Unless you’ve been living inside an asteroid you’ll know that Core Space: First Born is preparing for launch very soon. As that time approaches we thought we’d take a closer look at what you’ll be getting. Read on to find out more, including the launch date!
If you missed our previous article on the First Born (full of Colin’s design notes and background on the First Born) you can check it out HERE.
Core Space: First Born is a standalone starter set that’s perfect for new players but it also functions as an expansion to broaden the Core Space experience for existing Trader captains, and both starter sets can be used alongside each other.
The new set contains a single Trader crew intended for solo/co-op play but you can of course add other crews for PvP gaming. Core Space’s gameplay was already designed for a co-op experience with the main antagonists controlled by the game’s AI, but as a narrative-driven game this needs to be supported by the story and by singular shared mission objectives. That’s where the focus is with this new starter set. With threats on all sides, fighting each other would be unwise…
The Purge have been sweeping through the Perseus Arm sector after sector, at this point virtually unchallenged and consuming everything in their path. Our audacious Trader crews have been left with little choice than to venture further and further out to find viable salvage.
The crew of the Eidolon have emerged from Core Space into the orbit of a small white star. The star wasn’t on their maps, but it couldn’t have moved… could it? A wide field of orbiting asteroids appear to have unnatural structures jutting from their surface, although there are no signs of life to indicate what could have created them. The Eidolon’s captain Cassie Peltier senses a chance for some lucrative tomb raiding…
As they venture into the seemingly long-abandoned temples and crypts, the original inhabitants begin to wake up. Eons of dream-filled slumber has made these creatures fanatical and paranoid. Although they once longed to encounter new species they have come to fear and despise these new interlopers and will offer no mercy.
For the Traders, faced with such ancient power, it’s fight or flight. They have no desire to die, but behind them lies the Purge and ahead lies the emptiness of space – there’s death wherever they turn. At least sticking around might result in some priceless relics to pilfer. Their famous credo does say to “Adapt” after all…
We will take a deeper look at the story behind the First Born in more articles over the coming weeks.
OK, we’ve teased you long enough now. You want to know what you’re getting and when you’re getting it, don’t you?
The Kickstarter for Core Space: First Born will be launching on October 28th and running for around three weeks, with a plan to deliver in autumn 2021. So, that’s when, but what do you get? The following image is still work in progress but we think it’s pretty awesome already!
Yes, that’s right, the pledge includes the incredible Fury of the Insane God expansion right from the start! The True God is the biggest miniature we have ever made for Core Space and stands over 120mm tall! Flanked by its two hulking Guardians and with brand-new missions to tell its story, this is a challenge your Traders can’t afford to miss.
At the furthermost tip of the Perseus arm of our galaxy burns a small white star. Here lie the remnants of the First Born, an advanced civilization that conquered the galaxy long ago and found that they were utterly alone. In despair they receded, and their great civilization was brought low by civil war. One war-like faction placed themselves into suspended animation and waited.
For millions of years they slept as the younger species took their first steps into space. But the sleep wasn’t dreamless and the First Born were slowly driven mad. Fanatical and paranoid, they have learned to fear and despise the new species that they once longed for.
Then the Traders turned up to pick over the bones of a long dead people, and the First Born were awoken…
Later in 2020 Battle Systems will be launching a new Kickstarter – Core Space: First Born. This new standalone starter set is designed for new and existing players alike, telling the story of a Trader crew venturing into the ancient First Born temples. If you haven’t read it already, check out our Future of Core Space article for an overview of all the new content. In this blog we’ll be focusing on the new starter set. Let’s hear about where it all began…
Colin: Core Space was always just the start of a much bigger adventure. With the Purge seemingly emanating from somewhere near the black hole at the centre of the galaxy it made sense to start the story of our intrepid traders right in the thick of it all. The risks were high, but equally so were the rewards. As such Core Space has so far been set in the Barrens, the less populated area around the black hole. As any regular player of Core Space will know the Purge are relentless so it’s inevitable that our Traders will take any opportunity to find somewhere less dangerous to salvage. As relentless as they are, the galaxy is a big place and it will take the Purge hundreds of years, maybe millennia, to purge it all.
