that went a thin layer of flat white. I didn't want this to be perfectly smooth and pristine, shining white, so kept the coat thin enough for the grey to show through a little. Once the spray was dry, some weathering was added with a sponge and some Vallejo Neutral Grey.



The metal patches and any other parts that I wanted bare metal were painted with a coat of Vallejo Beasty Brown, and then given a rough coat of P3 Pig Iron.



The base was painted with a coat of Vallejo Neutral Grey, and then a drybrush of Vallejo Light Grey, with some patches of Beasty Brown added to dirty things up a little. A splash of Army Painter Strong Tone over the metal bits and blankets, and a rough coat of Citadel Ultramarines Blue over a couple of the metal patches, and the building was pretty much table-ready.



There is still a little detail work to go, but some of that will wait until I get some more of the settlement completed so that I can match details across the different buildings to tie everything together.







So what's next?

I will be adding a couple of smaller gift box buildings with some varying levels of damage and delapidation, and I have some plans for a large peach tin that was rather conveniently opened the other day. The outsides of the buildings will gain some awnings and banners and the like, and I'll scatter some scrap around to add some flavour (and also some handy cover).



Stay tuned for more!

To build your own stellar refuge settlement, you can pick up the Maelstrom's Edge terrain sprue from the webstore here. As always, feel free to share your creations 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.

'The Broken' Rules - Part 3: Sub-factions of The Broken


Posted on Thursday Oct 26, 2017 at 11:10am in Gaming




Every group of survivors that manage to band together to escape the Maelstrom eventually forms a distinct Broken community with its own goals and moral codes. However, there are some broad classifications of the different Broken societies that they tend to fall within:

  • The Forsaken - The most common type of Broken, these are the general bunch of rag-tag survivors who turn to piracy throughout the Maelstrom's Edge simply as a means to survive. The Forsaken have a strong moral code, and see themselves as better than the rest of the spiral arm that has cast them out, therefore they attack only out of necessity. Of the different Broken sub-factions, the Forsaken tend to have a slightly higher level of technology, as their societies provide a good refuge for outcast Weaponsmiths looking to ply their trade.
  • Jackals - Bands of despots and marauders, who look only to further their own interests in a galaxy gone mad. Believing that might is always right, Jackals will attack anyone and take everything they can manage to steal. Jackals live for the glory of combat, and usually go to war hopped up on a potent cocktail of combat drugs that makes them all but impervious to minor flesh wounds. Sociopaths and criminals filter in from across the spiral arm towards the Maelstrom's Edge in order to join some of the more famous Jackal hordes.
  • Spiral Arm Revolutionary Army - The SARA are Broken who have banded together to overthrow those they see as corrupt regimes and corporations who have failed the common man by leaving billions behind to die by the Maelstrom. SARA is more regimented and militaristic than other Broken societies, usually founded by former military who rebelled and fled when they discovered that their government didn't actually have any plans to save them from the Maelstrom. Despite being labeled as terrorists, SARA cells receive funding and equipment from secret benefactors sympathetic to their cause. SARA regularly utilizes counterinsurgency and propaganda as weapons, and like the Jackals, they get a steady stream of recruits from throughout the spiral arm who believe that humanity should be doing more to save itself from the plight of the Maelstrom.

So how will these sub-factions actually work in the game? You'll essentially choose which sub-faction you're fielding based on which command unit(s) you decide to take in your force. So if you chose to take Forsaken command units, then you'd have a Forsaken force and you wouldn't be able to include any Jackal or SARA command units as part of the same force. Naturally, dependent on which sub-faction you use, you'll get different abilities and bonuses for your units. But beyond the command units that are dedicated to a particular sub-faction, all of the other Broken units we make will be playable in any type of Broken force.

As you may have already pieced together, so far we've only released rules for the Forsaken sub-faction, in the form of the Forsaken Chieftain. More than the other Broken sub-factions, the tactics of the Forsaken rely on cunning and misdirection to win the day, and the two unique abilities the Chieftain has, highlight this. First, let's take a look at 'Booby Traps':
During its main action, this model may expend one of its allocated command points to trigger a booby trap, up to a maximum of (X) times per turn. When a booby trap is triggered, select an enemy unit which is both taking cover and visible to the model triggering it. That unit gains D3+1 STs. A single enemy unit cannot be affected by more than one booby trap per turn.
This ability is great because it can be used exactly when and where it will be most helpful to you. Got an enemy unit that is teetering on the edge of being shell-shocked? Hit them with a booby trap. Got an enemy unit that's got absolutely no suppression on it? Nail them with a booby trap to at least force them to take a discipline check when activating. Sure, it costs a command point to trigger a booby trap, but its the kind of ability that can change the course of a battle when used smartly.

The other ability the Chieftain has is 'Shadow Master':
For each model with this ability, one additional friendly unit can utilize the Shadow StrIke ability in each end phase (instead of just 1 unit) and during deployment, an additional friendly unit in reserve can be declared as arriving via Shadow Strike (instead of just 1 unit). In addition, a friendly unit within 18” of a model with this ability automatically passes its shadow strike discipline check, unless the unit is shell-shocked.
This really is the defining ability of the Forsaken, as it allows them to utilize Shadow Strike on multiple units per turn. So if you have 2 Chieftains in your force, that means you could use Shadow Strike on 3 of your units per turn. That opens up all kinds of tactical options unavailable to other factions, such as being able to suddenly put several of your units right into the enemy's vulnerable rear arcs, or to redeploy several of your units onto objective markers that are on the far side of the table.

