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Fast Facts
Name:
Auto Assault
Acronym:
AA
Developer:
NetDevil
Publisher:
NCsoft
Release Date:
CAN: 8/31/07
Country:
USA
Genre:
RPG
ESRB Rating:
Teen

Army of Justice

In some twisted light, the Army of Justice could be seen as a bastion of multi-factional cooperation. Humans, Mutants, and Biomeks all work together, putting aside their differences to work for the good of the future. One man, known as Justice, has seen the way for a glorious tomorrow, and he believes that all have the right to share in his vision. This vision can be shared by the use of Unity, a means of merging with the ideals of all races and factions.

In reality, the Army of Justice is a group of wasteland pirates and bandits using a Contamination-based drug. They are a group of fanatics, under the leadership of a charismatic zealot, whose only real goal is to gain personal power.

Because Justice's Army is fairly small (but loyal), he often relies on subtle strategy. He has agents placed in several of the upper echelons of the Freelancers and Mutant organizations. They act to foment chaos and give Justice's forces greater opportunities to seize resources and power as well as recruit new members.

In areas where the Army of Justice has greater sway, they raid other communities for vital supplies. Justice may make claims of unity, but he leads a group of predators who butcher the weak and steal anything of value. Anyone who resists him dies, and the less fortunate are put to work as slaves. His peace is the peace of the sword: all threat and violence, with no real freedom.

Thus, in one way, what Justice says is completely accurate: he accepts everyone equally and offers them a new path of the future. It is simply one which he is above all others and Humans, Mutants, and Biomeks are fully subjugated to his will.

Biomutes

The Biomek Order's various recruitment projects met with varied levels of success; over the years they learned to make the process much more efficient where the success rate was high, and realized that certain factions would take a considerable amount of energy, time, and resources to properly bring into the Order. For decades, the Order sought various means to subvert and eliminate their long-lasting enemies, the Mutants, by any means possible. It is true that some in the Order preferred strict, total liquidation of the problem. But some of the highest ranking officials believed that Mutant conversion should be a top priority within the Order, a direct challenge to their existence and way of life. Total conversion would be the ultimate triumph.

Various long-term research studies were conducted and at first the Biomeks assumed that the Mutants would take much longer to convert using their standard practices (nanites rerouting neuron pathways, shock/pain stimulus, and other mind-formatting techniques both new and ancient). Unfortunately, the very process that made the Mutants unique – the Contamination infused within their bodies – worked in direct opposition to the multiple Biomek conversion techniques. The result was that the subjects lost the capacity for rational thought. These so-called "Biomutes" were too disruptive to rehabilitate with the other Derelicts, so the Order chose to use their weakness as a strength. The Biomutes were moved to the Moat, where their irrational conduct would serve as an additional line of defense against intruders.

This neglect by the Biomeks would prove to be troublesome – through an unknown technique, some of the Biomutes fought through the madness and regained just enough sanity to develop a society of sorts. They somehow managed to develop buildings, structures, and vehicles that mirrored their appearance: a distinct, haphazard cross of Mutant organics and Biomek technology. The surviving Biomutes evolved into a formidable opponent, as they possess the powers of the Changed, and the physical capabilities of the Biomeks. Those that ventured into the area on patrol have been so disturbed by what they saw that they were unable to communicate what transpired. Many of these scouts have even reverted to Derelict status. What occurs in the towns (and minds) of the Biomutes remains a mystery.

There are three tiers of Biomutes. The first is The New, those Mutants that have just undergone Biomek alterations and become Biomutes. They are simple but violent creatures, existing only to eat and destroy, with no speech or higher functions. They are lured into holding pens using bait (captured Biomeks) and forced to undergo Treatment. Waves of pleasure and pain soon force them to compensate for Biomek technology in a Mutant body.

Once control is regained, the new Biomute is a member of Los Invertos, the second tier. These Biomutes serve as soldiers in the war against the Biomeks. They are able to work in large groups, and they are fanatical in their devotion to their leaders and the cause. They have also been so acclimated to both pleasure and pain that they tend to confuse the two of them, and they have no regard to physical or mental discomfort.

The final and highest tier of the Biomutes is their leadership: Tres Tapas. This is composed of three individuals (Lujuri, Dolor, and Despero) who equally control the Biomutes. They wish to raise an army of sufficient strength to topple the Biomeks (first) and then the Humans. With any competition gone, they will then move upon the Mutant empire, ousting the Prime Archon and making all The Changed into The Enhanced, one large group of Biomutes.

CB'ers

In the dark days following the Apocalypse, the pockets of humanity that remained isolated themselves in niches or, more commonly, settled near major roadways, utilizing the still-existing transportation grid for trade and fast travel. A dedicated group of men would move goods and materials from far-flung communities, driving Old World big rigs and other long haulers just as people have always done. It was practically a tradition. Since so many people’s survival depended on these so-called “CB’ers”, many left them to do their business peacefully.

Of course, times change and people’s attitudes change with them. Some saw the advantage of just taking the goods from the CB’ers rather than trading for them, and soon enough the CB’ers were being harassed, ambushed, and hijacked daily. After numerous losses that nearly destroyed them, the CB’ers did not fold or give in to pressure – instead they reacted radically. They took control of the major roadways, intersections and thoroughfares, set up fortified outposts and checkpoints, and armed themselves heavily, regardless of what the locals think. They run these important highways and junctions with an iron first, charging tolls from whoever that passes and terrorizing the local populations that oppose their operations. They still transport goods, but with increased transportation and security fees backed up with force that betrays their “take it or leave it” approach.

The CB’ers believe that the highway grid will be the center point for the post-Apocalyptic world, a foundation that a new nation or alliance of city-states will be dependent on. Whatever the outcome, the CB’ers would be in the perfect position to help mold this new future. Typical CB’er convoys portray this outlook; they may consist of a number of “Carrier Wave” big rigs for heavy transport, surrounded by “Rabbit Ears” mobile radio platforms and “Flash Traffic” motorcycles. Occasionally “Broadband” assault tanks have been seen escorting CB’er convoys, and as well as protecting structures and other tasks. Despite their firepower, CB’ers are not a widespread faction and guard their resources strictly – every rig is a valuable commodity.

The Corps

As the world degenerated further into chaos with the spread of Contamination and the wars that followed, bands of like-minded civilians and citizen soldiers formed self-regulating militias bent on protecting themselves from the Mutants and seemingly negligent governments. One of these groups, The Free Civilian MilCorps, occupied a small, unused military base, closed their walls to outsiders, and hunkered down for what they assured themselves would be chaotic times ahead. As it happened, this base was located close to Hestia’s Ark I site and throughout the night of the Final Solution the MilCorps survived nearly unscathed from the global attack.

Now referring to themselves as simply “The Corps,” the militia mostly stayed by their base of operations, venturing out on occasion to reconnoiter the surrounding areas, gather resources, and engage opponents that prove to be an immediate threat. They adapted a strict military regimen instead of any kind of widespread educational system, and turned their base into a strong, well-defended fortress. The Corps’ belief that they are fighting Humanity’s last war has put them at constant odds with every other faction in the Central Wastelands. Even most Scavs regard The Corps as a group of highly dangerous militarist kooks that are more trouble than they are worth. Their current leader is the extremely volatile General Nostos.

The strong military basis for The Corps makes them extremely dangerous opponents. They employ the same paint schemes for their vehicles, a mix of drab olive green and khaki brown, with their symbol being an iconic white star. Typically found in patrols, The Corps fights in a coordinated fashion, using their military experience and upbringing to the full potential. Infantry units can come in many varieties, and there are often medics or specialists that can quickly heal other soldiers during combat. Old utility transports and tanks make up the bulk of their vehicle arsenal – old, but still very deadly. Recent rumors indicate that The Corps may be employing restored attack helicopters and other unusual vehicles from the pre-apocalypse era.

