Grab a copy of Space Station Zero HERE: www.drivethrurpg.com/product/404243/Space-Station-Zero?affiliate_id=210041 Space Station Zero is a solo or co-operative room exploration game (with a head-to-head skirmish mode) set in a derelict spaceship at the edge of known space. Each room offers a new challenge as you map the interior of the vast complex in search of the FINAL ANSWER of where you are and who designed this massive construct you've become marooned upon.
Grabbed this the day it came out. Built a 5 man warship crew and a 7 man (6 + cap) space pirate smuggler crew (8 gear to start, woot). Fiance will be making up a crew so we can run through it co-op. Also finally got around to buying Forbidden Psalm and made up a team of misfit adventurers (such as the Plague Doctore Magpie The Most Foul and Dewey The Backstabber). Had a blast just rolling up the names.
The lore maps really well to 40k and space hulks (probably intentionally!) - they timed the release really well with Into The Dark. The art is really solid and was one of the things that sold me on the book.
Yeah, now I've watched the whole video I'm pretty hyped. I like that you can have 4 to 6 to 8 teams and you cab give them roles which gives them stat boosts and traits. Would like to have a house rule to allow for a diverse group like one being 4 on all stats where as a couple of others are a bracket lower etc. The d12 pool systems a bit of a pain though as most people myself included have very few d12s. Might try find some on Mighty Ape or some place else.
I really like the idea of Urban War Syntha for the bad guys. Also the Old Rogues box from Rogue Stars for a crew. They all seem the perfect fit for this universe.
Ah, excellent - already got my copy and I'm looking forward to a play through at my club - I like the dice mechanics and the branching scenarios - already got some plans for our own campaign using these rules once we've played what comes in the book. I do hope you do some games on your channel - either solo or co-op, I'm not fussy!
Cool game, always interesting hearing your thoughts on game systems! Agree with your comment about D12s being tricky to get without resorting to amazon. Totally understand the design motivation, but I wonder if D10s might have been a good compromise? They are a little easier to get in sets, thanks to D10-based RPGs.
For those who don't already know, as the main nitpick was the missing model list for the various enemies: you can find one in the FAQ that you can download from the game's homepage.
I haven't read the book or watched your review yet but the whole fucking concept is awesome. It'd be great for my 40k OC (do not steal lol) Attelus Kaltos and a few of his people to be stranded on the Space station would be a super interesting story for me to write. I have a Hero Forge mini of him I'm quite proud of my paint job. But he'd probably be too OP. Very much considering buying the book just on concept alone.
The lore has a whole lot of "Thieves World" feel to it (for those that remember that fantasy book series) which leaves lots of room for building your own scenarios and/or campaigns
Awsome review mate. I don't like that initiative system as it can inherently take agency from players and could b super frustrating. I've recently been playing Tombstone and it has a very interesting initiative mechanic that has a similar feel but is desicion and risk reward based
I will probably buy this based purely on the D12 use (I collect miniature rules systems). I am a huge proponent of D12 in games. They provide larger ranges and better curves that d6s, they scale well, and are still small enough to calculate with and way less swingy that d20s. They also roll well. That being said, if you are ignoring the ODD results on dice at all times, then you are actually just playing with d6s =/ PS. they do make twelve-sided d6s, justsayin.
The keyword usage of "Challenge" is poor. Vince appeared to be in love with the word for theming where the Scenarios are called Challenges. Sometimes the various obstacles in the missions are called Challenges. Most dice tests are Challenge Test but some tests are opposed, some require a set number of successes in one attempt.
Yeah there are some term crossovers that can be confusing. It's their second game though and doing a procedural is a challenge so I think overall it's a great effort; especially on the look and layout of the book.
My feeling is that it should be just "test" as the standard term with "save", "combat", "ranged" being classes of tests. The "challenge test" should likely be reserved for the unopposed tests vs obstacles/objects where you can carry successes from one test to the other.