So, when our traders find an area of space that before now would have taken most of a lifetime to get to, and that seems otherwise un-explored… well that’s got to be a safer bet, right?
The First Born
The First Born are an ancient race that lived for tens of thousands of years in harmony with nature. They evolved an advanced technology matched only by their wisdom. However, they never encountered another intelligent species and came to the conclusion that they were alone in the galaxy and, over time, their society faded and fell into ruin. Countless civil wars erupted and the old ways were forgotten. The harmony so long fought for was swept aside by fanatics and wisdom was replaced with madness.
Highest born of the First Born castes, in its somnolent stage a True Born is only partially conscious, as if in a dream or fugue state. It is protected by a Mantle draped around its neck that is able to attack and defend against intruders and even warp its immediate reality.
If left somnolent for too long nerve and brain damage will occur so the True Born must be revived by an attendant Liege. A fully conscious True Born is physically imposing, but its true power is in its ability to manipulate minds. The long sleep of stasis has a profound effect on the True Born – some suffer from mania when first awoken, others long term paranoia.
Colin: For the next instalment of the Core Space story I wanted something that could counterbalance the Purge threat. Not as vast and relentless, but far smaller and more potent. The idea of the First Born was, well… born.
It started with sketches of aliens. I always start with the characters. If they don’t look interesting and cool then it doesn’t matter who they are or where they come from. Also I find that adding the armour, weapons and tech tend to tell me where they come from and inform their story.
After a few sketches it was clear these new characters were going to be both ancient and wise, and also visually different in style from the general tech of the rest of the galaxy as we know it in Core Space. For this to make sense they had to be far away and as such I placed them at the very tip of the Perseus Arm.
So, why were they there and why have we not seem them before…? Wayne came back with the answer. Maybe they were woken up from a long sleep…
The design language of the characters was always clear in my head, but getting it on paper is always the challenge. I wanted scary, but wise… Strong and powerful, but lean and elegant… Ancient, but high tech… Weapons, but no guns as such… Ornamental and symbolistic, but also practical… This is always the constant battle with every character and the adornment you give them. With the design language you tend to lean on specific shapes to convey characters and objects. Squares are strong and reliable (think big trucks and heavy loaders, oxen), circles are often friendly and approachable, (think VW Beetle, baby faces, owls) and triangles convey speed, sharpness and danger, (think fighter jets, super cars, wolves and foxes). So keeping this in mind I subconsciously pulled in triangles to convey the speed and power, with some circles for counter balance for form to show the First Born are not just about offensive and aggressive mind-sets. I tried to stay away from squares so the feel of the characters was focused and not confusing.
The godly are a fanatical sect that thrived in the later years of the First Born empire and may well have been a major contributing factor to its eventual demise. They were militant and persecuted other First Born that they could not convert. They were superstitious and paranoid and eventually lost focus even within their own beliefs. Outlawed, they were driven out of First Born space and ended up in the Perseus-Orion arm of the galaxy where they hid themselves and waited. These are the First Born your Traders will encounter.
The Liege is both servant and confidante of the True Born and is a formidable power in its own right. It performs the duties of a True Born when the True Born is in stasis. Unlike the True Born in its permanent stasis the Liege is regularly awoken to oversee the sleeping First Born and perform general maintenance of the asteroid base. The Liege’s first duty is to revive the True Born from its somnolent stage. The Liege spend less time in stasis than the True Born and are nearly always lucid, rarely suffering from the derangement that the True Born do. It is from a slightly lower caste to the True Born.
The First Born live within the circumference of a Dyson Sphere. The Sphere orbits a small artificial star and directs power to the First Born. There are no planets or sizeable moons within the solar orbit, only an asteroid belt.
All of the First Born’s power is from their sun, converted primarily into plasma and directed to relays that then pass to each of the asteroids. The First Born have capacitive technology but they don’t store power to a high degree because their power source is constant.
By manipulating this constant power the First Born can move the entire solar system, essentially using it is as a spaceship. They move the entire system into a different part of space-time, and an unsuspecting world may suddenly see a new star in the night sky. In theory the same technology can be used for rudimentary time travel.
We’re really keen to take a step up with the miniatures this time. The original Core Space game contained our first ever miniatures, and although they were very well received we think we can do better. With the new range we’ve focused on lots of depth and detail as well as dynamic posing, but always with casting in mind – after all, these minis will be in plastic!
