 Hello everybody and welcome to the first battle report for space station zero. That's right The new game is here. Uncle Adam and I are so excited to bring you space station zero Space station zero has been something I've wanted to make for a very long time And I couldn't be more excited to take you through the first challenge You'll encounter when taking your cruise into the dark heart of the ancient space station What is space station zero in space station zero you're gonna command your crew as you explore This ancient derelict and dangerous space station This is a sci-fi game of survival exploration and mystery so as you Continue to go through the branching narrative of the challenges not only will you lose crew along the way? Leaving their bodies forgotten in the ancient depths of the space station, but you also might make a few interesting allies or hopefully Understand the mystery of what is at the center of space station zero So what do you need to play space station zero? Well first you need a crew We'll talk about my crew in just a moment. You also need some enemies In general the maximum amount of enemies you're ever gonna face is six enemies per crew participating Space station zero features two main types of enemies robotic or inorganic and sort of mutants or organic creatures So realistically with less than 20 figs, you have everything you need to roll with space station zero Speaking of rolling, you're gonna need some dice This game uses D12's more or less exclusively so you need a good grip of D12's about 10 should do you just fine You also need of course some kind of measuring device just a measuring tape a play space Which can be as easy as something you mark off the standard size is 22 by 30 Which is the size of say a kill team board or a war cry board or something like that but you can use whatever you like and Lastly you need some kind of sci-fi terrain But of course if you want to just tip over cereal boxes and popcans and stuff like that Hey, I'm not gonna judge you and no one else should either But with that stuff ready to go you're ready to play My crew that I'm taking in today is a group of bold space pirates Now I chose the most elite version of the cruise So this is only four members plus the leader so five total figs Meaning their stats are all higher, but I have a lot less activations and a lot less places to be on the board However our bold space pirates are well equipped and ready to get into it I have my leader and her jump pack, which is these little wings that let her fly I have my engineer ready to not only buff the rest of my people but also handle nasty technical challenges within the depth of the space station I have our trusty soldier our bodyguard our warrior Who is armed to the teeth and ready to get into it? I also have A medical officer because of course when people are injured you it's good to have a doctor around and lastly my ace pilot Which is my only veteran in the crew and my ace pilot Uh has gun will travel With this small intrepid crew I begin my adventure into the space station in challenge number one Challenge number one is the docking bay access port Now this is the first challenge you will encounter when you enter space station zero In fact any time you take a crew into space station zero You'll start with the docking bay access port because that represents all of the different various and sundry Access ports that surround the safe and settled area all of the aliens have created here in space station zero So if you want to get deeper into the space station you have to pick one of the many Access ports that lead down into unexplored space To represent the fact that there are in fact a multitude of access ports every time you enter this first challenge What your obstacles and enemies are will vary Every challenge will have some obstacles and some and or enemies that you have to your crew has to overcome These could be things like poison gas leaks nuclear reactors going to ride insane robots deranged mutants giant angry Piles of mud that are burying all of your people alive and might be sentient who knows What exactly lurks in the space depths of space station zero is for you to find out as you get into the game But in the first challenge the obstacles and enemies are randomized and in this particular time I have rolled ancient centuries meaning there are some old Clanky Robots who are trying to get in my way as well as a dangerous poison gas leak filling the room So to gain victory in this first challenge and explore deeper I have to first deactivate and shut off the poison gas as well as defeat all of these ancient robots that Seemingly might have a little bit of murder on their mind so Let's get into it All right, my crew is all set up as are the enemies as per the challenge directions So my crew is over here in their starting area and then we have two packs of three ancient centuries these clanky ancient robots with their Well, not working guns, but certainly very sharp claws are ready to try to stop me from progressing deeper into the space station Unfortunately in this challenge, there is also a poison gas leak as we can tell from all these little gross Spots on the board here the gas is leaking from these three objective points So my goal in this challenge will be to defeat all of my enemies and shut off the poison gas leaks The poison gas leaks will present a challenge to me for as I activate every turn I'm breathing in the poison gas Which is of course going to potentially cause damage to me Now fortunately my crew is tough and elite and ready to to handle all commerce here. So we'll see how they go So, uh, let's get into the challenge Turn one In space station zero the player or players if you're playing co-op always get the first activation Uh, why because it's fun now sometimes enemies may be hidden And so jump out at you later in the challenge, but in this one We're aware of all the