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Made in us
Infiltrating Broodlord





Hemet, CA

Hi all, I read that any discussions of ME should go in dakka discussions, so I thought I'd put a few things out there after some beta testing:

There have been 2 revisions to the rules, but when I go to the rules section and preview the PDF, I do not see any quick reference sheets, templates, or anything else that has been mentioned. Am I missing something?

The only change I see is to the weapon special abilities for the 2 sample units. The special ability is now black type on gray background, making it almost impossible to read.

Also, can the profile of the maglock rifle be moved so it does not block out stats for the contractor team leader? My only other question is the apparent 2 tiered wound system. MAS and FOR seem redundant... If you take 2 'wounds' that reduce mass, that means you lose 1 fortitude? Why not do away with fortitude altogether and just have mass = the number of penetrations the model can take?

I would also really like to see all the actual rule points (when you get cover/don't get cover, how much evade increases in different circumstances, etc.) in a bullet list. I find myself having to read the entire thing several times to pick up on little points that are clearly explained but buried in paragraphs.

I really like what I see and there is so much potential here. My wife and I have played several games and we are very excited to see how this develops and gets continually refined. Thank you to all at Spiral Arm for all your hard work, it really is amazing already.

Feel free to move this thread if it isn't in the right place.
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

There is a new Maelstrom's Edge forum coming. This will have a number of sections for different aspects of the game. From what I understand, although a supporter, I am not part of the development team.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 Grunt_For_Christ wrote:
Hi all, I read that any discussions of ME should go in dakka discussions, so I thought I'd put a few things out there after some beta testing:

There have been 2 revisions to the rules, but when I go to the rules section and preview the PDF, I do not see any quick reference sheets, templates, or anything else that has been mentioned. Am I missing something?

The only change I see is to the weapon special abilities for the 2 sample units. The special ability is now black type on gray background, making it almost impossible to read.


Yep, we will have other MEdge forums starting soonish. For now, it should be fine to have this thread here.

Grunt, are you a backer that signed up for the beta testing? If so you should have received emails on how to download the beta rules, and we just put up a print-and-play quick reference PDF yesterday (please PM me if that's the case because it seems some line of communication may have failed).

Also, can the profile of the maglock rifle be moved so it does not block out stats for the contractor team leader? My only other question is the apparent 2 tiered wound system. MAS and FOR seem redundant... If you take 2 'wounds' that reduce mass, that means you lose 1 fortitude? Why not do away with fortitude altogether and just have mass = the number of penetrations the model can take?


The quick explanation is that 'MAS' is the amount of damage you have to equal in a single round of shooting to cause any lasting damage, while 'FOR' represents that damage which actually manages to carry over from one round of shooting to the next. If you just had one stat (MAS) and had to just jack that up for big tough stuff like a behemoth or a vehicle, then it becomes a total feast or famine situation where you either totally destroy the model in a single round of shooting or you do nothing to it besides put suppression on it.

So especially if you're planning to make everything including walkers and vehicles all use the same basic profile and rules (which was a big goal of mine), then you have to have that second tier of damage tracking available. Now, originally, there was no actual 'FOR' characteristic, and instead we just had a 'Fortitude' special ability with a number in parenthesis after the ability to show how many injuries the model could sustain before it died, so like 'Fortitude (2)', but ultimately this was just one more special rule that several models in the box set had, to the point where I felt that it was actually a better idea to make it a core characteristic, even though you are right that at first glance it can feel like there are two characteristics doing the same thing.


This message was edited 1 time. Last update was at 2015/06/26 01:36:37


 
   
Made in us
Infiltrating Broodlord





Hemet, CA

Awesome, thank you for the very quick response! I guess the whole shooting phase still doesn't quick click with me yet. I understand what you're going for, but perhaps point 1F (top of p.6) could be rewritten or expounded?

Neither my wife or I really understand what is meant by points of damage being ignored. I feel that I can almost see into your head, but not quite.

At any rate, we're very glad we backed this project and are looking forward to seeing how it progresses!

Tired of reading new rulebooks... Just wanting to play. 
   
 
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