So maybe I missed it, but what's stopping me from using d6s if the success and failures are based on evens and odds? Because getting a pile of D12s is definitely a challenge when I have exactly 0 of them when they're only ever sold in packs of one...
The challenge numbers. It needs a 1-12 linear spread for the success and failure probability to work when they alter the success rate to ‘only 4+ or only 6+’ evens on the pool.
could you just replace all the d12 with d6? except for activations? Like I have 3 d12 because DnD but I don't feel like getting a bunch more if they're just used for a 50/50 rolls. Whereas I have tons and tons of D6 because GW :P
Not really, the critical successes wouldn't work, as they only activate on double 12. Critical fails would happen a lot more often. Also many rolls involve rolling above a specific number as well as rolling an even number. So those wouldn't work either. So not really any avoiding the d12's. But you only need about 10 and you can pick them up pretty cheap on ebay or elsewhere online or potentially even in a flgs if they sell individual dice (most do in my experience).
This is especially clear when you go to build a crew and find as opposed to say a skirmish game where gun guys make up most of the list you likely need a lot more support models. A crew made of space marine models would like be like 2 combat types then the apothecary, techmarine, and librarian as the medic, engineer, and scientist. Easier to grab crews from games like star saga or imperial assault. It did inspire me to get back to work on my hodgepodge genestealer cultists with cultist heads on first born space marines and scouts to go along with the standard brood brothers and normal genestealers cultists.
You might be able to find some of the style miniatures you want in the Starfinder miniatures range. The Archon Studios stuff in particular is really nice.
What I'm trying to figure out, is what the advantage is, instead of just saying everything succeeds on a 7+, and when armour or increased difficulty comes up, then it is a 8+ or 9+ or whatever is appropriate? Because it doesn't seem like an 11 is somehow "better" or "worse" than a 3. And it doesn't seem like you need to compare high numbers to low numbers, like in Infinity. The only thing I can come up with, is that it feels like you are using the entire die, but in a convoluted way. But, I'm still very interested, and converting from the rules-as-written system to a simple 7+ system seems straightforward enough. That would also bring it in line with the initiative threshold.
3:50 Whatkind of incompetent FLGS do you have around you, Ash? Never set foot in a game store that doesn't do dice singles, and even if such a thing existed they can order them effortlessly from any of the medium-big distributors.
Grab a copy of Space Station Zero HERE: www.drivethrurpg.com/product/404243/Space-Station-Zero?affiliate_id=210041
Space Station Zero is a solo or co-operative room exploration game (with a head-to-head skirmish mode) set in a derelict spaceship at the edge of known space. Each room offers a new challenge as you map the interior of the vast complex in search of the FINAL ANSWER of where you are and who designed this massive construct you've become marooned upon.
“10 12-sided dice might be a challenge!”
me, a d&d playing dice goblin:
Oh good, one from each of my sets can supply a table of 4!
Grabbed this the day it came out. Built a 5 man warship crew and a 7 man (6 + cap) space pirate smuggler crew (8 gear to start, woot). Fiance will be making up a crew so we can run through it co-op. Also finally got around to buying Forbidden Psalm and made up a team of misfit adventurers (such as the Plague Doctore Magpie The Most Foul and Dewey The Backstabber). Had a blast just rolling up the names.
The lore maps really well to 40k and space hulks (probably intentionally!) - they timed the release really well with Into The Dark. The art is really solid and was one of the things that sold me on the book.
Agreed I love the art so much. That same artist has 40k work that's just as awesome. Only wish we had models that reflects the art
I'm glad you mentioned Will Kirkby. He's one of my favourite artist.
He does great 40k art amongst other cool stuff like the art for the SINS RPG.
It's got a great high contrast kind of Geoff Darrow feel to it. Very cool.
Thanks for the review! Looking forward to seeing you play through this.
Been waiting for this. This kind of content is my favourite by far.