enemies and players get to go first So my first activation over here will be my engineer Uh, when my engineer activates he has to make a life challenge test That's because the air is full of poison gas Now this is referred to as a life save and it's to avoid damage He would take from the poison gas. This is a life save three Meaning I roll dice equal to his life score, which in this case is six Because he is uh an elite crew member And if I I have to get at least three even results To pass the save Every point I miss it by Will result in A point of damage allocated to my engineer. So Evens our successes odds our failures. That's the general rule of the game. Here we go All right So in this case our engineer Got I was a four Got three successes. Unfortunately the engineer also got a critical failure A critical failure is anytime you roll two ones on a check In which case the check fails no matter how many successes you have A critical success on the other hand is when you get to 12s In your roll and that means the check is a success and your number of successes is doubled But the critical failure means ouch our engineer breathed in a deep breath of that poison gas And gets three damage But that's okay. They're tough. They can handle it. So with that save resolved We now go into our move The engineer has a move of four and we want to get him moving over towards that Poison gas leak because clearly it is killing him very fast. So he's just going to move out there Take his damage with him Now that was his move, but he also has an action on his turn And there seems to be a bunch of angry clanky robots over here. So he's going to shoot one of them The engineer is armed with a heavy kinetic weapon The engineer has a base combat of four and his weapon adds three To that number giving him a total combat of seven So again, the engineer is going to roll evens are successful odds are failures Okay, no critical failure this time And so we start by separating out all of our evens which are those three we discard the rest Are those four? Sorry. So four successes The opponent now rolls to defend by rolling their combat score Whatever their base combat score is their weapons usually don't matter So in this case the Ancient sentries have a combat of three And the ancient sentry gets one success Two failures meaning they reduce the incoming damage of four by one to three Unfortunately three damage is still enough Eh to kill our ancient sentry Retiring them to the scrap heap of history The engineer has now completed his turn He's ready to go all finished. He's made his move out there Now we attempt to retain initiative So when you're attempting to retain the activation order The player can the active player rolls a d12 on a six plus the first time You retain the initiative and may activate again This gets more challenging The more times you attempt to retain initiative So unfortunately I rolled a one. I do not retain I do not retain initiative so It goes over to the enemies Now with the enemy has an ai it follows Enemy activations start with the ones closest to any of the active players So it's going to be this guy who activates first And then proceeds on and each enemy will do a series of things on their turn as prescribed either in the generic enemy ai rolls Or in the challenge specifically In this case the sentries aren't too bright and are more or less automated So it's simply going to try to move and attack my engineer here now The sentry has a move of three and does not have a ranged weapon There's no one in melee with it and there's no one it can move to to attack With it's three inches of movement because you have to be within one inch to attack So instead the sentry is simply going to move its six inches For move and then using its action to move and basically put itself up here with the engineer ready to attack that engineer next round With that the enemy now tries to retain initiative And gets a seven so they do they retain the activation And may activate a second time Once again, we have this other guy here who is also too far away to attack But can start moving up the engineer who moved out bravely is quickly getting himself surrounded by enemies The second time you try to retain the activation. It's a 10 plus Which this time the enemy did not get and so it goes back to us Next up we're going to activate our soldier, which is this girl right here Now the soldier only has a melee weapon at the moment And so, you know, she may get some more weapons as the game progresses But for now she only has a melee weapon So she is Out of range of anybody and we need to get over to this thing and start to get moving toward disarming it But because it's the start of her turn she has to make her life save against the poison gas Six dice looking for evens. We got one two three Exactly statistics, which is enough for her to avoid taking any damage She knows to hold her breath unlike the engineer apparently She's going to keep her turn simple and just double move effectively She hasn't moved before so that'll give her eight inches of movement She's going to go out here and act as bait For these other robots when they activate because she's pretty confident in her ability to handle these old rusty robots in melee I will attempt to retain initiative once again Got an eight since this is the first time I'm attempting to retain the activation. I will retain it Now so we will move to our ace pilot The ace pilot is my veteran soldier It's the most experienced member of my crew other than the leader and has a lot of interesting capabilities She's generally good in combat. She's pretty good at disarming things So she's a great character overall Now the ace pilot has a move of four not far enough to go really do anything. I might want to but that's okay What we're going to do with the ace pilot is just bring her right up into the middle So she's not the closest to anybody, but she can still