Core Space: Salvage - trade - Adapt - Survive
Adding Blip counter to Core Space.
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.
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