The Comm Guild Maelstrom's Edge

Entries tagged [v2]

Maelstrom's Edge V2: Building a Force


Posted on Tuesday Jun 07, 2022 at 05:00pm in Gaming


To play a game of Maelstrom's Edge, each player needs to select a force from one of the game's factions. The number of models in the force depends on the points limit selected for the game, and can vary between factions. A Remnant fire team, for example, might contain as few as five or six specialised battlesuits, facing off against a Broken horde of between 40 and 60 models. Let's take a brief look at what is involved in setting up a force.



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 on the website here!

You can try out the Beta version of the V2 rules by downloading the PDF from here, and grab your models from the Maelstrom's Edge webstore here! Free shipping applies to qualifying orders - check your cart for details.

If you have any questions on force selection, or any other aspect of Maelstrom's Edge gameplay, feel free to pop in to the Comm Guild Facebook group here.

Maelstrom's Edge V2: Shooting Modes


Posted on Tuesday May 24, 2022 at 05:00pm in General


On the battlefields of the Edge, troops fight with a wide array of different weapons. In Maelstrom's Edge V2, we've changed the way shooting works to streamline the process, and to give your units some more tactical choices during your games. Read on for details!



Shooting in Maelstrom's Edge is, rather unsurprisingly, intended primarily to destroy enemy units, but there are now some other useful tricks available to you.

During their activation, a unit can choose a 'Fire' action, which lets them make a regular attack with their ranged weapons. After selecting a target and checking line of sight and range (see the previous article on Line of Sight here!), each model rolls a number of dice equal to the SHO (Shots) characteristic of their weapon, aiming to equal or exceed the EVS (Evasion) characteristic of the target. Dice rolling a 6 are 'Critical Hits' and can confer some additional bonuses on the shot.

Models can then use their SKL (Skill) characteristic to modify these rolls, with each point of SKL allowing a die score to be increased by 1.

Here's an example:

Danielle’s unit of Spider Drones is performing a Fire action and she has nominated Matt’s unit of Karist Troopers as their target. Danielle first checks that the Troopers are within line of sight of her squad leader (the Apprentice Handler) and that they are only 15” away, well within the standard 18” range of her Drone Class Machine Guns and the 24” range of her Apprentice Handler’s Maglock Dominator Pistol.

Drone Class Machine Guns are SHO 2, and therefore she will roll 2 dice to hit for each model in her unit, 8 (white) dice in total. Whereas the Maglock Dominator Pistol is only SHO 1, and therefore only adds 1 more (red) die. The targeted Troopers have EVS 4, which means she must roll 4+ to score hits. For the 8 Machine Gun shots she rolls: ‘1’, ‘1’, ‘2’, ‘3’, ‘3’, ‘4’, ‘5’ and ‘6’ and for the Dominator Pistol, she rolls a ‘6’. So 3 hits for the Machine Guns and 1 for the Dominator Pistol. However, Spider Drones have SKL 2, which means Danielle has 2 dice flips available to her. She decides the best way to utilize them in this situation is to flip the two rolls of ‘3’ up to ‘4’s, thereby giving her a new total of 5 Machine Gun hits.




The target unit will then roll to defend against the incoming fire, rolling the successful hits and attempting to equal or exceed the PEN (Penetration) value of the shot. In a similar fashion to the attack rolls, the defender can use their unit's AV (Armor Value) to modify these rolls.

Any hits that are not successfully blocked result in a casualty. The unit will also gain suppression, going up one level due to being hit by enemy fire, and another if they suffered any casualties. (For more detail on suppression, check out the article here.)

Suppressive Fire

In Maelstrom's Edge V2, suppression has a major effect on how units function, as it impacts their ability to attack enemies, and also how well they can utilise cover. Players can capitalise on this by weakening strong or heavily fortified units by chipping away at them with multiple attacks and slowly adding suppression levels, but we wanted to give players a way to use this more effectively.

As a result, instead of making a regular shooting attack, a player can elect to have their unit make a 'Suppressive Fire' action. This works differently to a regular attack. Instead of using the weapon's SHO value and the unit's SKL, each model in the firing unit rolls a die in an attempt to equal or beat the SUP (Suppression) characteristic of their weapon. For each successful roll, the target must make a WP (Willpower) test. They will gain a suppression level automatically for being the target of suppressive fire, and another level for each failed WP test.

In this way, a shrewd attacker can potentially force a large amount of suppression onto a unit in a single action.



A note on weapon ranges on Maelstrom's Edge: Weapons have a listed RNG (Range) characteristic, which defines the maximum effective range of that weapon. Projectiles don't tend to just stop at an arbitrary range, however, and in general actual maximum weapon ranges would in most cases fall way outside the dimensions of a gaming table. As such, most weapons can be fire past their listed RNG, with this being considered a long range shot. Models making long range shots are Wild Firing, which means they count the target as having EVS 6.



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 - Suppression Explained


Posted on Tuesday May 10, 2022 at 05:00pm in Gaming


As units come under fire, their ability to function effectively on the battlefield can be degraded. In games of Maelstrom's Edge, this is represented by Suppression. In V1, Suppression didn't wind up having a large enough impact on the game, as it primarily just affected whether your unit could behave normally, or had to take some pre-determined actions. In V2, we wanted Suppression to directly impact units without railroading them into specific behaviour. Read on to see how this worked out!