The last piece of the Forsaken puzzle is their faction objective 'Now You See Me':
Partial: (each end phase) This turn, if at least one of your units was put into reserve via shadow strike and the now you don’t ability was not utilized at all, gain 1 VP.
Full: (end of game) If at least one of your models on the table has the Forsaken designator, gain all of this objective’s remaining VPs.
Now You Don’t: Once per turn, when you remove one of your units from the table via shadow strike, you may either immediately remove 3D3 STs from it, or return 1 model back to the unit that had previously been removed as a casualty.
This objective at its base level just rewards a Forsaken force with Victory Points for using Shadow Strike on at least 1 of its units per turn. But if you don't really need to gain a Victory Point on a particular turn, you can instead cash that Victory Point in for two really amazing options: either removing 3D3 suppression from a unit, or returning a model killed previously in the battle back into the unit. So say your opponent has spent the entire turn pounding on one of your key units, building up a ton of suppression on it. In the end phase of that turn, if the unit is within 18" of a Chieftain, you can automatically remove it from the table (without having to take a discipline check thanks to the Chieftain's Shadow Master ability), get rid of 3D3 suppression and then next turn you'll be able to put that unit back anywhere on the table that is in cover and more than 12" from the enemy...not too shabby!

When the time comes for us to release Jackal and SARA command units, we'll talk more about how those forces from those sub-factions will fight. Until then, if the imagery/theme of the Jackals/SARA sub-faction appeals to you right off the bat, you should feel free to paint/convert your models into those themes, as all you'll need to do to change your force from one sub-faction to another is to take a different command unit.

Modeling Spotlight: Easy Broken Rabble Conversions


Posted on Monday Oct 23, 2017 at 05:00pm in Tutorials


- by Iain Wilson

The new, plastic Broken Infantry kit has been out for a few weeks now, and I've been having a ball exploring the modeling options available from these sprues. With build articles now up showing how to put together your Chieftains, Rabble squads (which also serves for the Fire Support unit) and Assault units, it seemed like a good time to look at some easy ways to customise your Broken models a little.



Let's kick things off with guns. Broken have a lot of different weapons, and they're all cobbled together from whatever parts they can scrounge. You can accentuate this a little by swapping grips between the different weapons. Below I have swapped the Chem Pistol grip out in favour or the firing grip from a Beam Blastgun, given a Slug Pistol the pistol grip from a Beam Pistol, and replaced the curved handle on the Chem Launcher with the back half of a Slug Rifle.





With Broken forces being made up of refugees from all walks of life, and equipped with whatever gear they can beg, borrow or steal, the other Maelstrom's Edge plastic kits are a great resource for personalising your forces. A trimmed down Karist Trooper shoulder pad is a great way to single out your unit Bosses from their otherwise equally-scruffy charges.



Karist Trooper and Epirian Contractor arms and heads can also be used to add some extra variety when scattered through with the Broken parts. The necks may be a little tight on some of the Broken torsos, but you can shave them down with a sharp hobby knife or a modeling file to make them fit.



The model on the left below also has Contractor legs. The Broken torsos and legs have multiple belts and straps, but the thicker belt on the Contractor leg pieces can make this look a little strange and results in the model being very tall, so in this case I have removed the belt from the bottom of the torso with a sharp knife before attaching to the legs.



To venture a little out of the box, the below Chieftain model has been given a melee weapon (just for show) made from a cut-down EMP Harpoon with a blade from a knife taken from the Faction Expansion Sprue.



A gunslinger Chieftain can be made using the pistol arms from the Epirian Bot Handler sprue. You can cut the pistols off just above the tops of the hands and attach Broken weapons instead, but in this case I liked the look of the Epirian pistols so left them there, where they will probably sub as Slug Pistols for now. I also added a long coat and lifted the collar with 'green stuff' putty.



Last, but not least, the more speed-happy Broken may want a better way across the battlefield than walking like everyone else, and what better way to travel than a custom-made skyboard?



The board was made from a strip of plasticard, with some leftover turbines from Epirian Firefly Drones added onto the sides. Obviously, there are no rules for these, but the idea was too much fun to not put it together, so I'm planning to put together a unit of these guys and work up some homebrew rules for them. Watch this space!

To get to work on your own Rabble horde, you can find the Broken Infanty kit in single, double or triple packs in the Maelstrom's Edge webstore here, along with the rest of the Maelstrom's Edge plastic model range. As always, feel free to share your creations 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.

Assembly Guide - Broken Forsaken Chieftains & Unit Bosses


Posted on Monday Oct 16, 2017 at 05:00pm in Tutorials


Assembling Broken Forsaken Chieftains & Unit Bosses




Note: The bulk of this article is the same as for the Broken Rabble Assembly Guide and the Broken Rabble Assault Unit Guide, as the only real difference between the different units model-wise is the choice of weapons. So if you have already worked through those, this guide will look rather familiar and you may want to just skip down to the part with the weapons.

This guide will cover assembling Forsaken Chieftain and Boss models with the various pistol options from the infantry sprue. The two-handed weapon options are all covered in the Rabble and Rabble Assault unit articles linked above. You can also use this guide for assembling standard Assault Unit models with pistols.

General Notes


Polystyrene cement - only use superglue if you want to go insane! All of our models are designed to be assembled with polystyrene cement as it gives some time to re-pose while gluing, fuses the models together and prevents brittle joins like other glues do. Make sure you have polystyrene cement in your toolkit before you begin!

We want you to experiment! We've broken our models up into lots of parts and given a fair few spare parts so that you can push yourself out of your comfort zone, learn new skills and create some really unique models. We've tried to price things so that it won't break the bank if you make a mistake, so please cut stuff up and have some fun. Start simple with a slice here and a re-pose there, and watch your confidence and skills increase until you are a master modeler!

Basing - Always make sure you glue your model to its base with an eye on the arc markers on the sides of the base. The arc marker indents should be at the halfway point between the front and back of the model to show the front and back halves of the model when gaming. See the Maelstrom's Edge rulebook for more detailed notes on this.

