The Gnosis Conflict is set in a dystopian future where massive corporations have slowly undermined the influence of nations. Nations still exist, but they are dependent upon these powerful multi-national organizations to sustain their economies. Power is now held in boardroom meetings within the private sector. Governments quietly comply with these dictates, or find themselves impoverished with a populace ready to revolt. This stranglehold of power is made possible by a technological arms race rife with espionage.
Ten years ago, mankind realized it was not alone in the universe. Just as we sent out radio waves before venturing out to distant stars, at least one other species’ reach also exceeds their grasp. Probes, cryptic signals, and other alien tools of exploration have reached Earth. These items often do not survive full entry into the atmosphere, and this knowledge is not shared openly for fear of public panic. Instead, power brokers conceal this fact and seek to harness its forbidden gifts.
Because of the continued arrival of these devices, it is believed the aliens are aware of our existence. While their true intentions are unknown, it is hoped they seek to make contact, and feared they are studying us.
Rapid advances in science beyond current human understanding have made patent-holders wealthy and powerful; however, there is fierce competition at the top, and yesterday’s discovery does not guarantee tomorrow’s control. While several of the most potent corporations lead the clandestine struggle to secure these technological finds, governments compete as well, hoping to shift the balance of power back in their favor.
Due to the secretive nature of the conflict, struggles are always small and fortunately few pieces that ever fall from orbit land near cities. Competing factions monitor the arrival of artifacts as they enter the atmosphere, then send in highly specialized search and recovery teams to take custody of whatever is found. Often more than one group arrives at the scene, where brutal skirmishes erupt–factions compensate for this through the technology of the gods that allows for outright resurrection of the deceased through cloning.
Gnosis Conflict features a rich setting with cyberpunk influences from games like Shadowrun and the sci-fi elements of X-Com. The gameplay presents an easy jumping on points for players new to or intimidated by wargames like Warhammer with a gentle learning curve of rules and quicker gameplay.
A hint of MOBA style gameplay from games like League of Legends, ensures a smaller-scale and more forgiving learning environment.
Veterans of the wargames genre have plenty to look forward to with a depth of gameplay and breath of customization.
The MNDC (Multi-National Defense Coalition) is known to the public as an anti-terrorist task force sponsored by the UN. It is in reality an attempt by first world nations to hold their own in the technology race with other mega-corporations. The inherent danger of such technology is its use by people who did not have the true knowledge to create it on their own, but are more than willing to profit from it. These corporations rival the power of most world governments, who wish to take back what was theirs by utilizing the same technology to combat the corporations (though with more restraint). Few realize the hypocrisy of this stance.
Candidates for the MNDC are chosen from elite forces of various nations, and their skills reflect advanced military training. Additionally, a few trickles of alien technology have fallen into the hands of this organization which give them an edge over any normal fighting unit. The black ops groups funded by the mega-corps, however, are anything but ordinary.
The MNDC is optimal for new players as it is easier to learn, and focuses on brute force over finesse of gameplay. They feature many powerful units, but field smaller armies as a result and specialize in ranged ordinance.
A medical equipment and pharmaceutical corporation by trade, Synthtech Genetics uses its business profits to fund illegal genetic research. The myriad twisted experiments they create are secretly unleashed to recover lost alien technology. These numbered subjects are expendable, mindless killing machines designed to swarm enemy troops and clear out an area so their handlers can pick up the leftovers. They are unstable in every sense of the word, and possess little more than an animal’s intellect. Their savagery is kept in check by strict conditioning and shock collars.
Despite their mindless nature, they are drawn to the alien technology, the only link to their true creators.
Synthtech Genetics plays up-close and personal. Their beastly units are fast and specialize in terrain negotiation with the goal of getting close to their opponent with powerful melee attacks. Synthtech also possesses a few units capable of flight, ensuring their supremacy moving around the board.
Marauders are not a true faction, but a catch-all term for any smaller corporation attempting to enter the technology arms race. The term also refers to the social derelicts, outcasts and other undesirables haphazardly given weaponry to champion the cause of the faceless corporation. Prime candidates for such short-term recruitment are those who have had some early commercial cybernetic upgrades. Such products are rarely stable, and many individuals lack the money to maintain them. Alternately, these products have also been known to cause dementia or other psychological disorders when the neural integration doesn’t work as intended. Whatever their sad story, these individuals usually end up homeless and digging for scraps to get by.
As with any large impoverished group, they begin to coalesce into small gangs and communities. And that is when a well-dressed representative of the corporation-in-question arrives with a deal. They offer medical help, repairs, sometimes just outright money or even food if a group is desperate enough. In exchange, all they ask is some help in reclaiming a few objects out in the country and making anyone else caught sniffing around for it disappear. Willing to accept the risks, the gangs take the devil’s bargain.
The Marauders are a cautious lot, believing in strength in numbers. They perform best when they can gang up on an opponent, but leave themselves open to explosive reprisals. Beware, their most powerful attacks have a chance of backfiring.
Before their discovery of the first alien probe, Hadreon Dynamics was a struggling weapons and technology development firm. On its last legs, the firm had sold off most of its assets in an attempt to preserve what remained. Success in grasping the probe’s technology has led to them becoming a leading designer of weapons and augmentation technologies with extensive military contracts, including the MNDC.
Rumor has it the first probe remains intact today at the Hadreon Dynamics world headquarters, with components still waiting to be deciphered. What the company has been able to glean from the salvage has quickly catapulted them to the forefront of the modern arms race. What Hadreon Dynamics lack in manpower, they more than make up for in resources and equipment. The strike and recovery teams employed by Hadreon Dynamics have a notorious reputation among those in the know.
Hadreon Dynamics shares the brute force of the MNDC, but are not without their tricks. These tricks provide the extra edge this faction relies on and makes them the hardest faction to play. Momentum is key and it is delivered through careful use of the temporary bonuses their enhancement deck provides further bolstered by their use of support units and greater control over Salvage bonuses.
Customize Your Unit
Each faction has 8 units to choose from offering several combinations of offensive, defensive and unique abilities though each faction is united by a core ability specific to them.
Additionally, optional upgrades during play allow for temporary enhancement of units or new tactical options. Players are able to choose from several upgrades to fine tune the feel of the squad they field.
Multiple Game Types
There are 2 game types in Gnosis Conflict allowing for different gameplay experiences where each is scored differently and victory conditions are completely different. The default is to control the alien salvage in a King of the Hill style mode emphasizing positioning and tactical supremacy. And for players who just want to knock-heads, there’s an Arena style deathmatch where winning is just a matter of dominating your opponent with a high body count.
The Gnosis Conflict comes with over a dozen different terrain pieces allowing players to construct the playing field differently each game providing a range of different game experiences and obstacles for each game played. The players control the layout of the board prior to play offering another level of tactical decision making.
Players can choose to create a clear path to their enemy and charge into the fray, obscure their location with obstacles or look to exploit advantages and defensive positions. As the goal of the game is to win control of the alien salvage, pieces of debris on the map, once captured, award bonuses to the controlling faction.