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Maelstrom's Edge New Releases - Maelstrom's Edge V2 Rulebook is now available!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles


Trundling onto the battlefields of the Edge, the Epirian Contractor Drone is ready to reinforce your militia forces!









Contractor Drones fill an essential role within militia units, allowing Contractors to focus on their objectives without the need to lug around heavy gear and weaponry on their own. More specialized drones even assist Engineer and Medical units, improving their odds of patching up their respective mechanical and biological patients.









We originally released a gun drone kits in resin way back in 2018, and followed it up with a support drone kit (also resin) in 2021. Along the way, though, we decided that this original design didn't quite fit the brief - from a gameplay perspective, they were too low to the ground, and looked too much like a spider drone with a weapon stuck on. So we've taken this opportunity to redesign the drones a little. The main difference is their height - with taller, bulkier legs, the weapon variants now hold their aim at around the same level as if the weapon was being held by a Contractor, which we felt was important to the unit's profile on the table.









We've also made it a little more modular - the support options slot into the same body piece as the guns now, rather than needing a completely separate model, and the guns can all be left unglued so that you can switch them out between battles. And, finally, we've included two more weapon options - the dual strike missile launcher that was an option that wasn't modeled in the first run, and a dual machine gun option that's new for V2!









Get to work reinforcing your Epirian forces by grabbing the Contractor Drone kit, including two drone sprues, from the Maelstrom's Edge webstore here!





Our studio drones were painted by the very talented Todd McNeal at Toad Painting!




This message was edited 1 time. Last update was at 2025/09/01 21:19:32


 
   
Made in gb
[DCM]
Stonecold Gimster






I've been trying to buy the rulebook today.
Got this error on my Android Phone this morning, so I waited till I got home from work to use the PC to order. I get exactly the same response.
All I have in the basket is the rulebook, my login has autofilled my address.
Having taught secondary school maths for 30 years, I think I'm getting the correct answer to 4+4.

All answers lead to...



Have you sold out already? Is that the cause? :-(

Currently most played: Silent Death, Mars Code Aurora, Battletech, Warcrow and Infinity. 
   
Made in us
Stealthy Warhound Titan Princeps







Nice to see M'Edge putting out more cool scifi stuff.
   
Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles

Maelstrom's Edge V2 is here!


The Maelstrom, a massive energy wave of unknown origin that obliterates all matter it encounters, erupted from humanity’s capital worlds a millennium ago. Chaos now engulfs civilized space as star systems are inexorably consumed by the slowly expanding storm. While common citizens desperately look for ways to escape it, powerful factions throughout the Spiral Arm turn their attention to the systems along the conflagration’s edge. These worlds are filled with precious resources soon to be lost forever, and opportunists take advantage of the turmoil to claim these riches. Deadly conflict escalates as all sides vie for ultimate supremacy of the Spiral Arm.



Do you have what it takes not just to endure, but to thrive in the turbulent universe of the Maelstrom’s Edge?




The new V2 rulebook is a 256 page, full color hardcover, and is available now in the Maelstrom's Edge webstore!











Battles On The Edge
Maelstrom’s Edge is a squad-based 28mm tabletop wargame for two opposing sides that brings to life the frantic skirmishes and tense battles of the Edge.



Manageable Forces
Easy to collect, paint and play: most forces are around 30 to 40 models for standard sized games, with units composed of 1 to 6 models.



Alternating Activation
Each turn, you alternate activating units with your opponent. This reduces downtime and ensures you remain part of the action at all times.



Innovative Dice Mechanics
Never get bored rolling dice again! A unique ‘dice flip’ mechanic helps mitigate bad luck and adds an extra layer of control to your tactical decisions.









Suppression
Wounding the enemy isn’t your only avenue to success. Suppression can also be used to make enemy units less effective and eventually destroy them.



Command Abilities
Command Points generated each turn allow you to lower suppression, trigger special abilities and even bring back destroyed units as fresh reinforcements.



Positioning Matters
If you outflank an enemy unit, they’re in trouble as their protection from armor and cover is reduced.



Real-Time Scoring
At the end of each turn you accumulate victory points for achieving mission objectives. Outpace your foe by a wide enough margin and you can end the game immediately!







Choose Your Allegiance
Along with fiction detailing the state of the galaxy on the Maelstrom’s Edge, this book contains full rules for the five factions in our ever expanding miniatures range:



  • Epirian Foundation: Corporate security forces equipped with a wide array of powerful robotic drones and warmechs.

  • Karist Enclave: Secretive zealots who worship the Maelstrom and have enslaved a race of mysterious alien Angels to do their bidding.

  • Artarian Remnant: Elite exosuit-clad gladiators launching raids from their vast world ships.

  • The Broken: Refugees, revolutionaries, mercenaries and aliens displaced by the Maelstrom and fighting for their survival.

  • Kaigus Pact: An all-new faction for V2! Post-human masters of bioengineering overwhelming foes with hordes of scuttling creatures.




Find out more in the Factions section on the Maelstrom's Edge website!



Get the rules now!






The new V2 rulebook is available in the Maelstrom's Edge webstore now. You can also check out the V2 Rules Downloads section for PDF rules downloads (a PDF version of the rulebook will be coming soon!), and the V2 Rules Articles section for some insights into the Maelstrom's Edge rules. The website also includes a handy Force Builder which allows you to easily build and save your force lists!



Stay Tuned for more!
   
Made in au
[MOD]
Making Stuff






Under the couch

 Gimgamgoo wrote:
I've been trying to buy the rulebook today...

Not sold out, but definitely selling, so no idea what's going on there. I have passed the error on to our tech support - thanks for the heads up, and sorry about the hassle!

 
   
Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles

The new Maelstrom's Edge V2 Rulebook and the entire Maelstrom's Edge miniatures range are now available through Wayland Games - so if you also play (shudder) other games, you can grab everything in one go!

   
Made in gb
[DCM]
Stonecold Gimster






 insaniak wrote:
 Gimgamgoo wrote:
I've been trying to buy the rulebook today...

Not sold out, but definitely selling, so no idea what's going on there. I have passed the error on to our tech support - thanks for the heads up, and sorry about the hassle!


Thanks.
I tried different browsers, logging in and out of my account. Emptying basket and re-adding. All to no avail.
Just bought it from Wayland though.

I tried the MEdge website again today and whatever the issue, it seems fixed, so whatever was done (or was bugging my phone and PC) is sorted. Thanks.

Currently most played: Silent Death, Mars Code Aurora, Battletech, Warcrow and Infinity. 
   
Made in gb
[DCM]
Producers of Maelstrom's Edge





London and Los Angeles


Maelstrom's Edge V2 is here, and you’re probably wondering: what’s changed? Is it a totally new game or just a sprucing up of the V1 rules? The answer is: a little bit of both.



If you’re a big fan of the V1 rules, then you’ll be pleased to know that the core pillars that comprise Maelstrom’s Edge are not only still there, but have been strengthened. It’s still an alternating activation, squad-based “skirmish” game (aka focused on small squads of 1-6 models) that features 6-sided dice (D6), multi-tiered mission objectives, a suppression mechanic, the ability to bring back destroyed units as reinforcements and a regenerating command point system that can be used for a variety of tactical functions.



If, on the other hand, you’re someone that liked the overall concept of the original Maelstrom’s Edge rules, but you thought that the rules were a little too fiddly, then we also have great news for you! The v2 rules have been totally re-written and highly streamlined: they are a good 30% shorter than the V1 rules as a result. While the V2 rules are undeniably simpler, they’ve also gotten more complex where it counts: giving you tons of new tactical decisions to make with your units during the game. On top of that, the dice rolling “engine” now feels really fresh: each round of shooting keeps both players involved rolling dice and utilizes a “dice flip” mechanic that adds an element of bad luck protection right into the core of the game.



Below, we'll run through some highlights of the major v2 changes. (If you're a player of the V2 Beta rules, and just want to know what's changed in the final rulebook version, skip to the end of the article. Or, you know, read it anyway - we worked hard on it!)