Next up for printing are these guys. Pretty awesome don’t you think!
The Crew of the Eidolon
Core Space: First Born will have a brand new Trader crew in the box, ready to play through the new single-crew solo/co-op campaign.
We’re still keeping a good mix of humans, aliens, and machines, and we’re still making sure every character has a rich backstory and cool little details that make them unique. Like the First Born, we’re also taking a lot of care with the depth and detail of the miniatures to make our sci-fi world as immersive as possible, and to make it easier to paint them!
Name: Cassiopeia Peltier Species: Human Age: 32
Cassie has an ex-military background serving in the militia of her home world. After a short stint as a mercenary she stumbled across the Trader’s life and hasn’t looked back since. She served as support for a number of different Trader ships before leasing her own ship and assembling her own crew. Her combat suit is a remnant from her military service and gives her enhanced strength and speed and is equipped with shoulder mounted cannons similar to line rifles. She is a fair and equitable captain and doesn’t believe in taking unnecessary risks.
This is a Battle Systems project, of course it has terrain! However, with five different sci-fi styles already covered we needed something new and exciting, and I think Colin’s done it!
Colin: I’ve always loved games like the original Tomb Raider, the thought of treading ground lost for centuries or even millennia. Hidden temples and places of great design left unattended.
Like the characters the design pushed forward with triangles and circles, but I also had a very clear image of the hidden temple vibe I wanted to end up with. Overgrown, but not consumed. It had to feel familiar, but also not be polluted by standard galactic language. No black and yellow hazard tape, no girders or beams, no rivets or bolts, no wires, conduits, pipes, buttons, switches, panels, computer screens, etc. Well that was my normal go to supply of coolness out the window. So, I approached this with a view of what was necessary for the First Born. They are humanoid (mostly) and are ‘generally’ bound by our scientific laws. What do they still need then? … Doorways, controls of some kind, vents maybe, power sources, sleep chambers, storage and so on. With this in mind I started to form their environment. I placed it underground, and as Wayne developed the lore this ended up being the inside of asteroids, tethered to a massive Dyson Sphere.
The First Born inhabit the asteroid belt that orbits their sun. Thousands of the larger asteroids have been hollowed out, some contain crypts for the sleeping First Born, some are huge databases of collected lore, others are virtually cities where the First Born lived for hundreds of years before going into stasis.
The asteroids are made of a composite of rare minerals which were harvested and used by the First Born to power the habitats. Rather than use mechanical tools to form the walls, floors and ceilings of a desired space, the First Born used a programmable synthetic virus to restructure the rock on a molecular level, in a number of passes, each more sophisticated than the last. It would first carve the required shape of a room and then use the minerals found just under the surface to form pre-programmed three dimensional structures, from complex semi-organic nerve clusters down to simple iconography.
Over long periods of time the structures disentangle and the rock starts to slowly morph back to its original form. Many of the functions will therefore fail if not monitored and given enough time, the asteroids could, in theory, completely obliterate any trace of the First Born.
Colin: The process described above leaves the visual feel of the rock itself growing back. Hydroponics of old also inhabit the sleeping temples with an echo structure of dry vines. Although the First Born sleep for many millennia, the temples are kept in check by drones who clear blockages and repurpose any functional areas that are needed, just enough to keep the temples practical and to stop them being reclaimed completely by their original form. The final look lives up to my original vision of a temple-like tomb; ancient, alien and just begging to be uncovered and explored.
It’s not just the look and feel of the new terrain that’s different. You may expect a ‘reskinned’ version of the Cyberpunk set, but that’s not what we’ve done – this set has plenty of elements to make it unique. The walls are draped with vines, providing plenty of large Infestation-style struts. There are no windows at all; instead you’ll also find quarter-size wall panels and brand-new standalone pillars for more interesting layouts.
When it comes to scatter terrain you’ll find new multi-purpose reactors, exhaust vents, sleeping pods and a new cargo crate design. The new designs have also transitioned into the rules – the terrain will be more interactive in this game, doing far more than just providing cover and adding yet more immersion to the game. There won’t be as many crates in this new set either. Instead we’ve taken some elements of the item crafting rules from the Rogue Purge expansion so you’ll be able to mine the walls for minerals to make new equipment!
That’s all for now. We’ve got plenty to get on with, so we’ll be back to tell you more a little closer to launch!
Core Space is going to be around for a long time. It’s more than just a game, it’s a immersive sandbox universe where you can pick and choose the bits you want. We have so many ideas and our amazing community have got even more, and by giving the players more to pick and choose from they can make the perfect game to suit them.
The Story So Far
The Core Space Starter Set and its supporting expansions are built around the desolate region of space called the Barrens and the Purge, an aggressive machine species that have appeared there. There are 24 playable Traders (more if you count the NPCs) all trying to survive in this harsh galaxy, under attack from the Purge and the new challenges added with each of the four expansions.
Add all of this together and it’s a complete world for you to inhabit and create stories in.
The Perseus Arm campaign is the central story, but it’s not the only story. Not all of the Traders are involved at once, and they have many adventures before, after, and in between the main events. Mission Mondays, our regular, free, downloadable scenarios, add yet more replayability to the game and create yet more narratives. They tend to have a focus on objectives beyond simple cash, incentivising the campaign aspect of the game to make the most of the unique rewards.
Mission Mondays will continue throughout this year and beyond. Make sure you’re following the blog so you don’t miss out!
Core Space is a living system and the story doesn’t end with the Perseus Arm campaign. We wanted to create a second campaign to continue the saga and so Dangerous Days was born.
After a year of the game being out in the wild and reviewing all the feedback we also saw how we could ‘redirect’ the game to improve the experience. To support the new campaign we created some new campaign rules, which I’m sure you’ll agree add far more weight to the decision making both during and between games. Like all the Core Space extras it was important to us that these new rules added to the core mechanics rather than changing them, as we don’t want to invalidate anything in the starter set this early in the game’s life.
We also used the Dangerous Days book to expand the sandbox with new terrain rules, and we took the chance to print the Mission Mondays to date alongside the new NPC rules so that the entire year’s content was in one place. Dangerous Days is like an ‘annual’ for the game – with this and the Deluxe Rulebook you have everything you need to play. I say ‘annual’ for a reason – we’re planning another for 2021 :-).
Alongside Dangerous Days we released the Shift Change at MegaCorp and Rogue Purge expansions, each adding new NPCs and new challenges.
Unlike our previous plastic sets, these two are advanced hobby kits with resin miniatures that require assembly. Many of our customers have been asking for resin minis for years, so this was a godsend as resin allows for sharper detail than PVC and we are very happy with the quality of our resin casts. A large proportion of our customers are experienced hobbyists who think nothing of assembling miniatures.
To others, however, assembling miniatures is a daunting prospect and not something that’s part of their gaming hobby. We appreciate that unassembled resin miniatures are not for everyone and so I wanted to quell some concerns about the use of resin going forwards.
Resin is not our material of choice for everything, but it’s likely to be used for non-Kickstarted products. Battle Systems is a tiny company and the costs of plastic tooling are simply too high without very high production numbers – more than we could forecast without a Kickstarter.
Preparing another Kickstarter will take us a long time, and we didn’t want to leave the game for too long without any new releases. There is so much competition in the industry these days and games that go without support rarely survive. We didn’t want to run the risk of leaving Core Space quiet for too long, returning with new content only to find that people had moved on!
Getting new stuff out now was a choice between doing it in resin or not doing it at all. Of the two options resin was better than nothing – the expansions are entirely optional after all.
It’s also worth noting that although these expansions aren’t for everyone, our initial print run SOLD OUT within a week of the launch date! That says good things for our ability to do more with Core Space going forward!
NAB-13 is a standard manual labour robot that was mass produced but has since been discontinued. The model has a distinct modular design to facilitate easy storage and cheap replacement parts.
Over time NAB-13 has developed a slightly defective personality, ranging from staring at sunsets, when it should be working, to a tendency to wander off for days at a time. Rather than fix it each owner has simply sold it on, usually as part of a job lot. NAB-13 is decades old and is far from its point of origin.