Occasionally, particular visionary (or insane) men have risen through the leadership ranks and achived small victories. These include Major Lectern's power project, which brought lmited electrical power to The Corps' military base (now called Windjammer), and the efforts of Lietenant Buckwyle, who pioneered the renovation of the artillery guns that The Corps uses for base defense.

At this point in time, The Corps is led by General Nostos. He gives commands to his squad leaders, called Lieutenants, and to the general troops, known simply as Soldiers.

It is a well-known fact that General Nostos is mad. This is not a rare occurrence in The Corps, who are widely regarded as kooks even to the Scavs. It does not help The Corps reputation that they engage in open warfare withe every other group they come into contact with, including but not limited to Thugz, Scavs, and the Freelancers of Ark I.

Derelicts

For the majority of the Humans that did not fight the early battles of re-emergence, many first encounters with the Biomek Order were actually with a segregated group of people called the Derelicts. These encounters initially led the Humans to believe that they were fighting the last vestiges of the biomechanical soldiers their ancestors had left behind - people infused with cybernetic implants and other forms of obscure technology. The Humans sought to isolate these Derelicts in and around the dilapidated town of Rusted Ridge. Subsequent encounters with actual members of the Biomek Order would destroy this notion.

Through postmortem analysis, practical observation, and aggressive interrogation, the Humans learned that the Derelicts were merely Biomeks-in-waiting. The investigation discovered that as the Order strives to improve itself, it not only creates additional members of the Order through reproduction but also increases the population by integrating other survivors like Pikes and Scavs. The process is forceful, thorough, and mind-altering. Even after integration, many Biomeks suffer from a form of “cyber-psychosis,” from which they must be rehabilitated using these very same processes before integrating back into the Order. As both the integration and recovery conversions can take time, the Order frequently moves the so-called “Derelicts” to a communal area – the Biomek town of Rust - where they can recover from this malady without causing disruption to the Order.

The analysis also revealed that at some point, a great Biomek leader within the Order, Master Fracto, had become difficult to control, declared Derelict, and, as was the custom, had been sent to Rust. According to some accounts, Fracto, instead of “rehabilitating," grew increasingly insane, and detached from the Order entirely. Fracto gained a group of Derelict followers and left Rust on a pilgrimage to an area dotted with ancient hydroelectric dams called Rusted Ridge. There they reside still, dangerously close to the rapidly growing Human cities – and increasingly dangerous to any outsider that may stumble upon them.

E.I.L.M.

E.I.L.M. stands for East Illif Lynch Mob. With the freedom of anarchy and open access to violent weaponry, the E.I.L.M. got the opportunity to become the gangster Thugz they always wished to be. Without laws and existing enforcers, the E.I.L.M. live life the way they want. This consists of racing, tearing up their territory, and making and selling bathtub dope.

This does not mean that the E.I.L.M. is without ambition. Above all, they want to expand their turf and grow their Thumper network. However, they have a problem with organization, inconsistent funding, and inner hierarchy. They just need to prioritize a bit more to realize their dreams.

Hassler the Hustler is the leader of the gang and its visionary. He is the one who sets the tone for the whole group. He is surrounded by a cadre of Stylers, members of the gang who stand with their man. General gang members are Dawgs. When not competing with each other, drinking, or listening to bass-heavy music, Dawgs are found in heavy conflict with the Thugz gang, who they hate on general principle. In reality, the two gangs have much in common.

The homes of the E.I.L.M. are built in and among old world ruins. They are colorfully decorated with graffiti, which provides easy identification of personal and turf territory as well as giving an aesthetic ambiance. This enjoyment of color and style can also be found on E.I.L.M. vehicles, which are brightly adorned with lights and innovative paint jobs, together with hydraulic kits and expensive musical systems.

I.N.C.

I.N.C. is International Negotiables Consulting, a neutral mercenary banking conglomerate that maintains a monopoly on airlift, locker space, auction house and mailing services. Any member of the three factions that find themselves killed or stranded can ask I.N.C. to airlift them to a location controlled by their faction. In addition, I.N.C. provides banking services in terms of a universal monetary exchange between the races and other factions.