Dry fit before gluing! - There are lots of pose options possible, but that means there is also the freedom to screw up and make some bad poses! Sticking the parts together and seeing how things look will usually lead to a model that is fairly static and repetitive. You should consider knee, hip, torso, and arm positions when gluing and ensure that you have a pose in mind before you start gluing things together. If in doubt or insecure about your talents in the posing area, we recommend you try to copy the poses from some of our studio models found here in the gallery.

Broken Forsaken Chieftain & Unit Boss Assembly Notes


Six Broken models can be made from one set of the Broken Infantry sprues:








Assembly is fairly straightforward, with everything fitting together where you would expect. There are six different torsos, each with a unique front and back.



You can save yourself some aggravation if you keep the matching parts together when you cut them off the sprue. If they do get mixed up it will help that the fittings are different on each pair, so each front and back will only go together with its correct partner.



The twelve different sets of legs give you a whole slew of options for posing, as with one exception any of the torsos will work with any of the legs. The exception is torso 3 (parts 3B and 3F) which has pouches hanging from the belt. This torso fits with the legs labelled 3LEG and 6LEG, and slightly less flush with 3LEGB, although the pouches hide any slight gap you wind up with on that last set. You can also make this torso fit with some of the other legs if you trim up the bottom of some of the pouches a little.



With the torsos glued in place, you might notice that there is a reasonable amount of height variation between the models, which makes for a much more ragtag look to the unit than the usual identically-sized military units.

As with the torso/leg pairing, most of the huge range of heads on the sprues will work with any of the torsos. Torso 2 (2B and 2F) has a rolled cloak across the shoulders and torso 3 (3B and 3F) has a high collar, both of which may get in the way for heads 3H, 4H, 6H, 6HB and AH11.



With the massive range of arms available to choose from, a little experimenting may be required to get just the look you want. Because of the different grips and sizes of the various weapons, some weapon hands have a more open grip and others are more closed, so this needs to be kept in mind when fitting them onto your models. Models with two pistols can have the second pistol hanging from their belt or backpack, or in a resting pose using one of the various open hands. Open left hands can also be used to hold grenades.

The Slug Pistol needs a fairly open grip, as it has a fairly chunky handle on it. It works best with arms 1RC, 3RA, 4RC, 5RB, and 6RC.



You can also create a resting pose with it using one of the open left hands and balancing the pistol on the model's hip.



The Chem Pistol works with a more closed right hand, as the handgrip is a little thinner than on the slug pistol.





The Beam Pistol also works best with a more closed right hand, but work best with hands 3RA, 4RE, 5RB, 6RA or 6RE.






For some more ideas for building your Broken models or to share your own creations, head on over to the Comm Guild Facebook page.

You can pick up the Broken Infantry Pack, and the rest of the Maelstrom's Edge miniature 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 article roundup here.

'The Broken' Rules - Part 2: Fighting with The Broken


Posted on Thursday Oct 12, 2017 at 02:00pm in Gaming




For those who love our new Broken Rabble models but are curious as to how the faction performs on the tabletop, have no fear, we've got some answers for you today. The first thing you have to know is that the Broken individually aren't very good at all. They're the 'common man' of the spiral arm, and therefore they have terrible skill, terrible armor and a terrible willpower characteristic. But have heart! The Broken's true power lies in their sheer strength of numbers. There's a whole lot more Broken with nothing left to lose stranded near the Maelstrom's Edge then the troops from all the other factions put together! The Broken draw tremendous strength from the fact that they greatly outnumber their foes, and as a Broken player, you will definitely outnumber your opponent. Not only do basic Broken units cost the fewest points in the game by a pretty wide margin, but they also tend to have a maximum size of 6 models (while most other factions are limited to squads of 5 or less models). You'll probably want to go with the maximum number of models in each of your units, because the Broken's poor Skill characteristic means they miss with a lot of their shooting, so the more models you have firing, the more chance you'll be able to score some quality hits on the enemy. The other reason you'll want to max out your squad size is because of a little force-wide ability the Broken have called 'Mob Mentality':

MOB MENTALITY: This model’s WP characteristic is equal to the total number of models in the unit that share this ability, unless that number is lower than the model’s actual WP characteristic value. Models with the Mob Mentality ability have an asterisk listed with their WP characteristic value as a reminder of this ability.
This ability makes full-sized Broken units into some of the most reliable units in the entire game, especially when you join a character to them, making a 7-man strong unit...it takes 21 suppression tokens on such a unit to shell shock it and guarantee that it will have to retreat! Of course as an opponent of the Broken, don't fret about this too much, because the Broken are some of the easiest models to kill in the game, meaning it doesn't take too much work to whittle down that 7-man unit to a much more manageable size.

The Broken know that their technology and weaponry can't normally match that of the other factions they fight against, so they are willing to modify their weapons to dangerous levels to put themselves on more of an even playing field. When looking across the characteristics of Broken weapons, at first glance it might seem like they are as good, if not better, than those fielded by other factions, and in many cases they are! But this potency comes with a price, and that's the 'Unstable' ability:

UNSTABLE: When a ‘1’ is rolled to hit with this attack, place a number of STs onto the firing unit equal to the current DAM value of the attack.
Pretty much all of the really good weapons the Broken have are Unstable. While this ability doesn't actually kill Broken models, it can quickly start tacking tons of suppression onto Broken firing units. All this extra suppression is all well and fine while your units are at their maximum size, but as soon as the enemy starts killing a few of your models, the suppression generated by your own weapons will start to haunt you. So deciding whether or not to equip your Broken units with Unstable weapons plays a huge part in how your force will behave on the table. If you're a gambler, then pack in the Unstable weapons and hope to obliterate your foes before you drown in your own suppression!

The Broken know they cannot win in a straight-up fight against the other factions in the spiral arm, and so they have developed a method of fighting that relies on darting into and out of the shadows, confounding and frustrating their foes. This is represented by a faction-wide ability known as 'Shadow Strike':

SHADOW STRIKE In the end phase of each turn, before calculating VPs, a Broken player may select a single friendly infantry unit that is at least 12” away from the enemy and has every single one of its models in cover (from every enemy unit). The selected unit takes a shadow strike discipline check. If the check is successful, the unit is removed from the table and is put into reserve, keeping any STs it has.

In any future turn, a unit that was put into reserve via the Shadow Strike ability can either elect to arrive normally, or may instead deploy via the Shadow Strike main action. The Shadow Strike action allows the unit to be placed anywhere on the table that is both entirely in cover and at least 12” away from the enemy, and then, after being placed this way, the unit may fire a single round of wild shooting. A unit that is placed on the table via the Shadow Strike action counts as having moved.

When putting a Broken infantry unit into reserve before the game, its owning player may declare that the unit will arrive during the game via the Shadow Strike main action described above. Only a single Broken unit per side (including a joined character) may start the game this way.
As you can see, this ability really gives the Broken a huge advantage of being able to put a unit pretty much anywhere on the table each turn (as long as the unit is put into cover). Of course, a unit that is placed onto the table via Shadow Strike is only able to fire wildly that turn (meaning they only hit on rolls of '6'), so you do sacrifice most of the unit's firepower to get this benefit, but its generally worth it to be able to control the table and capture objective markers when and where you need to. On top of that, the abilities of a Forsaken Chieftain make Shadow Strike even better, but we'll talk more about that in the next installment, where we'll be looking a bit closer at the different sub-factions of the Broken, including the Forsaken Chieftain.

Assembly Guide - Broken Rabble Assault Unit


Posted on Monday Oct 09, 2017 at 05:00pm in Tutorials


Assembling Broken Rabble Assault Units




Note: The bulk of this article is the same as for the Broken Rabble Assembly Guide here, as the only real difference between the different units model-wise is the choice of weapons. So if you have already worked through that one, this guide will look rather familiar and you may want to just skip down to the part with the weapons.

This guide will cover assembling Assault models with the various two-handed weapons. The pistol options will all be covered in the upcoming Chieftain/Boss article very soon.

General Notes


Polystyrene cement - only use superglue if you want to go insane! All of our models are designed to be assembled with polystyrene cement as it gives some time to re-pose while gluing, fuses the models together and prevents brittle joins like other glues do. Make sure you have polystyrene cement in your toolkit before you begin!

We want you to experiment! We've broken our models up into lots of parts and given a fair few spare parts so that you can push yourself out of your comfort zone, learn new skills and create some really unique models. We've tried to price things so that it won't break the bank if you make a mistake, so please cut stuff up and have some fun. Start simple with a slice here and a re-pose there, and watch your confidence and skills increase until you are a master modeler!

Basing - Always make sure you glue your model to its base with an eye on the arc markers on the sides of the base. The arc marker indents should be at the halfway point between the front and back of the model to show the front and back halves of the model when gaming. See the Maelstrom's Edge rulebook for more detailed notes on this.

Dry fit before gluing! - There are lots of pose options possible, but that means there is also the freedom to screw up and make some bad poses! Sticking the parts together and seeing how things look will usually lead to a model that is fairly static and repetitive. You should consider knee, hip, torso, and arm positions when gluing and ensure that you have a pose in mind before you start gluing things together. If in doubt or insecure about your talents in the posing area, we recommend you try to copy the poses from some of our studio models found here in the gallery.

Rabble Assault Unit Assembly Notes


Six Broken models can be made from one set of the Broken Infantry sprues:








Assembly is fairly straightforward, with everything fitting together where you would expect. There are six different torsos, each with a unique front and back.



You can save yourself some aggravation if you keep the matching parts together when you cut them off the sprue. If they do get mixed up it will help that the fittings are different on each pair, so each front and back will only go together with its correct partner.



The twelve different sets of legs give you a whole slew of options for posing, as with one exception any of the torsos will work with any of the legs. The exception is torso 3 (parts 3B and 3F) which has pouches hanging from the belt. This torso fits with the legs labelled 3LEG and 6LEG, and slightly less flush with 3LEGB, although the pouches hide any slight gap you wind up with on that last set. You can also make this torso fit with some of the other legs if you trim up the bottom of some of the pouches a little.



With the torsos glued in place, you might notice that there is a reasonable amount of height variation between the models, which makes for a much more ragtag look to the unit than the usual identically-sized military units.

As with the torso/leg pairing, most of the huge range of heads on the sprues will work with any of the torsos. Torso 2 (2B and 2F) has a rolled cloak across the shoulders and torso 3 (3B and 3F) has a high collar, both of which may get in the way for heads 3H, 4H, 6H, 6HB and AH11.



With the massive range of arms available to choose from, a little experimenting may be required to get just the look you want. Because of the different grips and sizes of the various weapons, some weapon hands have a more open grip and others are more closed, so this needs to be kept in mind when fitting them onto your models. In some cases the 'matching' left arm will work, but for some weapon/arm combinations you may want to tack the right arm and weapon together and then find a left arm that fits best.

The signature weapon of the Rabble Assault unit is the Beam Blastgun. It works best with a more closed right hand, as do the Torch and the Massive Torch.







The Chem Launcher and Glue Carbine work with a more open right hand, but work best with hands 1RC, 3RA, 4RC, 5RB or 6RC.





The EMP Harpoon can use a more closed hand to latch onto its rear grip, or you can use an open hand for a more relaxed grip.



Likewise, the Glue Rifle can potentially work with either grip style. It's such an unusually-shaped weapon, and can work held a few different ways, so have a play with it and see what you like best!




For some more ideas for building your Broken models or to share your own creations, head on over to the Comm Guild Facebook page.

You can pick up the Broken Infantry Pack, and the rest of the Maelstrom's Edge miniature 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 article roundup here.

'The Broken' Rules - Part 1: What Else is Coming?