NAB-13 seems to have a certain degree of autonomy not written into its program, it is not unreasonable to assume it may be on the cusp of sentience, but, as none of its owners have ever cared to investigate further there’s no way of knowing. Despite its quirks NAB-13 can work tirelessly for weeks at a time and has a broad skill set.
To be clear, while resin was our choice for these expansions it is not the future of Core Space. Plastic is more accessible and we are committed to Kickstarting more plastic Core Space content as soon as we can. I talked about preparing another Kickstarter earlier – well that’s what we’ve been doing!
New Core Space Kickstarter
We’ve been thinking about how we can tell new stories with Core Space, and how we can add exciting new content without invalidating or bloating the game we know and love.
The character and charm of Core Space is in the Traders, the campaigns and the unique mechanics, so they had to stay. Instead, we figured that the perfect way to tell a new story was to build a new setting, and inhabit it with a new enemy to face…
The First Born
The First Born were an ancient race from the very tip of the Perseus Arm. They lived many millennia ago, long before any of the species that inhabit the galaxy today. They evolved to become balanced with the environments they inhabited, unlike the current races that eat up the resources of their worlds like a virus before moving on.
They developed advanced technology and were masters of both biological and synthetic matter, giving rise to a disease free and long-lived reign of their star systems, drawing near-unlimited power from their suns with massive Dyson spheres. Such is the depth of their scientific knowledge that others might perceive them as almost magical.
After countless millennia a fanatical sect broke away believing their species were doomed to die out. They believed their kind would become unstable, overpowered by the sheer repetitiveness of their lives, having seen every occurrence and mastered everything this galaxy could offer. This sect, obsessive and focused, constructed hidden temples and chose the most noble of their followers to go into the long sleep. They would remain sealed in their temples for an undetermined amount of time, ready to awake in a new galaxy with fresh experiences and challenges.
Unless somebody wakes them up first…
This summer we will be launching a new Kickstarter based on this new race – the First Born. We will be launching a new starter set, but don’t worry, this is not a second edition! Instead this is a standalone boxed game equally playable by new and existing players alike. It will tell the story of a Trader crew venturing into the ancient First Born temples, with unique new terrain and all the minis and accessories you’ll need. The core rules of Core Space remain the same – you’ll just be swapping the Purge phase for the First Born phase and its associated new mechanics.
With six crews already, we figured that adding too many more Traders wouldn’t do much to expand the gameplay, so we’re just putting one new crew in the box (making up the difference with more First Born!). The campaign will therefore be built for a single crew, playable solo and co-op – something that’s long been requested for the game! You can of course mix and match Traders as normal and we’ll have plenty of gameplay options for PvP games too.
We will be following up this new core set with supporting expansions and boosters, including new NPC types and some larger beasties to be found in the temples. Like the new starter, everything funded in this Kickstarter will be in plastic.
With one of the planned expansions we want to take the opportunity to further develop one of the key areas of Core Space – ships. We think of the ship as a character in itself, like the Serenity in Firefly. However, the current ships are purely functional – it doesn’t feel right that the Ion Hope is a simple cardboard rectangle.
Arianna may captain the “Crew of the Ion Hope”, but her story so far is just starting out. Imagine the ship she’s using now as her first ship, the old banger she’s using to find her way in the galaxy. Once she’s made a name for herself she can buy a ship to fit her new status. That ship is the Ion Hope – the ship she’s famous for commanding.
That’s the angle we’re taking with these new rules – the bigger, better ships that our captains are known for are something to save up for and earn. We’re planning to create a new plastic dashboard with customisable card inserts and peg sections for tracking ship stats. The inserts will represent different parts of the ship that can be upgraded in different ways (more important choices to make between games) and even spaces to allocate tasks to the crew that remain onboard during a game. The famous name of the ship will also play a part in the rules – once a crew has such a prestigious ship they will have a reputation to go with it. This will be tracked between games and will be affected by a crew’s actions (such as attacking civilians). It will in turn affect how the crew is treated by other NPCs as well as their access to stores and the missions they get offered.
We’re still working out the details, but we think this is a really exciting way to enhance the game.
That’s it for now. This lot is just a sneak peek of what’s to come – we’ll be sharing more over the next few months and if all goes to plan we’ll be ready to launch around the end of summer. To make sure you don’t miss out, sign up to our email newsletter.