1:44 RIFTS!! Ahh so good....
Battle Systems terrain and crews are a great fit
This seems like a great reason to pick up some stargrave miniatures. They have drones and lots of crew boxes.
Yeah, now I've watched the whole video I'm pretty hyped. I like that you can have 4 to 6 to 8 teams and you cab give them roles which gives them stat boosts and traits. Would like to have a house rule to allow for a diverse group like one being 4 on all stats where as a couple of others are a bracket lower etc. The d12 pool systems a bit of a pain though as most people myself included have very few d12s. Might try find some on Mighty Ape or some place else.
I really like the idea of Urban War Syntha for the bad guys. Also the Old Rogues box from Rogue Stars for a crew. They all seem the perfect fit for this universe.
I bought the game and It's been great. 18 USD for the printed book and PDF is a great value for a indy game.
You mentioned HINT minis. I'd love to see a Realities Edge let's play....Netflix's Cyberpunk Edgerunner has burnt a hole into my heart...
This is an awesome game! I look forward to your play through. I will be tuning in for that.
Ah, excellent - already got my copy and I'm looking forward to a play through at my club - I like the dice mechanics and the branching scenarios - already got some plans for our own campaign using these rules once we've played what comes in the book. I do hope you do some games on your channel - either solo or co-op, I'm not fussy!
A second D12 game in my lifetime! Amazing, can't wait to see how a "first game" is played and then how a real game is played.
My Necromunda Squats are already in Space Station Zero hunting for some tech. The game kicks ass.
Mine just shipped and is on the way! can't wait.
Tip for finding twelve sided dice for a good price. Go to learning toy stores. They always have tons of dice of all types in their math section.
Getting the D12s was not a problem for me, my local store has bins of polyhedral dice sorted by type.
Cool game, always interesting hearing your thoughts on game systems!
Agree with your comment about D12s being tricky to get without resorting to amazon. Totally understand the design motivation, but I wonder if D10s might have been a good compromise? They are a little easier to get in sets, thanks to D10-based RPGs.
That looks like a lot of fun!
The art is soon nice! Feel like really unique!
Wonder if my kids would like it.
I’ve got mine. Must say I’m pretty impressed!
Oh man, this makes me want to dust off my Blackstone Fortress minis and use them for this game.
For those who don't already know, as the main nitpick was the missing model list for the various enemies: you can find one in the FAQ that you can download from the game's homepage.
682 views, but only 99 likes? What are you people doing with your lives? Ash needs 682 views with 1000 likes minimum.
Have you considered mutants and death ray guns by Ganesha games ?
I haven't read the book or watched your review yet but the whole fucking concept is awesome. It'd be great for my 40k OC (do not steal lol) Attelus Kaltos and a few of his people to be stranded on the Space station would be a super interesting story for me to write. I have a Hero Forge mini of him I'm quite proud of my paint job. But he'd probably be too OP. Very much considering buying the book just on concept alone.
The lore has a whole lot of "Thieves World" feel to it (for those that remember that fantasy book series) which leaves lots of room for building your own scenarios and/or campaigns
Awsome review mate.
I don't like that initiative system as it can inherently take agency from players and could b super frustrating.
I've recently been playing Tombstone and it has a very interesting initiative mechanic that has a similar feel but is desicion and risk reward based
You could get away with starwars minis pretty easy
I will probably buy this based purely on the D12 use (I collect miniature rules systems). I am a huge proponent of D12 in games. They provide larger ranges and better curves that d6s, they scale well, and are still small enough to calculate with and way less swingy that d20s. They also roll well. That being said, if you are ignoring the ODD results on dice at all times, then you are actually just playing with d6s =/
PS. they do make twelve-sided d6s, justsayin.
That's what I was thinking, you're basically playing with d6s, the choice to use d12s is super odd here.