SIMPLIFIED UNIT ACTIONS



The largest change in V2 is how unit actions work. The activation test is gone and a unit can now perform up to 3 actions, selected from: movement actions (Move, Dash, Charge), status actions (Aim, On the Move, Take Cover) and shooting actions (Fire, Suppressive Fire, CQ Fighting). While there are some additional caveats to this system (a unit can perform a maximum of only 1 movement and 1 shooting action per activation, for example), we’ve found during playtesting that by splitting the action rules into these smaller “bite-sized” chunks, it makes the whole system much easier to remember. In addition, decoupling movement, shooting and status rules from each other now gives players several new combinations of what to do with their units when they activate them. You can find out more on how this all works in our Unit Activation article here.



SUPPRESSION THAT MATTERS



In V2, suppression is both much simplified and also a whole heck of a lot more deadly. Instead of utilizing tons of suppression tokens, each unit only has 6 suppression levels (which can be conveniently tracked with a D6 next to the unit). Not only does suppression still degrade a unit’s shooting and their ability to benefit from cover, but each time a unit already at max suppression is called upon to raise their suppression level again, one model in the unit instead suffers an injury (which is fatal for most standard infantry in the game). This means it is now entirely possible to ”suppress” an enemy unit to death, representing them fleeing from the battlefield due to the hail of firepower coming their way. This makes the new Suppressive Fire action (which trades-in a shooting unit’s ability to cause damage for a boosted ability to cause suppression) a deadly tool in certain situations. Find out more int he Suppression article here.











A NEW DICE ENGINE



The new dice rolling engine in v2 is quite unique, but still based exclusively on 6-sided dice that most players prefer. It is both simple enough to quickly understand, yet nuanced enough to offer: built-in bad luck protection, having both players involved with each round of shooting and tactical player choice within the dice rolling process. Most importantly, when units shoot at each other, the amount of damage they cause now just feels right.



So how does the new system work? As a firing player, all you have to do is look to equal or beat the target’s Evasion characteristic (EVS) with your D6 rolls. For example, if the target has an EVS 4 (the standard EVS of most infantry units), you’d need results of 4-6 to successfully hit them. In addition, as the firing player you get to influence these results by making a number of “dice flips” (changing the result of rolls in your favor) up to the Skill characteristic (SKL) of your firing unit. For example, if your firing unit was SKL 3, you could add +3 to a single roll, +1 to 3 different rolls, or anywhere else in between. Where things really get interesting is that results of ‘1’ and ‘6’ are “critical” results. A “critical hit” (a hit roll result of ‘6’) provides that shot with extra lethality. But it also takes 2 dice flips to change a non-critical result into a critical result (a ‘5’ result into a ‘6’). This means sometimes you have to decide whether using 2 dice flips to change a single ‘5’ result into a critical hit will be more beneficial than just using those same dice flips to score two more standard hits.



And of course, once the firing player has determined how many hits they’ve scored on the target, the defending player gets to make an armor roll against each hit, looking to equal or exceed the Penetration characteristic (PEN) of the firing weapon. Similarly, the defending player gets to influence the results of these rolls with a number of dice flips equal to the Armor characteristic (AV) of their models. Find out more in our Shooting Modes article here



FEWER SPECIAL RULES



With V2, we’ve realized that adding back a few more characteristics to the model/weapon profile means a big reduction in the amount of special abilities in the game. Plus, the abilities we have kept have been greatly simplified, all with the end goal of making each unit’s full rules (including all the text for their unit and weapon abilities) fit onto just a single page.



Here’s a quick rundown of the “new” model & weapon characteristics in V2:


  • The model profile has lost its Mass characteristic (MAS), but has gained the Close Quarters Attacks characteristic (CQA) instead, rectifying the biggest point of negative feedback we got about the V1 rules: the much maligned ‘formula’ that was necessary to determine how many melee shots a model was able to make.

  • The weapon profile has gained a Suppression characteristic (SUP), which is utilized when the unit makes a Suppressive Fire action.

  • The weapon profile has gained a Weapon Type characteristic (TYPE), which helps set apart the archetypal weapon rules (like “AoE”, “Heavy” or “Short Ranged”) from true weapon special abilities.













MORE LETHALITY



One goal of the V2 rules has been to improve the level of lethality in the game. Allowing massive amounts of suppression to inflict damage to a unit was a good first step, but the real key to this change has been the removal of the Mass characteristic (MAS) from the model profile. Now, each point of damage a model suffers just reduces their Fortitude (FOR) characteristic by 1 (and when a model reaches 0 FOR, it is a casualty). The vast majority of standard infantry models only have FOR 1, which means that any hit which gets through their armor will cause a casualty. While this doesn’t suddenly mean that models are now dying in droves in V2, we can safely say that you will notice and appreciate the increase in lethality in the game. You’ll definitely want to start using the reinforcement rules more often to bring back your destroyed units!



QUALITY OF LIFE IMPROVEMENTS



The V2 rules are chock full of little improvements that make the game feel way better overall. Here’s a taste of them:


  • Command points no longer need to be allocated to command models. They just stay in your command point pool until you decide to use them.

  • More command models have powerful abilities that cost command points to use, giving you further options for what to use your command points on (besides the mainstays of bringing back reinforcements and lowering suppression on your units). But don’t worry, we haven’t gone overboard and given every unit a Command Point based ability, these are still quite special.

  • When moving your units, you now only have to bother measuring and moving the unit’s squad leader. The rest of the models are just placed in coherency (within 3" of the squad leader) after their squad leader has finished being moved. This dramatically speeds up the process of moving units.

  • The V1 rules deliberately syphoned almost every non-damage effect down to just generating additional suppression, which made special abilities feel, well, not so special. With V2, we’ve expanded the range of what special abilities can do. You can now set units on fire, slow them down, freeze them and confuse them, just to name a few options.

  • To promote unit movement, defensive fire in V2 has been reduced to just protecting a unit from being charged or shot by a hit and run attack. This means units equipped with Short Ranged weaponry can finally shine, being able to run up to enemy units and blast them at point blank range without fear of being decimated first.

  • The way mission objectives generate victory points (VPs) has been simplified, making it much easier to calculate how many VPs you’ve earned at the end of each turn. In addition, the margin you need to be ahead of your opponent to end the game immediately has been widened for all missions, now requiring a +5 VP margin. This gives a little more breathing room for close games to go the distance while still allowing for blowouts to end without one player having to bite the bullet and concede.

  • There are now 18 types of mission objectives (up from 12) and 6 different deployment maps (up from 2). There are also now 12 competitive missions and 6 narrative missions included with the core rulebook (up from 6 & 0 respectively). All this means there is now a whole lot more mission variety in V2! (More information here!)

  • There is a fun new objective marker placement rule forcing you to place objective markers in the opposing half of the table (and your opponent is bound by the same rule). This helps create tense, interesting games where both sides are fighting over objective markers clustered near the centerline of the table, as opposed to one player getting lucky and having one random objective marker near their deployment zone granting them an easy victory.













As you can see, the new rules for Maelstrom’s Edge are chock full of improvements...and none of what we’ve presented above even covers the massive rules re-work we’ve done for every single unit in the game. Their rules are both far more streamlined but also laser-focused on allowing them to perform exactly how they’re supposed to.
It’s been an extremely long time coming, but we can’t wait for you to try out the new rules and let us know what you think!



Before we go we need to mention the V2 Beta rules, which were available for download on the website while we were working on the print rulebook. If you played the Beta, you probably want to know what has changed in the final version, so you don't have to spend a bunch of time searching for differences in the book. There were two different version of the Beta released. Beta 2.0 was very nearly the finished rulebook. There were a few minor formatting and wording tweaks that don't affect gameplay, and the Epirian Contractor Suppression team had some weapon options added in that were left out by mistake.



There are some more significant differences from the Beta 1.0, so if you only played that version of the Beta, you might want to spend some time going back over the rulebook. There were quite a lot of sections reworded for better clarity. Artarian Remnant units received a bunch of point drops, increased SHO stats on some weapons and some revisions on various abilities and Faction Objectives. Some units for upcoming models in the production queue were added for most factions - The Brutus for the Remnant, Epirian Master Handlers, and Broken Bikers and Skoti Streamweavers. A few Broken units also received some additional gear options (also in the production queue!). Overall gameplay remains the same, but a lot of little details changed to make things clearer or work better based on early player feedback.








The Maelstrom's Edge V2 rulebook is now available! Grab your copy from the Maelstrom's Edge webstore now!









If you have any thoughts on the new rules, pop on over to the Comm Guild Facebook group. We welcome any feedback, and would love to hear how everyone's forces stack up in the new rules!



   
 
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