Note: all details are still subject to change as the game is currently in development.
Rogue Purge is the second of our two new Core Space expansions, and is available to pre-order from today for delivery in just four weeks. Read on to find out more, and if you missed them make sure you check out our previous posts on Shift Change at MegaCorps and the Dangerous Days book.
What happens when the Purge disconnect from their masters? Resisting their conditioning and trying to blend in as humans, the new Rogue Purge NPCs may not be hostile at first but the time will come when they know too much! They can also be fielded as a Trader crew, with a unique new ability to craft their own equipment from its component parts, presenting many new decisions about what to grab on a salvage run.
Like all Core Space expansions, not only can you use these new rules and minis in the missions in the box, but they can be integrated into your regular games too. You can add them to standalone missions, to the Perseus Arm campaign in the rulebook, or to your own custom scenarios.
Disguised (badly) as Civilians, the Rogue Purge can hide in plain sight. They are not directly hostile to your Traders, instead lurking in the shadows and learning about your ways. They gain experience throughout the game from watching Traders, dismantling equipment, or from attacking – just to see what happens. Once they have learned enough they will leave.
Of course, letting the Purge have this knowledge is incredibly dangerous, so their departure raises the hostility. On the other hand, obtaining the AI chip from a construct like that would be priceless to the right buyer. The balancing act is to let them gain enough experience to make them valuable, without letting them leave…
Let’s find out what else you get inside:
There are five new Rogue Purge miniatures; every one of them a unique sculpt. Unlike previous expansions these minis are in highly-detailed resin. This does mean they’ll need some assembly with superglue, but they are some of the best minis we’ve made! We’ll have photos of the resins to show off very soon.
Rogue Assassin and Live One
It turned and headed back into the wreckage, searching for any of its kin whose parts could be salvaged. Despite it being the best course of action, chances of salvage decreased by the second. They were designed to purge immediately after being rendered disabled…purge…This is what they called it, and its kind. The Purge. It’s newly isolated conscious began to ponder the meaning of this term, but quickly dismissed the notion. It was starting to adapt to this new…detached…way of processing. The first of its kind it stumbled across was too far gone, reduced to its basic polymers, but the engagement had been fierce, and there were many more units to inspect.
An excerpt from the Rogue Thoughts short story
Rogue Harvesters and Devastator
Rogue NPCs roll dice when they activate with three potential results – to Observe, gaining experience by watching nearby Traders; to Examine – taking items from crates or even from your Traders and dismantling them; and to revert to their Conditioning and attack! Importantly, the Rogue Purge can do all of this while most of the regular Purge totally ignore them.
Each of these things allows the Rogue to collect pegs representing the experience they have gained. When the Rogue Purge are defeated Traders can collect a Purge remains token which can be sold for up to 13UA! Alternatively the Traders can keep the chip and analyse the contents, giving them access to some unique new Purge Skills (see the Rulebook below). The more experience the Rogues have gained before they are defeated the more valuable their chip, but the closer they are to escaping!
This pack contains three times as much card as a regular crew pack. You’ll get seven double-sided character boards – one for each character in the set and two extras so you can expand your Trader crew with more captured Purge (even converting their miniatures if you wish!). Each character also comes with a new Purge Class board, packed with exciting new Skills not seen anywhere else, and a Ship Board for the crew.
You’ll also get over 60 new equipment tokens, including lots of the new half-sized “nano” tokens. You’ll notice that all of the new equipment is teal – a colour we’ve not used before. These items are unique to the Purge – they are items that have been crafted by combining standard tech with Purge components, and cannot be bought! They’re not strictly limited to Rogue Purge crews though – regular crews can still find them in certain missions, or by defeating Rogues. Here are some examples of the new kit:
Anni’s Wing is the item seen on the Rogue Live One mini – it’s the armour plate of an Annihilator strapped to the Rogue’s arm and used as a weapon, giving both offence and defence in one!
The blue orb is one of many powerful grenades that the Rogue Purge have access to.
The shoulder mounted Target Lens can be placed in your armour slot, and allows re-rolls on ranged attacks.
The Hunter’s Flame is a wrist-mounted flamethrower that makes use of the new Fire tokens – these are applied to a target after a ranged attack and will gradually burn them to death unless removed!