Posted on Friday Oct 06, 2017 at 11:43am in Gaming



If you haven't checked out the rules for our new Broken units yet, you can find them here. There's both unit cards and also a summary PDF that contains all the necessary info regarding the Broken's weapons, abilities and equipment.

The Broken represent a departure from how our previous two factions, the Epirian Foundation and the Karist Enclave, were developed. In the case of those two, upfront we had a solid road map of all of the units that were going to be included in the starter set, so we knew there was enough unit variety right out of the gate for a player to comfortably field an entire force. However, for the Broken, it become apparent that the basic Rabble infantry kit was going to be finished before any other models in the range, so the question then became: Do we sit on this infantry kit for several months in order to build up enough different types of Broken units to have more of a 'full faction' release, or do we instead release the kit as soon as we can, and just fill in the rest of the range as other models are finished being designed/sculpted? Once we saw how amazing the Broken Rabble kit turned out in its final form, the choice was easy. We knew both Maelstrom Edge players and general miniature game hobbyists everywhere were going to love it, so it just didn't make sense to hold its release back. Because of that, the Broken faction will continually evolve bit by bit, as we're able to add more models to the range. The good thing is that we're finally at a point where you'll be seeing much more regular model releases from us (the current target is once per month), which means that if you're a budding Broken player, you won't be waiting forever to get new reinforcements.

The next question we had to answer was: should we release rules for all the Broken units we plan on making in the future (even if there won't be models finished for those units for a while), or should we instead just put out rules piecemeal as we release new models? There are positive and negative aspects with either path, but ultimately the decision came down to the fact that the rules/options for a unit often need to be tweaked based upon how the sculptor turns out the final model(s), including how many optional bits they are able to fit onto the sprue. For example, if we were to put out rules for every Broken unit we plan to make in the future, invariably talented hobbyists would convert some of their existing models to create these 'future' units. But when the final production versions of those models are eventually finished, it might turn out that we needed to change the unit's rules and/or eliminate some equipment choices, thereby leaving those who took the time to make their own versions suddenly out in the cold. We ultimately decided to just release rules for the units that we currently have available, and we're exploring new ways to make publishing these rules both easy and convenient. We've just gotten an online unit card system up and running on our website, and we're pushing to get to a full force creation system integrated into this as well. Once we have a solid collection of Broken units available, we will be looking at avenues to create/publish a full faction book for the Broken, but for the time being, any rules we publish online are considered 'playtest' rules, and we absolutely welcome any feedback you guys might have. You can leave this feedback either in the Maelstrom's Edge forum on Dakka, or you can email us directly at rules-AT-spiralarmstudios-DOT-com.

One of the great things about the Broken is that the faction centres around a core of 'common man' infantry rabble units, that all pull from the same model kit. It's one of the big reasons that we made sure to include so many different options in the Rabble kit, because we knew that every Broken force will have quite a few Rabble units, and we wanted to make sure they all could be made to look quite different from each other. This one kit alone can be used to make 3 different types of Broken Rabble unit:

  • The basic Broken Rabble unit - used to fill out the Core unit selections of your force.
  • Rabble Assault - the close range specialist units, featuring more deadly short-ranged weaponry.
  • Rabble Fire Support - able to take lots of the longer ranged specialized weaponry.
Between just those 3 unit types, there's plenty of room for you to field a force designed to your particular tastes. What's even better, is that the Broken make use of a lot of aliens within their ranks. Yes, the Broken Rabble kit is filled with all kinds of xeno models, but these are all so close to human physiology that they don't have any special abilities associated with them. But coming soon, the Broken will start to get reinforcements in the form of really crazy 'Exotic Xenos', that, in some cases, can be added right into your existing Rabble units to totally change the way the unit is able to fight! Other Exotic Xenos are giant brutes (you might have spotted some of them in some of our artwork) that form a unit all to themselves, adding different tactical options for the way the entire Broken force fights.

For those of you chomping at the bit to give the Broken a test drive right now might be wondering about Command units for the Broken (because you need at least one Command unit to field a legal force). To fill that void, we've released temporary rules for the Forsaken Chieftain, which you can build using any model in the Broken Rabble kit. We have plans to release actual Forsaken Chieftain models in the future that will be equipped with new and different gear/weapon options, but if you take the time to convert a Chieftain out of your Rabble kit right now, you can rest assured that any weapon options you pick will remain part of its final rules.

Thanks for reading, and in the next instalment we'll be looking at how the Broken actually fare on the table!

We'd also like to take a moment to point out the next video in our Video Rulebook series is now up on youtube and we'll be continuing to add these videos until the entire rulebook is covered, making it much easier to learn to play Maelstrom's Edge.

Assembly Guide - Broken Rabble


Posted on Monday Oct 02, 2017 at 05:00pm in Tutorials


Assembling Broken Rabble Units



General Notes


Polystyrene cement - only use superglue if you want to go insane! All of our models are designed to be assembled with polystyrene cement as it gives some time to re-pose while gluing, fuses the models together and prevents brittle joins like other glues do. Make sure you have polystyrene cement in your toolkit before you begin!

We want you to experiment! We've broken our models up into lots of parts and given a fair few spare parts so that you can push yourself out of your comfort zone, learn new skills and create some really unique models. We've tried to price things so that it won't break the bank if you make a mistake, so please cut stuff up and have some fun. Start simple with a slice here and a re-pose there, and watch your confidence and skills increase until you are a master modeler!

Basing - Always make sure you glue your model to its base with an eye on the arc markers on the sides of the base. The arc marker indents should be at the halfway point between the front and back of the model to show the front and back halves of the model when gaming. See the Maelstrom's Edge rulebook for more detailed notes on this.