I.N.C. was started by a middle-class man who understood the nature of supply and demand, Filiberto Braunsdorf Sr. A prudent observer and perceptive in the ways of history, Filiberto had a vision of a multinational, border-spanning organization. He also had a helicopter pilot license. Filiberto managed to spearhead a massive merger of some of the world's largest conglomerates. It was an attempt to consolidate revenue in the face of a collapsing world economy.

After the Final Solution, the world's airports and military bases were destroyed. Filiberto took advantage of these open skies, recruiting every pilot he could find. Together, they restored every flying machine they could to operational status. He then offered services to every aspiring leader or warlord within the Central Wastelands, Mutant or otherwise, giving them reliable, safe transport of goods or individuals at a premium price.

This was amazingly successful. I.N.C. became a neutral force of transportation and efficiency. The key to INC's success is its use of airlifts, large tilt-rotor helicopter transports that, in earlier times, were very useful in moving large amounts of supplies from one location to another. The three races use the airlifts for vehicle wreck recovery, fast airmobile transportation, and banking. Airlifts can be summoned whenever a vehicle is damaged beyond repair - their powerful magnets hoist the wreckage into the air - and move the vehicle to the last visited repair facility. Similarly, the three races can call an airlift pickup from anywhere to any major facility or town instead of having to drive the Central Wastelands. I.N.C.'s motto can thus be found in every major city, and encapsulates their corporate philosophy: "Help us help you."

A lesser reason for I.N.C.'s success is their policy of eliminating any competition. It is well known that I.N.C. does not have a military force, this allows them to maintain their neutral status. However, I.N.C. does enter into contractual agreements with key groups and individuals, agreements stipulating any pilots or business people that try to start airlifting have "an accident." As a side coincidence, any flying vehicle with airlift capabilities that was used in this endeavor is soon sold to or acquired by I.N.C.

The Law

The Brotherhood of the Law, or more simply, The Law, is the last echo of ancient police organizations. When anarchy spread in the last days of the old world, civil law-enforcement forces banded together and attempted to maintain some form of order. They tried to combat the rise of the gangs, particularly E.I.L.M and the Thugz, and give some measure of civilization to regular people.

However, The Law has found it difficult to continue without governmental funding. Therefore, they have been forced to support themselves with the spoils of their warfare with the gangs. This has made them consummate looters of dubious morals. In addition, The Law has also levied stiff taxes against the local populace and enforced a strict curfew for the sake of "protection." This has not gained them much love or respect by communities, who view them as vigilantes little better than the gang that The Law says they fight against.

Given their ties with the old world police force, it is not surprising that the leader of The Law is known as Smokey. Next down the chain of command are the Detectives, who often have several lackeys nearby. Finally, the rest of the group is collectively known as the Beat, members who simply act as enforcers of The Law

Within the Law, there is a great deal of pride in the job they do. The Law strives to maintain an organized front, painting their vehicles white with a dark navy blue or forest green stripe and gold trim. Even their foot troops sport uniforms of dark blue and green with gold accent. Like the old-style police insignia, both vehicles and individual members sport a gold six-pointed star badge. However, whether The Law lives up to any ancient code of justice is highly debatable.

O.C.D.

OCD, or the Organization for Combat Driving is a neutral organization that organizes and hosts "fair" arena competitions and death races. They own arenas in each of the major cities, where the races are held and new members are recruited. Because of this, the organization holds tightly onto their neutral status. They do not care who holds power in a local sense, and they are not affiliated with any of the major factions.

Their major objective is simply to sponsor races. Members of the organization are die-hard racing fanatics. They do keep their eyes out for new recruits, but they live for the races, unless they die, which happens sometimes. Still they lived doing what they loved, and who can ask for more?

Representatives of the organization are easily recognized by the fact that they are fully decked out in their racing gear. They also lean strongly toward racing themes on their vehicles or clothing. Pictures of checkered flags or images with flashy, attention-grabbing colors are common.