have a lot of zone of influence over the board She's going to try to help our engineer friend who's getting surrounded out here The ace pilot is also carrying a heavy energy weapon. So her base combat is four And her heavy weapon adds three Meaning she has a total of seven dice to roll She is going to go ahead and try to shoot this closest Robot right there. So again looking for evens All right one two three four Now the ace pilot has a special ability that anytime they roll a challenge test. They may re-roll a single one So we're going to take that one and re-roll it into a six Getting yet another success. So she has five successes on our little robot friend The robot rolls to defend itself Gets two successes reducing the incoming damage from five to three Which is not enough to save its life and she Blasts the little guy down sending him to the scrap heap I can attempt to retain initiative again Needing a ten That is a three which isn't going to cut it. So it will pass back to the enemy. All right enemy activation So we have this little guy is going to be the closest there And we can see that if he moves his move he will come within an inch of her And be able to attack. So that's what he's going to do He moves this full move forward ending it just an inch away. So he can fight Now attacks that happen within an inch of each other are called close attacks It doesn't actually matter Uh, whether you use a gun or a sword or a pistol or anything like that You can use any weapon at any range. It's well, I'm sorry. You can use any weapon in close range at Long range you have to use guns and stuff, of course Not throwing swords across the space station But in close range, there's a little extra bit of combat which we may hit here So our little ancient sentry has a base combat of three plus one for his angry claws meaning he rolls four dice Oh getting four big successes everyone even that's a scary result for our soldier who may just be in trouble Fortunately, the soldier is an adept melee combatant The soldier has a base combat of five And normally weapons The weapons that you carry do not add to your combat challenge test roll on the defense However, she is carrying a heavy melee weapon, which is good at parrying and defending So when in close attacks, you can add that weapon to your defense giving her a massive combat of eight To defend herself with against the forward damage So let's see how we do Okay Well, we certainly were good at rolling 11s. Uh, she didn't do great is the answer So she only got two successes However, once per turn the soldier has a special ability to re-roll two dice From a combat challenge test, which we will do here. We'll grab those two And re-roll them Getting two more odds So failing still. Oh, no Meaning our soldier Takes two damage Did she overestimate her abilities? Maybe we'll see That finishes the robot's activation meaning it's now time for Them to try to retain they need a six and on a one they fail to retain the initiative So it comes back to me So my medical officer is hiding back here Smartly taking cover early in the fight, but the medical officer isn't just a doctor I mean she carries a gun as well When she activates she has to make a life save from the poison gas However, she has hazmat equipment. So she gets plus one to her life save So she actually gets seven dice needing three successes Which she manages to critically fail So The medical officer also takes three damage the hazmat suit wasn't enough And she breathes in a big big amount of that poison gas Oh, it's a rough time so far in the space station for our intrepid crew But she's still alive and now she can proceed to do her activation She's gonna move her move of four forward Just step right out there trying to avoid the the poison gas even though it's not actually anything but it just looks cool And of course the the medical officer well, she carries a big gun She everybody in this crew of pirates of course can fight Her base combats four. She's also carrying a heavy weapon Meaning three and she is going to go ahead and target this guy right here She's trying to make sure the soldier doesn't get himself in more trouble However, because a straight line drawn between these two figs She can see him, but it intersects the building. That means that cover is in play Cover adds two to your armor now nobody in this fight actually has armor But you will encounter enemies that have armor armor is a target number you need to roll If you don't have any armor cover provides an armor of four What that means is when you roll the dice to attack He only even numbers of that number or higher count as successes. So in other words, my twos won't be anything I have to get at least a four to deal damage So Seven combat needing fours for targeting somebody in cover Let's do it Okay, she gets one two three Four successes the other three are odds every even is four or more So all of her shots find purchase or at least we hope Let's see if the robot can dive behind cover. He's got four potential damage He's going to try to negate through his own combat check And he does negate two of it with a 12 and a 6 Unfortunately, that means two damage still goes through and as the ancient centuries only have two life Bullets rain down and the ancient century dies That ends our medical officer's turn We then attempt to retain initiative needing a six and fail Which passes back to our last remaining robot Our ancient century is out of range to move up and make a melee attack But of course can move directly to try to challenge the soldier And so we'll simply try to come up and block off her path With no other enemies to activate that automatically passes back to me to activate my last figure my leader Who is our space pirate leader the captain of my pirate ship Who has a cool sweet jump pack because all cool sweet people in space have jump packs everybody knows that so She actually has a move