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Core Space:  Salvage - trade - Adapt - Survive

Core Space: Salvage - trade - Adapt - Survive

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Adding Blip counter to Core Space.

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I was playing a solo game of Core Space and found it easy to avoid the brunt of the purge by selective killing a lone harvester or hiding from the assassins. Sense i was playing solo in was easier to manipulate the  games AI then in a normal game.

I decided to add some Blip counter similar to space hulk to add a bit of the unknown to my solo game. A kind of Fog of war.

Play testing with poker chips test counter has proving very interesting it made me second guess myself and play i with a bit more caution.

I started by creating 25mm tokens in TinkerCAD. i added generic Purge for the top side and number and unit type of the flip side.

First problem i had was i had no way other than looking at the bottom side what the AI would act like. So i add the purge level to the top side harvester being level one and Assassin being level three.

Now i know Lvl one blips only have one action and move 5 inches per turn.

i plan to flip over the tokens when it has line of sight to any thing that not purge.

Brain storming done.

 

It took less than a hour to work out a design and copy and paste with minor changes to the text.

TinkerCAD is great for designing  basic shapes like these tokens.

Off to my Slicer. I use Cura 3.3 .1

i purposely printed my token vertically to get a better overall print and it has 2 sides to deal with, if  these were bases i would print them flat.

Blip token top and bottom represented.Blip token top and bottom represented.
i added zero to represent a false signal.i added zero to represent a false signal.
Using the total number of each type of Purge to give me a rough number of token i need to make. Using the total number of each type of Purge to give me a rough number of token i need to make.
These token represent all the Purge model i own  These token represent all the Purge model i own

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