Dry fit before gluing! - There are lots of pose options possible, but that means there is also the freedom to screw up and make some bad poses! Sticking the parts together and seeing how things look will usually lead to a model that is fairly static and repetitive. You should consider knee, hip, torso, and arm positions when gluing and ensure that you have a pose in mind before you start gluing things together. If in doubt or insecure about your talents in the posing area, we recommend you try to copy the poses from some of our studio models found here in the gallery.

Broken Rabble Assembly Notes


Six Broken models can be made from one set of the Broken Infantry sprues:








Assembly is fairly straightforward, with everything fitting together where you would expect. There are six different torsos, each with a unique front and back.



You can save yourself some aggravation if you keep the matching parts together when you cut them off the sprue. If they do get mixed up it will help that the fittings are different on each pair, so each front and back will only go together with its correct partner.



The twelve different sets of legs give you a whole slew of options for posing, as with one exception any of the torsos will work with any of the legs. The exception is torso 3 (parts 3B and 3F) which has pouches hanging from the belt. This torso fits with the legs labelled 3LEG and 6LEG, and slightly less flush with 3LEGB, although the pouches hide any slight gap you wind up with on that last set. You can also make this torso fit with some of the other legs if you trim up the bottom of some of the pouches a little.



With the torsos glued in place, you might notice that there is a reasonable amount of height variation between the models, which makes for a much more ragtag look to the unit than the usual identically-sized military units.

As with the torso/leg pairing, most of the huge range of heads on the sprues will work with any of the torsos. Torso 2 (2B and 2F) has a rolled cloak across the shoulders and torso 3 (3B and 3F) has a high collar, both of which may get in the way for heads 3H, 4H, 6H, 6HB and AH11.



With the massive range of arms available to choose from, a little experimenting may be required to get just the look you want. Because of the different grips and sizes of the various weapons, some weapon hands have a more open grip and others are more closed, so this needs to be kept in mind when fitting them onto your models. In some cases the 'matching' left arm will work, but for some weapon/arm combinations you may want to tack the right arm and weapon together and then find a left arm that fits best.

The Slug Rifle is the basic weapon of Broken Rabble units. It works best with a more open right hand, as does the Chem Launcher.





The Auto Slugger and Glue Carbine also work with a more open right hand, but work best with hands 1RC, 3RA, 4RC, 5RB or 6RC.





The Longbeam Rifle and EMP Harpoon can use a more closed hand to latch onto their rear grips, or you can use an open hand for a more relaxed grip.





Likewise, the Glue Rifle can potentially work with either grip style. It's such an unusually-shaped weapon, and can work held a few different ways, so have a play with it and see what you like best!




For some more ideas for building your Broken models or to share your own creations, head on over to the Comm Guild Facebook page.

You can pick up the Broken Infantry Pack, and the rest of the Maelstrom's Edge miniature 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 article roundup here.

The Broken - Plastic Ragtag Civilian Models Now Available!


Posted on Friday Sep 29, 2017 at 12:00pm in The Broken


We are proud to announce that the third Maelstrom's Edge faction has now launched, with a range of plastic models. We present to you... The Broken!

From the factories and the slums, the mining complexes and the farms of the galaxy come the Broken, a growing movement of citizenry angered by the lack of opportunity to escape the Maelstrom. They are a diverse mix of workers, aliens, and rogues left on doomed worlds by the ruling parties.

These survivors take matters into their own hands after being left behind. They pool their resources and knowledge in a communal effort to escape the Edge. Derelict ships are repaired. Affluent people’s ships are stolen. Government ships are commandeered. Any ship available is pressed into service for the Broken. They are a group unlike any ever seen in the galaxy. Fear, hate, anger, need fused them, these abandoned people, into an unstoppable force with one goal - escape the Edge. The Broken is a term used to unify all such desperate people across the Edge. Their motivation, methods, and sanity vary wildly from fervent revolutionaries to callous pirates to the few who have stared into the maw of the Maelstrom only to come away unhinged.

The Broken are available for purchase now at the Maelstrom's Edge webstore. You can also check out the unit cards and faction rules at our brand new online force listing section.

Half a dozen models can be built from a single set of sprues, with enough options for all of your sci-fi civilian modeling desires to be fulfilled. Suitable as proxy models, conversion fodder, and part swaps for other ranges, there are plenty of uses beyond Maelstrom's Edge, so those spare parts you have left over when building a Broken force will have plenty of uses.

The kit is extremely versatile, with every arm, torso, legs and head a distinct part and combination. No hands are built in to the weapons so they are easily switchable with other models, and the entire kit is almost fully parts compatible with our Karist and Epirian lines, allowing for rogue Karist and Epirian forces to represented, as well as converts and captured equipment.

The kit also has unprecedented diversity for a plastic sci-fi civilian range, featuring plenty of female heads and gender agnostic heads, as well as large mixture of alien heads with variant poses to ensure you can build a force themed around a specific alien type if you so desire.

Keep your eyes on this website for assembly instructions and more articles featuring The Broken in the near future.

We are also pleased to report that this release kicks off the start of our increased release schedule, with a release planned every month. Make sure you follow us on facebook to see all of our releases as they are revealed!

The Broken Infantry Sprues


Posted on Tuesday Sep 26, 2017 at 09:00am in Models


Only 4 days until the first models from our new faction - The Broken - are available for purchase!

We'll be sharing more information each day until release, starting with the most important of all - detailed pictures of the sprues!

A common question we've had so far is just how many sprues are needed for each unit to be built? Additionally, how many sprues will be needed for a full force of Broken?

As you can see above, six models can be made with a huge array of options from each set of sprues. Units will be made up of 4-6 models each, with 1 HQ model as well, so a single set of sprues can make up a full squad of 6, with most options. Three sets of sprues will be enough to make full squads of all three unit types. Going with two 6 man squads and one 5 man squad will also allow an HQ model to be built, giving a full complement. The Broken are made up of inexperienced and easily available forces so have a very low points cost compared to some of our factions, so while 3 squads will cover all basic options, if you want to build a full force (100-150 points), you'll be doing some careful list building first!