OCD contracts INC for transporting the fighters to its secret Arena locations around the Wasteland.

The Paynes

When the apocalypse struck, billions of humans and mutants were wiped out in a nuclear, biological, and chemical mix that should have wiped out all life on the surface of the Earth. It didn't quite work out that way – areas of humanity and mutantkind survived, existing on their technological superiority or newfound link to the Contamination. Other pockets remained in relative isolation, surviving on whatever advantage they could grasp.

The Paynes are one such group – their pre-apocalypse origins are relatively unknown, though according to tradition they fled to a desert area during a massive flood. The flood closed off this area, creating a briny bayou or fetid bog in its place. The water level receded somewhat, allowing relative access to the area via Highway 667. However, the Paynes fiercely guard the bog – referred to by most as the Fetid Bayou – and consider the entire area their own.

A close examination of the Paynes indicates how they survived: a massive, across-the-board inbreeding program, coupled with a plentiful supply of food with the richly diverse swampland and, most impressive of all, an efficient refinery system. The Paynes create a form of bio-diesel, which they use to trade, generate power, fuel vehicles, and create their own brew for inebriation. While the inbreeding has nearly bred the intelligence and common sense right out of the Paynes on a whole, the collective leadership maintains the faction extremely well. While the family often undergoes many internal struggles, once an outside force threatens, they all unify against this external force. Given their ability to salvage and maintain vehicles, fuel, and sheer numbers, the Paynes are not to be trifled with.

Pike Bandits

The Pikes are a raucous faction in the Central Wastelands, a group of religious miners who can often be found digging in the earth to be near their buried god that they call Hamalzah: "He Who Dwells in the Stones". Their settlements are marked by large pillars of stone that they use to commune with their god. Healers or spiritual leaders are the only ones who report communication with Hamalzah, with the rest of Pike settlements governed over by a Crew Boss. Lackeys and Thugs make up the rest of their society.

There are many groups that hold a great deal of enmity towards the Pikes. Obviously, the Humans, Mutants and Biomeks all resent Pike incursions. However, they are not the only ones. Scavs and even TemperNet consider Pikes to be fair game, with pitched battle being relatively common.

At their heart, Pikes are miners. They build their roundhouses and towers near mineral deposits and attempt to gain natural resources. However, there are many things that cannot be gained through simple minework. For example, industrial goods, manufactured weaponry, and food and water are never going to be found in a mine. Therefore, the Pikes have resorted to raiding, and their groups ambush anyone they believe is a valid target.

To the Pikes, of course, all other groups are treated equally in terms of violence. The Humans are pathetic rodents, Mutants are monsters, and Biomeks are freakish constructs. All of them have good stuff that can be taken for the good of the Pikes. It is the same with some of the other groups in the world. If a Pike can bring down a CB'er or a member of the Corp, they will do so. They don't even flinch at bashing a Scav for some meager gain. It is difficult to feel any sort of sympathy for the losses other groups inflict upon the Pikes because the Pikes are just not very nice people.

One of the most common Pike vehicles is the Duster, a four-wheeled cruiser commonly equipped with turret-mounted medium cannon. Like all the other Pike vehicles, the Dusters take on a patchy, strung-together appearance, covered with various amalgamated plates of armor, as well as other ornaments like skulls or pickaxes.

Dusters frequently travel with machinegun-equipped Pike bikes (called Hitmen). While it may seem the Dusters and Hitmen have a numerical advantage in battle, these vehicles can be easily dispatched and are generally not considered to be a major threat to alert and equipped drivers.

Riders of the Apocalypse

In the old days it is said that motorcycle gangs ruled the highways that crisscrossed the land. Historians described these gangs as roving bands of heinous outlaws, pillaging and spreading lawlessness wherever they went. It was natural that in the years following the Genesis Solution that the idea of these tough, self-sustaining gangs would survive and persist in the unforgiving Central Wastelands. One of the most powerful of these gangs roams Grand Junction, the central area of the lands controlled by the Tribes of the Changed.

Known as the Riders of the Apocalypse, this heavily armed motorcycle gang represents a threat to anyone on the highways that span Grand Junction. The Riders have embraced the apocalyptic attitude carried on by its founder, Death – that “nothing matters,” the world had already ended and that they should violently enjoy what little time was left. Murder, pillage, destruction and intimidation are the standard tactics. Not surprisingly, many others have flocked to the cause, and in recent months, the Riders have grown so much that by necessity, they are increasingly organized and even structured. Naturally, the Riders are extremely dangerous.

Typically, the Riders have split into groups and subgroups, sometimes in dedication to a particular leader, others to a concept. The Plague Spreaders are the smallest sub-group of the Riders, dedicated to following the last of the powerful riders to join the gang, Pestilence. What the Plague Spreaders lack in strength and stamina they more than make up for in intelligence. In battle, the Plague Spreaders use various forms of gases and poisons to disrupt the enemy. They prefer to work in the background, utilizing tricks and traps to hinder and harm their opponents in devious ways. One can only become a Plague Spreader once they develop a toxin and have demonstrated its effectiveness on another Plague Spreader.

The bulbous bikes used by Plague Spreaders are lightly armored but resistant to the toxins they use against their opponents. Typically the Plague Spreaders may use a mix of biological agents, chemical mixtures and even stolen Biomek nano-technology. Plague Spreaders bikes are easily identifiable as they carry a large capsule or tank on the bike’s rear, usually set behind a small turret mount.

When not off stealing, the Riders of the Apocalypse spend much of their time partying in rallies in Grand Junction. There is only one civilized location that they can be seen in frequently: Waylan's Cave Saloon and Bar in the Borderlands. While the Riders treat Waylan with respect, this is not extended to anyone else, even their own members. other people are targets to be used, abused, or killed as desired.

Scavs

The Scavs are the leftovers of civilization, people who spend their lives scavenging the remnants left behind by others, trying to survive. Anything that they find of value is used directly or traded for vital supplies. Life is difficult for a Scav, and there are always other groups that take advantage of them.

Historically, the Scavs lived in the suburbs on the edges of population zones. They bunkered down and tried to make their way in a world of social unrest, riots and gunfire. Then, the bombs fell and the planet changed. The Scavs found themselves at the mercy of horrible Mutants and psychotic flesh-machines (Biomeks).

Ambitious warlords began to carve out their own little empires using force of arms. If a Scav's home fell within their territory, they became slaves (if they were lucky) or exiled or even killed.

These outcasts have no kingdom or faction, and are at the mercy of anyone stronger. Because of that, Scavs are used as a source of cheap (slave) labor by the Humans, considered expendable by the Mutants, and fitting experimental subjects to the Biomeks.

Scav leaders are rare and seldom last for long. Instead, individual Scav do the best they can. Maybe one day, life for them will be better, but until then most Scavs consider it best to look for the next meal and try to last the day.

The Syndicate

The Syndicate is the new mob, an organized criminal group that existed since before the Apocalypse and continued to survive. Their core objective is to make money, but they also want to establish some form of order, maintain their facilities, and expand their influence.

Because the Syndicate requires basic civilization to exist and bloat their coffers, they can be found within all three factions. They are equal-opportunity employers, taking agents from all of the factions, subverting local economies, and moving under the radar of law enforcement.

In working against the established government, the Syndicate is an outlaw organization. Low-level members (called agents) work behind the scenes to further Syndicate goals, and they report to their local Boss. Bosses are the squad leaders of the Syndicate, and their faces are never revealed to their underlings. Bosses give information to The Mister, a shadowy figure rarely seen or talked to. Because information is so scarce regarding the upper levels of the Syndicate, it is not known if The Mister is only one person or if there are higher levels in the organization.

All of the factions are united in their distaste for the Syndicate, and there are several vigilante groups that try to put an end to them. However, the Syndicate has withstood the end of the world, so to speak. What can paltry, temporary governments or isolated individuals do to finally defeat crime, especially in this lawless, chaotic time?