of eight, which is titanically fast in this game So and she can ignore Vertical space when moving normally when you move you have to pay to climb up Spaces she does not because she has fly because of her jump pack So she is going to simply put herself up here in a nice advantageous position where she can be ready To go tackle whatever she needs to with her move And then of course she's going to try to Bail her poor engineer over here out Who is not only damaged from the poison gas But also in a little bit of trouble with a robot on him. So She's going to shoot across the leader's base combat is five She has a big old heavy weapon for three Meaning she's got eight dice Here we go And she manages to do more or less nothing One success out of eight dice. Ooh Oof that hurts. That's a long distance shot She's shooting over a couple friends the robot rolls to defend And manages to jump out of the way of her blast taking no damage with that The turn is complete all of the poison gas leaks are still happening and Uh, it's now time to proceed to turn two turn two Once again as the player you get the first activation So we're going to activate the engineer who's here and stuck in this unfortunate spot Now my crew's edge is nano machines meaning that they have little nano bots in them that heal them So boom the crew member heals one. Unfortunately, there is still poison gas and so He will need to make his life save Looking for three evens which he gets There we go. This time He's learned how to hold his breath Pull a wet cloth over his mouth. No additional damage Unfortunately, he still has an angry robot right in front of him So he's going to do his best to try to get rid of that with his uh With his heavy kinetic weapon. He's going to go ahead and shoot this guy in the face Because that's fun All right, and a good shot. It was indeed one two three four five successes. Uh-oh Our little robot's in trouble evens to defend gets two not enough three damage goes through and That sentry is removed Since the engineer only spent an action He can still actually take his move and go ahead and get himself closer to the objective still too far to actually resolve it Uh, but he'll be there for next turn We're in an attempt to retain initiative beating that six. Oh only a five Goes to the bad guys Now these two are going to go. This is technically the closer enemy So it's going to go ahead and attack my soldier in combat Again three base combat plus plus one for their claws looking for even numbers Got three successes on that. So there's three potential damage on my soldier Again, the soldier is great in melee. And so With eight dice rolling to defend herself against three damage. Can she get there? Let's find out All right, we got one two three Four five, okay So not only and this is where we get to a fun part of close combat Turns out swinging swords at each other from mere inches away is a dangerous thing And so in close combat if the defender ever exceeds The attacker in number of successes Then the attacker takes damage equal to the difference So in this case not only did she prevent all of the damage with these three successes But since there are two more Two damage is dealt back to the attacker and she parries and deftly maneuvers a repost Striking down this ancient century All right, the bad guys attempt to retain initiative on a six plus they get it Which means that this last one Let's see if he's any better than his friend Probably not Only one success that bodes poorly for him when fighting this melee monster so rolling to defend One two three four five Five successes to the one yet again spinning like a whirling dervish cuts The enemy down on his own turn The soldier's gambit of jumping out there paid off even though she took a little damage to begin with She's okay. And with that all the enemies are dispatched, but the challenge isn't over There's still a poison gas leak in space station zero. There will be many challenges That have both obstacles and enemies and you have to resolve all of them before you can proceed on Just defeating the enemy isn't enough. In fact, many challenges will have no enemies at all They'll simply have puzzles traps challenges and other dangers that your crew has to overcome So I have to keep activating because the poison gas is still leaking killing my crew And if I lose anyone before the challenge is over Well, then that's going to weaken my crew as I proceed further into the space station But now I don't have to roll to retain anymore. I can just activate So let's go ahead and activate my leader Who has a life of seven So she's going to roll her life save needing three successes Crit success whenever you get a crit success on a save or challenge You double the number of successes you have So in this case, she actually counts as having eight successes more than enough to shake off the poison gas She's far too tough to be bothered by that And she's going to jump over here onto that with her move and attempt to Uh Repair this poison gas leak The challenge instructs me that repairing the poison gas leak is a reaction challenge test three This is just like combat, but you're using other stats She has a reaction of four. So she will roll four dice Even numbers are successes and she's trying to get to three All right, and in fact on her first roll not great. She only gets one, but that's okay Just like in combat, you don't need to kill every enemy you fight in one shot With the reaction challenges to to interact with the obstacles You don't usually have to do them all in one shot either It's assumed that if there's a Bomb that's about to go off that you're trying to disarm or a leak You're trying to repair or whatever the obstacle happens to be It may take a little time and your crew member can try repeatedly Adding successes toward the total number needed for victory So with her having contributed one success, that's all done And we have