On the right you can see the back of a token showing the ‘ingredients’ required for crafting this item – in this case a yellow token, a purple token, and the remains of a Purge spider.
Finally, there are some new counters and tokens. As well as the Fire/Poison tokens used for some of the new weapons, you’ll get 15 Purge Remains tokens and 9 useful new Lock counters. These aren’t exclusive to the Purge – they have a slot in the bottom so that they can be mounted on top of walls to mark locked doors. We’ll be making these available separately in the near future for anyone that wants more.
The rulebook in this set is twice the size of a crew book. As well as telling you everything you need to know to add Rogue Purge NPCs to your games, it also allows you to use them as a complete Trader crew and giving you a whole new way to play. Unlike a regular crew, hired for money, Rogue Purge crews start out with a single character (the Live One) and no equipment!
To grow your crew you will have to defeat, capture and reprogram regular Purge units. You can’t walk into a shop and buy equipment, so although you can use some of what you find, most of the time you’ll be repurposing it – combining different item types along with the remains of yet more defeated Purge to craft your own weapons!
Every decision you’ve made about how to most efficiently fill your equipment tray will be irrelevant and you’ll have to learn from scratch, while making do with battered and broken Traders. This crew is for veteran players – you have been warned!
There’s a pay-off though – as they gain experience the Rogue Purge become more powerful than any regular Trader, especially considering the unique new Purge skill table.
The book also contains three new missions to play through with your Trader crew that will introduce new challenges and objectives. The first two introduce the Rogue NPCs, while the third is a starting point for using the Rogue Purge as a Trader crew! You can play the missions co-operatively, competitively or solo, and they can be easily added into existing campaigns as ‘side-quests’.
The Event Cards
The final component of the expansion is a set of Event Cards that can be shuffled into your deck when you want to use the new NPCs. For example, Decay Protocol raises the Hostility and reduces the experience on the active Rogues whereas The Wanderer brings a Rogue Harvester onto the board, who may call his friends too!
If the Rogue Purge have not yet been revealed, these new cards will bring new Civilians onto the board – any one of them could be a Rogue in disguise!
Rogue Purge is up for pre order NOW, and is also available from some of our stockists! If your local store doesn’t stock Battle Systems yet, why not? Ask them to get in touch and we’ll sort them out with some stock including free demo sets to get some gaming going in-store.
Drop any comments or questions below. Until next time, happy gaming!
Shift Change at MegaCorp is one of two new expansions for Core Space, our sci-fi miniatures game, and is available to pre-order now. Read on to find out more, and check out our blog on the other expansion, Rogue Purge.
Shift Change at MegaCorp is a civilian pack that adds two new NPC types to the game. Workers will try to go about their business despite your interruptions, calling security and locking down their offices. Scavengers on the other hand are your direct competition, trying to loot the area before you can, and they can also be hired as Traders!
Like all Core Space expansions, not only can you use these new rules and minis in the missions in the box, but they can be integrated into your regular games too. You can add them to standalone missions, to the Perseus Arm campaign in the rulebook, or to your own custom scenarios.
The primary goal with this set was to add characters that act out the subplots in your story – the supporting cast that make Core Space real and immersive. We wanted to move away from the standard NPC mechanics – these characters won’t always directly relate to your objective but will cause you all manner of trouble if you ignore them. Say your objective is to break into a corporate facility and steal some research. Well what if we add some twists to that story? The office worker who spots you and raises the alarm, locking you in a room in their panic. The opportunist who takes advantage of your disturbance to sneak into the same facility and rob the place. These are the stories that can be found in this box. Let’s find out what else you get inside:
Shift Change comes with six new miniatures; every one of them a unique sculpt. Unlike previous expansions these minis are in highly-detailed resin. This does mean they’ll need some assembly with superglue, but they are some of the best minis we’ve made! We’ll have photos of the resins to show off very soon – the first samples are in the post.
Ros’lin and Tsukamoto
Famed for his work in neurobiology and cybernetics Tsukamoto is much sought after. Eschewing a cushy teaching job or a lecturing tour he prefers to work on the very fringes of his field, even if those fringes are clearly illegal or morally dubious…
Mona and NAB-13
These four are the Workers. Much of the general population has long been evacuated from anywhere remotely close to the Barrens, but the big corporations have money to make so many of their employees are still in place (whether they want to be or not!).
