[Elseworlds] XCOM: The Harvest

View previous topic View next topic Go down

[Elseworlds] XCOM: The Harvest

Post by Declan Carrick on Wed Aug 20, 2014 8:13 pm

I know there's quite a few of you that enjoy the XCOM series of games and I had an idea that if not written down, I'd forget. Instead of forgetting, I've decided to get about writing it as it's still fresh. It's a crossover world based in part by XCOM and another by a little known game called Body Harvest, the first and only sandbox game for the Nintendo 64, developed by DMA Design, which would later become Rockstar North.


The Harvest?

The Background

Combining elements from XCOM and Body Harvest, this elseworld is set to place its inhabitants back in time to stop alien threats that threaten to doom the world to total subjugation. You and your team are part of last ditch effort to prevent the slavery of the human race called XCOM, an elite paramilitary organization founded specifically to deal with these sorts of threats. As part of Excelsior 2, the special operations team focusing on direct confrontation, it's up to you to free those from centralized attacks known as "The Harvest."


In the beginning of the twentieth century, records of increased patterns of unknown activity were recorded in Earth's atmosphere, at first simply considered anomalies these measurements began increasing in intensity throughout the known world as time grew on. Researchers were at a loss, they didn't have the technology to keep up with these bursts of energy. Strange artifacts were found along the coast of southern Greece in 1915 but almost nothing could be done about them as there was a war brewing in Europe and most R & D went to the war. Then they struck.

Hordes of alien ships and cruisers landed on the coast of Greece one year later, erecting massive shields of energy preventing the escape of thousands. It was later known that they came from a comet they inhabited when records were first made. They harvested the life-force of people and ruined infrastructure everywhere they were found. The lamentations of the people couldn't even be heard from these massive barriers as they were quickly devoured. The attack only lasted a day, but the devastation would take years to recover from. Attacks continued off the coast of southern Spain, then eastern Canada.. The pattern of attacks was completely unpredictable, but the method was ever constant. The barriers would appear in the night, remain for 24 hours, then vanish. Leaving nothing but wreckage. No survivors of any of these attacks were ever found.

The great war ended only to beget a new struggle, the human race were now trying to understand this new threat that seemingly came from nowhere. In 1931, it was discovered that ten years before the attacks, a never before seen comet was orbiting earth. It was quickly accepted that this was the cause of the strange disturbances. Attacks continued throughout the century. Japan and Java in the forties, America and the rest of that continent throughout the sixties and seventies, Siberia in the nineties, Africa in the 2010's. During this time a new united nations came to an agreement on a new revolutionary force built on ending this threat. It was the greatest unity of people the world has ever known. United under one banner, XCOM was formed in order to end the harvest.

By the twenty first century's arrival, three-fourths of the entire human population were slaughtered. The remaining fourth, now with enough information assembled and decided to attack the threat from whence it began. This is where you come in.

History's Greatest Unified Force: XCOM


These attacks had a pattern to them, they only occurred every twenty-five years and this left some time for discussion, research and manufacturing. However, no matter what was done, the aliens returned much stronger and much more prepared than they, the humans. It was decided on January 26th, 1947 that a new convention was to be voted on. The bill was dubbed "The Budapest Convention" as Hungary had not yet been invaded. Within the articles of this convention was the founding of XCom, where it was decided any funds left over would go directly to the research, arming, and training of soldiers from around the world to end this threat. A grand unification of the world's militarized and academic strength wasn't accepted until 1951 and didn't go into effect until 1957. This left them once again unprepared for the invasion of America in 1966.

However, great strides that would possibly not be accomplished until the following century were being completed, bettered, and bested each coming year. By our present time 2016, technology has reached the stage where it is possible in fact, at least tentatively through new theories in the field of relativity to go back into time and return. The caveat is that you only have one chance per time period to liberate the region and jump to the next point in time. Failure meant the end of hope, the final extermination would be nigh for humankind. These were the only soldiers they had left and failure was not an option. Cybernetically enhanced super-soldiers, with armaments capable of piercing through even diamond were the final bastions against the surging threat. This was XCOM's greatest and perhaps their last achievement. There were only enough soldiers for two legions, Alpha 1 and Excelsior 2, the scout and invasion forces respectively, 10,800 soldiers in total.

The Roleplay

You and your squad are part of Excelsior 2 (although some could play a member of Alpha 1 if they so wish), the main forces dealing with the threat. You have a limited amount of armaments, munitions and provisions. Each of you have certain skills and talents the others in your squad do not possess, whether it's being a master marksman or a high understanding of vehicle piloting. each of you  have a vital role to play in your squad. Do note however, if you choose a certain specialization, the highest reaches of that skill are locked to the other members of your sortie in play. Take care of your equipment, weapons and ammo as you only have limited amounts otherwise you're stuck with the weapons available to you in that time frame. That means instead of your high tech Gauss sniper rifle, you might have to rely on a Mosin Nagant. Every time you eliminate the highest value threat in your zone (Harvester Wave, Mutant, Alien Processor, or Shield Generator) you gain access to a care package you can designate on a map for recovery.

The first canon location you'll be fighting in are the very first invasions in Greece in 1916 just as in Body Harvest, however subsequent locations will be put up for a vote, with varying degrees of difficulty and rewards. In later installments you'll probably also face off against other extraterrestrials not part of the harvest or they may even help you, that is still unknown. Of course as it is with human nature, you may have some issues getting your way around the citizenry, whether it be diplomacy or dealing with unfortunate survivalists who trust no-one who wish to fight, the ruleset allows for various ways to handle these scenarios.

