Monday, January 12, 2009

Molding: Krosis Prime

On the dense jungle planet of Krosis Prime your detachment has touched down, with a host of other units, into the unrelenting wilds. You are charged with security, reconnaissance and the preliminary extraction of valuable planetary resources.

In Krosis Prime you are in command of a detachment of trained mercenaries supported by the slush funds of large corporations, political extremists, and insane philanthropists. Your score is determined by the successful completion of missions, and the more people you can satisfy the more fame you can claim for your shard of an otherwise loosely organized world military.

The game begins with each player selecting missions from a closed source. The remaining missions will be made available later in the game. Each player controls a faction of similarly composed military units, including Space marines, Engineers, a Spider walker, an enforcer Mech, a drop ship and a mobile command unit.

On each players turn they may do one of the following:
  • Deploy one unit to a terrain space (the unit must be able to navigate the terrain)
  • Move one unit (adhering to terrain restricions)
  • Scout new terrain (this includes moving a unit)
  • Secure discovered terrain (a second search of the wild countryside)
  • Seek additional missions
  • Close a completed mission (a player's third mission ends the game)

As a bonus, and a requirement to foster interesting play, the activated unit may, depending on the type, combat alien forces on the surface or collect valuable resources which will help that unit's controller to complete his mission objectives. Clever use of unit influence and strategic deployment will help a player make the most of his mission cards. When a player has completed three missions the game will complete one final round before a faction is crowned the Krosis Elite.

3 comments:

  1. Here is the first draft of the units:


    Marines: 1 influence, 5 resist, no terrain restrictions

    Engineers: 1 influence, 3 resist, no terrain restrictions, allows other units to treat occupied space as negotiable terrain

    Mobile Command: 3 influence, 2 resist, restricted to forests and grasslands, enables mechanical units to move

    Assault Mech: 2 influence, 9 resist, movement restricted - no mountains or marshes

    Spider Walker: 2 influence, 5 resist, movement restricted - no marshes

    Drop Ship: 0 influence, 2 resist(air only), no terrain restrictions, you may recall the drop Ship and any friendly units sharing a space with it as an action

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  2. There are eight units in all two marines, two engineers and one of each remaining type.

    Influence is used to determine who has control over a given territory. Resist is used to represent resiliency to attacks from hostile natives. If a native force is stronger than your resist you must recall your unit. There are five terrain types: grasslands, forests, jungles, marshes, and mountains.

    The Assault Mech, Spider Walker, and Drop Ship are the mechanical units which the Mobile Command controls.

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  3. Resource Types and Subtypes

    Flora: Exotic, Prolific, Restrictive

    Fauna: Reptiles, Mammals, Amphibians, Beasts, Aggressive, Territorial

    Minerals: Exotic, Vein, Precious Stones, Ore, Fossil Fuel

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