Painting Tutorial: Hazard Stripes


Posted on Monday Sep 25, 2017 at 05:00pm in Tutorials


- by Iain Wilson

Battlefields are a dangerous place, but that's no reason not to follow reasonable occupational health and safety protocols. So here's a quick and easy tutorial for painting hazard stripes on your terrain, to make sure that your settlement's managing body doesn't find themselves with unexpected compensation claims on top of their post-battle repair bills!



Start by marking out the area that you want to draw attention to with a ruler and a fine line black pen - I'm using a Staedtler 0.05 'Pigment Liner' here.



You can use a ruler to mark out the width that you want for the striped area, but I find it quicker and easier to just grab an appropriately-sized strip of plasticard or (as shown here) a spare support strut from the Maelstrom's Edge terrain sprue and use it as a guide.



Once you have marked out the area to be striped, it's time to start adding in the lines for the striping itself. I generally use something around about a 45-degree angle, but the precise angle doesn't really matter. Place your guide strip where you want the first stripe (I started at the corner here, because it seemed like the obvious place) and draw a line either side of the strip. If you're working to the right, move the strip to line up the left hand edge with the right hand stripe, and draw a new line along the right of the strip. Repeat all the way along.



If your hazardous area has corners, there are a couple of ways to approach them. The easiest way is to just run your stripes past the corner, so that the angle of the stripes reverses around the corner.



Once you're all marked out, it's a good idea to either set the piece aside for a couple of hours to let the pigment from the pen set properly, or hit it with a coat of fixative spray (which you should be able to get in the sealer section of any decent craft store) to avoid it smudging. Then it's time to fill in every second stripe with yellow. Here, I've used a basecoat of Iyanden Darksun followed by a coat of P3 Cygnus Yellow. It doesn't matter if it's a little patchy, unless you're going for a new and pristine look to your terrain.



The above shows how the stripes 'flip' when they go around the corner. Alternatively, you can run the stripes to the corner, and then start another run of stripes in the new direction. This can be fiddly for odd angles, but works fairly well for 90-degree corners.



It's also worth mentioning that if you are worried about painting neatly in the lines, you can minimise the need to do so a little by painting the whole area yellow before marking the stripes in. That way, you only have to be neat with the black, which is a little more forgiving since messy bits that run over the lines can just be turned into weathering anyway.



Extra tip - If your striped area runs up to a wall, cutting the end of your template strip at an angle lets you get it



Next, fill in the 'black' areas. I prefer to use a dark grey rather than a black, as it looks a little more natural. Here, I'm using Vallejo Heavy Charcoal, from their Game Colour 'Extra Opaque' range.



If you're in a hurry, you can leave it there and it will look quite presentable. Or carry on for a little more detail...

Add some chips and scratches with your pen, wherever seems appropriate. This is a great way to conceal any spots where your paint wasn't completely inside the lines, and also adds some extra detail to the finished piece.



Then highlight the edges of the hazard stripes and the scratches with lighter yellow and grey - I just mix a little white into whichever yellow I used for the stripes, and some Vallejo Basalt Grey for the 'black' sections. I have also used some Vallejo Light Grey to highlight the scratches on the surrounding cement area.



You can 'fade' the stripes, to give them a more worn appearance, by drybrushing with a little of the same colour as the area around them. My cement on this piece is Vallejo Basalt Grey drybrushed with Light Grey, so I've drybrushed over the stripes with some more light grey. The heavier you go with the drybrush, the more faded the end result.



Finally, a bit of brown drybrushed into the middle of the yellow stripes gives them some more depth, with some more brown (Vallejo Beasty Brown here) drybrushed around to dirty things up.



And that's about it. Go forth and hazard up your terrain wherever seems appropriate.



Gateways, energy fences, holes, hatchways, heat vents, and anything else that could conceivably crush, spindle or make your day unpleasant is a good candidate for some serious warning stripes.



To build your own hazardous terrain, you can pick up the Maelstrom's Edge terrain sprue from the webstore here. As always, feel free to share your creations 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.

Painting Tutorial: Heat Stress


Posted on Monday Sep 18, 2017 at 05:00pm in Tutorials


- by Iain Wilson

If you're tired of painting your weapon barrels silver and calling the job a good'un, this week's tutorial is for you! Here, we're going to run through how to paint a heat stress effect using Army Painter inks, perfect for Clingfire sprayers or Maglock Chainguns to make them really pop on your models.



Start with a basecoat of metal. Here, I've used P3 Pig Iron, equivalent to Citadel Leadbelcher (Boltgun Metal, for the old-timers).



Paint the part that you want to be heatstressed with gold. I've used Coat D'arms Bright Gold here, but any gold will do.



Next, leaving a thin strip of gold at the end furthest from the weapon muzzle, paint the gold area with several thin coats of Army Painter Red Tone. Avoid trying to rush it by slopping the coats on too heavy, as that can cause the colour to go all blotchy. Keep the coats thin and let them dry thoroughly in between (which doesn't take long if you're keeping them thin!), and start each coat just a little bit further away from the start of the gold section, so that you build a natural transition from the gold to the red. Don't be concerned if the first coat or two doesn't look like it's actually doing much - it's a cumulative effect and the colour will build up as you keep going over it.







(in case you're wondering, we're doing this with inks rather than normal paints because the ink lets the metallic sheen show through.)

Once you have built up the red to a level you're happy with, switch to Purple Tone. Leave a section of red, and then build up a few layers of purple, starting each layer a little closer to the muzzle of the weapon to build up the transition from red to purple. As before, use thin coats and let each one dry thoroughly before starting the next.





You can also stretch it out a little on longer barrels by using some Blue Tone in between the red and the purple, to give a more gradual transition from red to lighter bluish-purple to darker purple.