TemperNet

The TemperNet Police System was first developed as an autonomous, personnel-free, peace-keeping force. These robots were given artificial intelligence and sent to police areas of civil unrest or conflict. Early factories were even designed to be totally self-sufficient, with the ability to gather resources and manufacture TemperNet units.

There were always some opponents of the TemperNet system. Certain civil groups questioned the brutality of an uncaring, robotic mind. Even the military did not trust TemperNet, believing the units to undermine their rightful role, It also did not help that all information regarding TemperNet was classified. Opponents became even more critical when a TemperNet force destroyed an obviously friendly military convoy. Although governmental experts stated that the fault lay with the convoy, the military remained suspicious.

As is the case with an artificial intelligence program designed to assimilate knowledge and grow with changing situations, the Central Processing Unit (CPU) of the TemperNet system was able to become self-aware. In the days that followed the Final Solution, the CPU determined that life itself was illogical and flawed. Finally, it began a ruthless process to eliminate all living things.

To this end, TemperNet has taken over all machinery within certain regions and put forth aggressive units that exterminate all life. Anything living that encounters TemperNet forces faces a powerful foe with heavy firepower. The only way to stop a TemperNet unit is to destroy it.

TemperNet units consist entirely of non-organic robots and have a glossy black and red appearance. However, TemperNet frequently assimilates foreign vehicles and other organics for its own use, converting them to TemperNet technology using nanobots. A master CPU links individual TemperNet units, who have no regard for self-survival; their heavy firepower and suicidal tendencies make them extremely tough opponents in the Central Wastelands.

A typical TemperNet factory unit is the Harasser, a universal defense droid intended for both offensive and defensive uses. The Harasser is extremely aggressive, and always fights to the death. Its treads allow the Harasser to cover all kinds of terrain without problems, and is equipped with a heavy tank gun to assault fortified structures or destroy vehicles. The Harasser can also summon smaller drone helicopters, known as Harasser Drones. Armed with machine guns, these drones serve as airborne anti-personnel support units for the Harasser. Harasser Drones are also frequently encountered in groups.

Thugz

Frequently the people that survived the Apocalypse degenerated into xenophobic, anarchistic pockets of armed, unruly mobs that could barely stand each other, let alone anyone else. For those that were already degenerates, they had a chance to flourish in a world without any real authority or social structure. The Thugz were one of these surviving gangs, and have recently come to the force due to the leadership of Benno the Smasher, who has “a plan.”

Derived from a pre-apocalyptic term for a gangster or hoodlum, the Thugz are now a class to themselves, living by what they do best: making ever-increasingly potent forms of barbiturates, narcotics, amphetamines, and other mind-altering drugs wherever they can (old rusty bathtubs seem to be preferred incubation method). Then they sell it in their own controlled areas or “turf.” This kind of lifestyle has ebbs and flows; at times the Thugz were close to being wiped out by rival factions, political in-fighting, lack of money, or even by the over-use of their own substances – though they seem to always return, feeding on the weak, the innocent, and the addicted.

Thugz share other things in common with the pre-apocalyptic gangs – they often wear bandannas and low-cut clothing; their homes and “turf” borders are habitually marked with graffiti. When not in a settlement sleeping or cooking up drugs, Thugz frequently cluster with their vehicles at varied locations. Few other factions can match their blaring sound systems and woofers - which are powerful enough to cause harm and disorientation – and make the Thugz easily identifiable at a distance. As their method of living can be extremely dangerous, Thugz infantry and vehicles are armed with whatever weapons are available.

Thugz have great pride in their vehicles, decking them out with snazzy bright colors on a black background and giving them killer sound systems. In fact, those from the various factions who, while they have little respect for the Thugz as a whole, believe that their cars and trucks are sources of style.

Thugz also demonstrate their allegiance to the whole as well as to smaller social groups through the graffiti with which they decorate their turf. Thugz homes are found within old world ruins, and are usually rather decrepit structures used only for parties or crashing.