Not when you consider how crits work. @@tymon234
The keyword usage of "Challenge" is poor. Vince appeared to be in love with the word for theming where the Scenarios are called Challenges. Sometimes the various obstacles in the missions are called Challenges. Most dice tests are Challenge Test but some tests are opposed, some require a set number of successes in one attempt.
Yeah there are some term crossovers that can be confusing. It's their second game though and doing a procedural is a challenge so I think overall it's a great effort; especially on the look and layout of the book.
@@GuerrillaMiniatureGames It challenging to reply without using challenge. Crap.
@@josephmcguire8503 🤣🤣🤣 We're both challenged in that regard Joey.
My feeling is that it should be just "test" as the standard term with "save", "combat", "ranged" being classes of tests. The "challenge test" should likely be reserved for the unopposed tests vs obstacles/objects where you can carry successes from one test to the other.
Bought my copy recently waiting on the book to arrive been looking at the pdf but trying hard not to read to far so I don't ruin the story
Is the blam space station a film or book or game? It sounds interesting but I can't find anything through a search engine. Thanks.
en.m.wikipedia.org/wiki/Blame!
@@GuerrillaMiniatureGames thanks very much.
So maybe I missed it, but what's stopping me from using d6s if the success and failures are based on evens and odds? Because getting a pile of D12s is definitely a challenge when I have exactly 0 of them when they're only ever sold in packs of one...
The challenge numbers. It needs a 1-12 linear spread for the success and failure probability to work when they alter the success rate to ‘only 4+ or only 6+’ evens on the pool.
could you just replace all the d12 with d6? except for activations? Like I have 3 d12 because DnD but I don't feel like getting a bunch more if they're just used for a 50/50 rolls. Whereas I have tons and tons of D6 because GW :P
Not really, the critical successes wouldn't work, as they only activate on double 12. Critical fails would happen a lot more often.
Also many rolls involve rolling above a specific number as well as rolling an even number. So those wouldn't work either.
So not really any avoiding the d12's. But you only need about 10 and you can pick them up pretty cheap on ebay or elsewhere online or potentially even in a flgs if they sell individual dice (most do in my experience).
I think the game is best described as a miniatures and board agnostic sci fi dungeon crawl.
This is especially clear when you go to build a crew and find as opposed to say a skirmish game where gun guys make up most of the list you likely need a lot more support models. A crew made of space marine models would like be like 2 combat types then the apothecary, techmarine, and librarian as the medic, engineer, and scientist. Easier to grab crews from games like star saga or imperial assault. It did inspire me to get back to work on my hodgepodge genestealer cultists with cultist heads on first born space marines and scouts to go along with the standard brood brothers and normal genestealers cultists.
You might be able to find some of the style miniatures you want in the Starfinder miniatures range. The Archon Studios stuff in particular is really nice.
Which one of us don't have some miniatures to proxy? I have more than I could paint in a lifetime.
Yeah, the dice thing is frustrating.
What I'm trying to figure out, is what the advantage is, instead of just saying everything succeeds on a 7+, and when armour or increased difficulty comes up, then it is a 8+ or 9+ or whatever is appropriate? Because it doesn't seem like an 11 is somehow "better" or "worse" than a 3. And it doesn't seem like you need to compare high numbers to low numbers, like in Infinity. The only thing I can come up with, is that it feels like you are using the entire die, but in a convoluted way. But, I'm still very interested, and converting from the rules-as-written system to a simple 7+ system seems straightforward enough. That would also bring it in line with the initiative threshold.
3:50 Whatkind of incompetent FLGS do you have around you, Ash? Never set foot in a game store that doesn't do dice singles, and even if such a thing existed they can order them effortlessly from any of the medium-big distributors.
They certainly do, but you’ll be assed to find like ten of the same colour or shape of anything lol. Those cheesex grab bins get picked over fast.
So, how do you win the campaign? Is it the usual lame it's-up-to-the-players-to-decide thing..