Finally, paint the muzzle of the weapon black. Thin the paint a little and work it back into the purple slightly, giving a sooty appearance to the muzzle area.



If you like your weapons looking a little cleaner, you can leave off that last step and just finish with the purple.



To build your own army of scorchy, melty doom, you can pick up the full range of Maelstrom's Edge miniatures and terrain accessories from the webstore here. As always, feel free to share your creations 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.

Terrain Tutorial: Streetlights


Posted on Monday Sep 11, 2017 at 05:00pm in Tutorials


- by Iain Wilson

When you're putting together an urban table, little 'real' details can help immensely to bring it all to life. With that in mind, we shared a tutorial a little while back for creating simple hedges made from kitchen scourers and flock. This week we're adding to the urban chaos, and using up some of that leftover sprue, with some quick and easy streetlights.



The Maelstrom's Edge terrain sprue has a whole slew of useful components on it, but it also has a nice, rounded frame that is itself rather handy for making pipes, railings or, in this case, streetlight poles. I'm using three emptied sprues (the smaller side of the two frames that make up the terrain sprue), three small pipe fittings, a striplight, some 6mm plastic tubing and some .75mm plasticard.



The first step is to take the striplight and cut it into 3 sections. You can do this with a sharp hobby knife if you're patient and not too attached to your thumbs, but a razor saw and hobby mitre box makes the job a lot easier.





Trace around one of the end sections of the cut striplight to transfer the shape of the light's side panel to the plasticard, and then cut out four panels - 1 each for the light sections from either end, and two for the middle section.



Glue these panels in place. Once the glue is dry, you can shave or file the edges of the panels down so that they are flush with the shape of the light.



The sprue frame has one end that has no connection tabs on it. This end will form the pole for the light. Cut three of them as below:



On the straight end of each of the poles, add a short piece of the plastic tube - I've used a 10mm section, but the exact length isn't important so long as it's consistent on all of your lights.



The tube then goes into the pipe fitting.



From the leftover sprue, cut three identical connection tabs.



The light is glued in place on the bent end of the pole, and the connection tab is glued on top to add a little detail and bulk up the joint to match the end of the pole.



If you're intending to glue the lights onto your terrain, then you're done (aside from painting, obviously). If you want to be able to use the streetlights as scatter terrain, then you might want to glue them to a slightly larger base to make them more stable. You could use a small circle of MDF or plasticard, a spare miniature base, or alternatively the square hatch from the terrain sprue serves for a more high-tech solution.



From there, it's all down to painting. The lights shown here have been painting using the weathered metal formula that features in so many of my articles - You can find the tutorial here.





And that brings us to a close once more. Time to pop the chairs up on the tables, grab our umbrellas and saunter off into the gathering dusk...



To put together your own scifi urban utopia, you can pick up the Maelstrom's Edge terrain sprue in a handy two-pack from the webstore here.



As always, feel free to share your creations 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.

Conversion Spotlight: Kaddar Militant


Posted on Monday Sep 04, 2017 at 05:00pm in Models


- by Iain Wilson

The range of plastic miniatures available for Maelstrom's Edge covers all of the units and options currently available in the game. There's a lot of fun to be had by taking those miniatures and exploring other options beyond the current limits of the game, whether to field with home-brew rules or just for one-off display pieces to flex the creative muscles. This week, we're looking at a model from the latter category, built just for fun, because it never hurts to have a bigger stick.



When the Faction Expansion Sprue was released, I took one look at the awesome cybel glaive on the sprue and couldn't resist the urge to create a double-ended version by sticking the head of one glaive onto the bottom end of the shaft of a second. The resultant, admittedly slightly over-the-top, marvel of blades and energy emitters needed a suitably awe-inspiring model to carry it, so I turned to the ever-imposing Kaddar Nova kit.



The head is taken from the Karist Trooper kit, with the front sanded down smooth.



Painting started out with a basecoat of Army Painter Dragon Red. From there, I built up shadows using thin, multiple layers of Army Painter Purple Tone, before higlighting the edges with white and then a final wash of Army Painter Red Tone over the top to mesh everything together.



The cloth parts were painted with Vallejo Heavy Brown, and then shaded with layers of Army Painter Strong Tone. Similarly, the black parts were painted with Vallejo Heavy Grey, highlighted with some Vallejo Neutral Grey and then shaded with Army Painter Dark Tone.



Metal parts started with some more Heavy Grey, and then a coat of P3 Pig Iron, and finally a wash with Dark Tone to give it some depth. Finally, the glaive blades were painted white and then worked up to the purple with layers of Purple Tone. The panel behind his head was given some purple light with a layer of Citadel Warlock Purple, drybrushed with a little Citadel Tentacle Pink and then a final drybrush of white.



The end result is a spiky, sinister-looking character who will probably wind up spawning yet another Karist force in my collection. I'm thinking of this guy as a 'Kaddar Militant' - a subsect of the Kaddar Priest class, who lean a little more towards brutal subjugation to get their way than is the norm for Karist forces. Stay tuned - there may well wind up being a rules card at some point in the not too distant future, tweaking the standard Kaddar Nova rules to allow for the double-ended Glaive and some revision to the normal unit selection matrix.

If this has inspired you to get creative with some plastic, you can pick up the Maelstrom's Edge terrain sprue from the webstore here. As always, feel free to share your creations 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.

Previewing the Broken


Posted on Wednesday Aug 30, 2017 at 06:27pm in The Broken


As the release of The Broken gathers speed, it is time to share some more photos of the upcoming models with you. All of these can be built using our plastic kit. The kit will allow three different units or an HQ model to be assembled from it, so the 4 sprues that make up the kit will be a solid foundation of any Broken force.

Keep your eyes on the comm guild blog, our facebook page, or make sure your email address is registered at http://www.maelstromsedge.com to be notified when the Broken go on sale in Sep 2017.