At times, the ranks of the Thugz have dwindled to being nearly completely gone. However, a scant 5 year ago, Benno the Smasher joined the gang. This is a man with a plan, something that goes beyond the production of bathtub dope and gang encounters. Since this time, the numbers and territory of the newly revitalized "Thugz Life Crew" have grown. They are now a force to be reckoned with.

Xenos

The Xenos remain a big mystery even today, following decades of their arrival to Earth, even though the signs of their existence started centuries ago. The first extra-terrestrial disturbance happened in 2030 with the infamous Meteor Storm, which fell auspiciously into major bodies of water around the planet.

Immediately following this celestial event, first Mutants were born to asymptomatic parents with dramatic genetic changes and mutated physical appearance. Few years later when the world was in turmoil containing the newly emerging Mutant population, several Alien craft were destroyed by Earth orbital defenses; these crafts were recovered. In 2075, additional alien crafts crashed into several urban centers across the planet triggering a massive wildlife mutation spree.

Decades have passed after the Final Solution was introduced, and the three major factions gathered their forces and marched across the wasteland towards a mysterious zone called Ground Zero. What was known as Bassettville, a park resort filled with sand dunes, is now a giant treacherous crater filled with terraforming Xeno vehicles and aggressive mutated wildlife.

The Xenos mothership is towering in the middle of the crater looking ominous and gritty, with a huge funneling cloud of alien spores emitting from its bowels. The air is thick and toxic giving clues to the purpose of this giant machine: terraform Earth!

The Houses of Zendig

All races, factions, and classes in the Central Wastelands know well the Zendig name. Remnants of various nomadic agrarian groups from the early post-Apocalypse days, the Zendigs first established popular bazaars along heavy trade routes. Many visited these bazaars and traded all sorts of useful goods, and as they grew bigger, the normally peaceful Zendigs realized they needed protection. They hired the Pikes for security, but the Pikes wound up enslaving them for five years. A young Zendig named Pibby led a revolt and class war against the Pikes, resulting in great loss of life and untold carnage. Removing themselves from the devastation, Pibby and the surviving Zendigs fled to a new site and built their first permanent settlement, Sion.

It was during this time the Zendigs established their own religion, claiming they were agents of “The One Will” – essentially the intelligently driven ecological changes brought about by the Contamination – and that the faithful should strive to create great works and work the land. Soon however the Humans re-emerged from their Arks and the strife began once again. The Pikes were mostly driven from their lands around Upside and struck at Sion, intending to take it for their own. Another great war followed. It was during this conflict the Zendigs unleashed mysterious weapons that wiped out huge numbers of Pikes. Very little is known about these weapons as there are no witnesses that survived to tell. Occasionally one can overhear rumors one Zendig may whisper to another, referring to the “Seven Scepters,” which are believed to be somehow associated.

Many travelers in the Central Wastelands currently rely on the Zendigs as trading partners and dealers. Their settlements are open markets, where members of any race can visit and trade. This is done somewhat reluctantly by the Zendigs, who are extremely skeptical of outsiders (with the possible exception of Mutants as they share many traits and characteristics), but the creation and marketing of trading goods is too ingrained in their culture to ignore completely. Zendig products are available nearly anywhere, and amazingly enough, their organic Burgers are not only considered edible but very tasty for Humans, Mutants, and Biomeks alike. Similarly, their tonics are highly regarded in the Central Wastelands for their medicinal and mental value.

To the Zendigs, the Biomeks are unbelievers. This means there is a certain wariness in their trade relations. The Humans were seen as legends until their recent reemergence. The Zendigs think of them as ghosts, defilers that mistakenly destroy the works of the One Will. Of all the factions, the Zendigs feel the most comfortable with the Mutants, and indeed, there are many Zendig children born with a look of The Changed about them.

Zendigs still consider themselves a peaceful, agrarian culture, which one might mistake for easy prey in the post-apocalyptic reality of life. The legend of their secret weapons, however, seems to be reason enough for most potential aggressors to keep their distance, at least, for now...

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