In Maelstrom's Edge V2, a unit’s suppression level starts at level 0, and can be raised to a maximum of 6. A unit's suppression level is raised due to various in-game effects, but the most common is from 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.



While a unit is suppressed, their ability to function effectively on the battlefield is degraded. The unit's SKL (used for making attacks) is reduced by -1 for each suppression level it currently has, and if this lowers their Skill (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. Units can attempt to 'shake off' a level of suppression at the end of their activation by testing against their Willpower (WP). 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.



It pays to keep your units' suppression under control, as aside from the reduction on their shooting and cover, anytime a unit which is at the maximum suppression level (6) is required to further raise its suppression level, one model in the unit instead suffers an automatic injury. This means that even if your units have a tough time damaging the 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 doesn't cause any direct damage but potentially raises the targets suppression level much faster than regular shooting - we'll cover exactly how that works in a future article.





For more information on unit activations in Maelstrom's Edge V2, check out the rules article page here, or grab the Beta PDF version of the V2 rules 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 - Line of Sight


Posted on Tuesday Apr 05, 2022 at 05:00pm in Gaming


Over the last little while, we've been running through a series of articles looking at different aspects of the V2 rules for Maelstrom's Edge. This week, we're casting our eyes towards the Line of Sight rules!

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


- by Iain Wilson

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


A little while back, we shared a run-down of the different actions available to units in the second edition of the Maelstrom's Edge rules. (If you missed it, you can find it here!)

This week, we thought it might be helpful to expand on this a little by walking through a couple of unit activations, showing how these actions actually work on the table. For this example, we have an Epirian SecDef Field Commander facing off against an Artarian Remnant Nimbus Pathfinder. In the midst of battle, they have just caught site of each other through the ...err ... trees? and shenanigans ensue.



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



The arc splitter has SHO 3, which means it rolls three dice to shoot, and it receives an additional shot for being at short range. Rolling four dice, the Remnant player needs to equal or beat the Field Commander's EVS of 4. They roll a 1, two 2s and a 4.

The Nimbus has SKL 4 with the bonus from aiming increasing this to 6. This allows them to adjust the rolls by up to 6 points. They flip the 2s up to 4s, but don't have enough points remaining to get the final roll up to a 4, so this one remains a miss.



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 of the arc splitter, which is 3. Rolling three dice, they roll a 2, a 3 and a 4. The Field Commander's AV 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 pick 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 uses a Takes Cover action, which will give him some extra defense against any further enemy shooting until he activates next.



Normally, regular models can only fire a single weapon per activation, but the Field Commander's Advanced Machine Assistance 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, granting him SHO 2 against the single model Nimbus 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, they use the Field Commander's SKL of 4 to flip two 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, boosted by their Lorican Combat Armor, are capable of shrugging off significant damage, and even the comparatively light armored Pathfinder has FOR 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.



Play would then continue on to the next unit, or the next turn if all units on both sides have now activated.



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 - Suppression Markers


Posted on Tuesday Feb 15, 2022 at 06:00pm in Gaming


- by Iain Wilson

The V2 rules for Maelstrom's Edge (which you can download for free in their current Beta format!) make some big changes to the way suppression works. Along with giving suppression a more active and serious impact on how units behave, the way suppression is tracked has changed. In V1, we used 4 sizes of explosion-shaped suppression markers to mark a potentially endless number of suppression points. V2 changes this to having 6 suppression levels, and so we need a different way to mark this on units during the game. Below, I go through a few different options for doing so.




With 6 suppression levels, the most obvious markers to use are six sided dice. Using dice does have its drawbacks, however, the most obvious being that it's easy to accidentally pick them up mid game and use them for other things. So if you go with this option, make sure you use dice of a very different colour and/or size to those you are using for your shooting!



If you would prefer to avoid the 'stray dice' trap, another easy option is to use numbered markers. Blank plastic tokens, cheap poker chips, or circles cut from cardboard or plastic can be numbered from 1 to 6 with paint or a permanent marker and swapped out as needed to track your suppression.



Of course, if you have the V1 suppression markers, it seems a shame to not continue using them! You could use them like the flat tokens above by writing numbers on them, or combine them with the dice method - glue a suppression marker to a spare base or circle of card and then you can tuck a small D6 into one side of the marker. You can also do this without the base, but having it there makes it easier to pick the marker up and move it around with the unit.



Or, because I can't resist finding an overly complex solution to a simple problem, you can go all out and make a numbered dial to glue onto the bottom of the cardboard suppression marker!



The one was made with a spare base sprayed white, with numbers added on with a permanent marker. I drilled a hole in the middle of the base and glued a piece of plastic rod sticking up through it. Onto the bottom of a suppression marker, I glued a circle of foamed PVC with a matching central hole and a cutaway on the edge to show the numbers on the base. With this sitting in place on top of the base, another piece of plastic tube glued over the top of the protruding base rod locks it in place.

With everything glued in place, the marker serves as a handle to turn the dial to show the relevant suppression level through the gap!



Get started with the V2 rules by downloading them 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 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!