one there toward that and we continue our activation Let's go to the soldier still three active leaks meaning we need our life save And we got it Three on the nose. So we're safe there. No damage Now the soldier who has a move of four Is just out of range of being able to interact because you can interact with an object That's an inch away from you. So she's going to just spend her whole move To get up there so that she can repair that next round Because the nano machines she also healed one at the start of her activation Next up we have uh our ace pilot the ace pilot is uh quite good at fixing things and so activates and we'll need to make Her life save against the poison gas Which is successful there with four successes She can also reroll one. Hey even more successes And yet again, she's way out of range, but she's just going to go ahead and move all the way up And lastly my medical officer who has a base life of six plus one for her hazard suit And easily Because that hazard suit and and all of her training manages to protect herself there takes no additional damage heals one for the nano machines And so is going to go ahead and also try to get up Towards this objective. So she'll take her full move just getting there into position Okay, and with that and everybody moved that is turn two Moves us on to turn three Now how long does a game of space station zero last? Well, the answer is it varies a simple answer is until you complete everything you need to do to achieve the victory conditions Although some of the challenges you'll encounter Will have additional time limits on them where they can only be completed Within a certain amount of time or must be completed within a certain amount of time before something catastrophic happens Well that your crew probably doesn't want to be around for As we go into turn three again, I have the activation. There is no more enemies We've killed them all so now we're just going to try to disarm the poison before it causes any more damage to my crew We'll start with my engineer friend here who again the nano machines heal one Makes his life challenge And with three successes manages to ward off any additional damage The engineer is then going to move up And make his reaction challenge against this obstacle down here now The engineer has a base reaction of five He's good at fixing things surprising the engineer The engineer also has a hyper scanner which gives him two additional dice when he's making reaction challenge tests So seven dice and he needs three successes Okay No critical failures and exactly three successes Meaning that this poison gas leak is now repaired There we go. And that then reduces the difficulty of the save for everybody in the future My next activation will be my ace pilot right here The ace pilot now has six to save against now a life save two Since there is only two active poison gas leaks And that's what the challenge instructs me is the number of the save is the number of active leaks Gets three successes easily saves and so is going to now make the reaction test Uh to shut it down now the ace pilot has a reaction base of six and also has a hyper scanner For a total of eight the ace pilot being a veteran. Yeah, they've they've seen a thing. They know what they're doing Okay with a stunning critical success And five total successes which turns into ten total successes The ace pilot easily shuts off the poison gas leak One left We go to my leader who now has to activate against a much lower number of only A life save of one Manages to get the one success just barely actually just the crit I guess plus that so I actually smoked it Unfortunately the leader good at many things as she is Repairing is so she's going to shove some more duct tape or bubble gum Whatever she can do here to try to get this this leak repaired She takes a shot with her reaction of four and gets exactly the two successes she needs To quell the last poison gas leak and with that The challenge is complete as you can see pretty quick and easy to play Uh now that I've met the victory conditions, I would go to the post game process I have nobody dead So that's going to be a lot quicker and easier as I progress down deeper into space station zero Challenge number one is complete. My intrepid space pirates victorious ready to head deeper into the space station From this point the branching narrative takes over and I might experience different challenges based on the flukes of fate Uh in this case, I didn't lose anybody so I don't have to roll on the injury and death table Normally just because you go out in a of action in a game doesn't necessarily mean your crew member is dead However, herma death is a thing in this game and you probably will lose crew members as you explore The depths of the space station are very very dangerous So that's the bat rep complete. I hope you enjoyed it If you've got questions about how to play or anything on any additional mechanics or something I didn't cover drop that down in the comments Give this a like share this with people who you think might be interested Remember this game can be played solo co-op as a team game or in skirmish mode If you're trying to kill your friends. So no matter how you and your friends like to play Space station zero has you covered the 120 plus page book is available right now through the link below It's 13 dollars for the pdf alone or 18 dollars for the pdf and the book. So really an incredible deal for all that content there's 24 different challenges in the narrative campaign Six head-to-head skirmish challenges and all the rules you need to create your crews and get playing So thank you so much for watching this. I hope this is very helpful and you Deciding if you want to give this game a try I certainly have had an incredible amount of fun making it and I know you're going to have a lot of fun playing it Thank you so much. As always We'll see you next time