Workers are a new type of Civilian with new options for their activations. They can lock down rooms, sealing crates and locking you out of their computer systems. They can make a run for it, locking doors behind them. They can even call corporate security on you! These subtle abilities can really mess up your plans – blocking your escape routes and obstructing your objectives – so be sure to have a plan B… and C!
In some missions they will also carry out additional actions representing the work they are doing. This could be advancing trade negotiations and putting a time limit on your mission, or it could be experimenting on a deadly virus and unleashing an infection. The options are endless and show how these characters can add to the game’s narrative.
Molly and Salazar with one of the new Hatch counters
These two are the Scavengers, largely non-combative NPCs with a brand-new action chart. Their main goal is to steal as much as they can from around the board and escape with it. It doesn’t help that that’s often your Traders’ goal too!
When Scavengers activate they will move towards the nearest item that’s not nailed down and take it. When their backpack is full they will retreat to stash their loot before returning for more. To make it even harder to stop them, these highly-skilled characters can move around in the air vents, and if confronted will set off Flashbombs to make a quick exit.
Like the Workers, Scavengers often add time pressure to your games. You can’t wait around for the right moment to move forward or your objective might not be there any more!
This pack contains twice as much card as a regular crew pack. To start with, all six characters come with a double-sided character board. The Workers can be used as regular Civilians (or even as criminal Gangers when using the Anarchy in the Galaxy rules from Dangerous Days). The Scavengers on the other hand can be used as playable Traders, hired to work for your crew.
You will also get six new Worker and Scavenger-themed Class boards. These use the new Vocational Skill table (see below) and can be used for any Trader in your crew.
If that wasn’t enough you’ll get over 50 new equipment tokens, many of them the new half-sized “nano” tokens. These are pricey for your Traders to buy, but are well worth it to save space in your pack for valuable loot! Here are some examples of the new kit:
When using the new campaign rules from Dangerous Days, finding the new Ship Parts (4) token could be a literal lifesaver.
The nano Skill Stim takes up just an eighth of your equipment tray and can effortlessly replenish vital Skill pegs.
The Key Card is a subtle little item, letting you move freely through locked doors. These can’t be bought or found, but are dropped when Workers are defeated.
The comms device allows Traders to effectively donate their actions to other members of their crew.
The Cyclone Rifle (at the new 1.5x token size) allows you to add as many dice to your attacks as you have ammo remaining. Empty your magazine all at once and you could even take down an Annihilator!
Finally, there are some new counters and tokens on the card sheet. You’ll get Hatches, representing the entry and exit points for Scavengers, and Fire/Poison tokens used for some of the new weapons!
Like the boards above, the rulebook in this set is also twice the size of a crew book. The first half will provide all the rules you need to add Workers and Scavengers to your games, and at the end of the book you will find the new Skill table. The new skills are Worker/Scavenger themed and are a little different to the ones you’re used to. Many of them can be used between games, giving you crucial advantages in the Extraction, Advancement, Trade and Maintenance Phases, such as discounts on purchases, avoiding ship damage, or even training other crew members.
The second half of the book contains three new missions to play through with your Trader crew that will introduce some new challenges and objectives. These missions heavily feature the new Workers and Scavengers. You can play the missions co-operatively, competitively or solo, and they can be easily added into existing campaigns as ‘side-quests’.
The Event Cards
The final component of the expansion is a set of Event Cards that can be shuffled into your deck when you want to use the new NPCs. For example, You Had One Job will make all the Workers continue working, advancing the mission’s narrative. Multipass is a new Assistance card that gives your crew temporary access to the area’s security protocols, whereas Big Score adds a new rare item to the board as a prize target for local Scavengers!
Shift Change at MegaCorp is up for pre-order on our site right now, and is also available from some of our stockists! If your local store doesn’t stock Battle Systems yet, why not? Ask them to get in touch and we’ll sort them out with some stock including free demo sets to get some gaming going in-store.
Drop any comments or questions below. Until next time, happy Easter and happy gaming!