On harvester waves :

These are focused attacks by the aliens to harvest the lifeforce of humans, they usually comprise of a central Harvester, Scout and Goliath team of aliens working together to coax the humans out of their homes and lives. See also: the following guide for the bestiary: http://www.gamefaqs.com/n64/196796-body-harvest/faqs/8460

On mutants:

This is what monstrosities get birthed when you don't deal with the aforementioned harvester waves. Mutants are highly advanced rapid attack shock-troopers that can match you for firepower and efficiency. If you are unfortunate enough to have to deal with them, make sure you spread out as a team and force it to make a mistake. Ambushes are your best hope early on.

About alien processors:

Even with our current technology, we don't have a way to bypass enemy shield reflection systems. I do not mean their armor, but rather their blue plasma-like walls barring entry to certain locations. It is known by killing the alien processor in an area, not only do you stop the invasion in that zone, but open a hole in their shield to go on to the next area. Be warned though that these are known to spawn the bulk of their army on them to prevent this from happening. Plan accordingly before heading off.

On the generator:

This is the general of their forces in a region and you'll want the very best in weaponry. Your forces are so named by the unit name of the landing ship you came on. Excelsior 2, alongside Alpha 1 will deploy to whatever squad reaches the generator first and become available for battle. These vehicles are armed to the teeth once stripped down to their combat form. With the highest agility, torque, and armor rating of any vehicle you'll come across now and thereafter; these are best for taking down Shield Generators. Let it be known now that small arms fire has not been known to work on them before and there's no consensus stating they will now. It is advised you fight from within the vehicle using the weapons given you.

On that note, if there's any interest I'll go on. This should be enough for now as it's only a suggestion. If you want to know more about body harvest, there's a playlist on YouTube: https://www.youtube.com/watch?v=qq6vLhKxYEM&list=PL6C5F63CD35A3C10C

Let me know what you think and either way, thank you for your time.


Last edited by Declan Carrick on Sat Aug 23, 2014 1:55 am; edited 7 times in total
avatar
Declan Carrick

Posts : 113
Reputation : 12
Join date : 2013-05-09
Age : 29
Location : Sendai, Miyagi Prefecture, Japan (The correction was given me by Toshiaki's roleplayer)

View user profile

Back to top Go down

Re: [Elseworlds] XCOM: The Harvest

Post by LQ-84i on Wed Aug 20, 2014 8:41 pm

Reserved for rule set, weapon guide and other features.
avatar
LQ-84i
Admin

Posts : 268
Reputation : 15
Join date : 2013-01-21
Age : 23
Location : Miami, Florida, The United States of America

View user profile

Back to top Go down

Re: [Elseworlds] XCOM: The Harvest

Post by Tiberius Hawke on Thu Aug 21, 2014 2:38 am

I like the sound of this. Would somebody be the GM, controlling the invaders?
avatar
Tiberius Hawke

Posts : 1477
Reputation : 49
Join date : 2013-02-19
Age : 21
Location : Yamaku

View user profile

Back to top Go down

Re: [Elseworlds] XCOM: The Harvest

Post by LQ-84i on Thu Aug 21, 2014 2:59 am

Someone would have to be given the nature of that for the most part it's campaign based. Much like your civilization threads, there are points where harvester waves, attack waves and scenarios would have to be done in a way where someone has some direction over the end result. There are cold spells where you have time to restock and regroup and those are of varying length depending on activity both of play and alien activity as registered every so often by the GM.


Combat is handled much how it was during Cybernetic Nightmare, except instead of levels you are informed of their number strength and possible specie types instead. These are of varying reliability. The better you're upgraded, the better your relays from Alpha 1 who are scouting and your squad's readings will be. During cold spells, you have access to the bivouac or cantonment (depending on initial upgrade selection) encampment where you can restock, alter inventory stores and do most of your management before continuing on. You will be prompted before these spells end if your squad is completely sure that they have finished as some forms of management are locked until the next cold spell or you reach a haven.

Invader actions are relayed to the sortie in play by the GM at the end of their turn. At the end of the squad's turn, depending on the choice of action or shot selection, you will know the end result of the action and the movement of the invaders before their own turn.

Of course, such as any other elseworld on the site, there is that roleplay element and you're free to explore and improve the story yourselves as long as there isn't a battle taking place. Fluid time is active for threads before a battle sequence.

Sample scout report:

INSTANT TRANSMISSION


Alpha One: We have eyes on a harvester wave that just spawned ten clicks of your location. (Coordinates on a map would be given here in Cartesian form for now, alongside a visual representation of the map with the coordinates.)

Possible strength at about 10 tangos. 4 scouts, 3 goliaths, 1 harvester and 2 drones, with more inbound. Human casualties are still low. Make sure you're ready to rock before entering the fray, a strange signal we believe to be a call for reinforcements has been sounded. Alpha One actual, out.

Below this point would be the HP, firepower and ability descriptions for each alien species, alongside a description of the setting to note any possible cover you could make use of alongside whatever you'll write. It will also inform you of what there isn't to use.

With later upgrades, you'll get a visual on what they appear like, possible weaponry and more statistics such as movement range, movement speed and damage output.
avatar
LQ-84i
Admin

Posts : 268
Reputation : 15
Join date : 2013-01-21
Age : 23
Location : Miami, Florida, The United States of America

View user profile

Back to top Go down

Re: [Elseworlds] XCOM: The Harvest

Post by Wade Wilson Jr. on Thu Aug 21, 2014 9:02 pm



avatar
Wade Wilson Jr.

Posts : 882
Reputation : 37
Join date : 2013-01-22

View user profile

Back to top Go down

Re: [Elseworlds] XCOM: The Harvest

Post by Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum