Within the Great Plains of what was once the United States a gargantuan and constant zone of Flux roils like the summer lightning storms that used to threaten the region. Externals drawn to the instability and Horrors twisted by its vary nature call the region home. Only a few Churl tribes dare to cross the region and the NAU consider it forbidden territory, so no one has detailed information about how many Horrors infest the ever-warping landscape, or what dire schemes they may be plotting.

Flux Horrors have a number of options available to them - befitting their ever-changing home and natures. Individual Flux Horrors cost more than minions from other factions, but their Soul based attacks, Draining Powers, and Condition Powers allow them to wash over their opponents like a seething tide. Players who like their battles to be more than the standard smash and bash will enjoy playing this faction.

(Click for a Flux Horrors Area Map)

The stalwart High-bred that comprise the North American Union inhabit a world that is far different from the America its founding fathers knew. Instead of a land that stretches from sea to sea, the NAU struggles to defend under a dozen "base-states" in what was once Ohio, Indiana, Illinois, Missouri, and Iowa. Beset from the west by the Flux Horrors and the Undead Infection to the east, the NAU is America's last line of defense against the demons of Post-Event earth.

Since the very presence of their primary foes can both disrupt and destroy advanced technology, the NAU relies on basic, overwhelming firepower. NAU forces are relatively cheap, have good physical armor, and focus on ranged damage - because going toe to toe with a slavering monstrosity with claws is foolish when you can mow them down from a distance.

(Click for a NAU Area Map)

From the ancient and moldering cities of the eastern United States, the Undead Infection slowly spreads their taint across the new Earth. The lesser undead, little smarter than wolves, hunt the cities and the wilds - threatening all who stray from the protection of the few scattered Apoc settlements. While, the older and greatest of the undead haunt the fallen cities, amassing slavering hordes of their lesser kin before they too set out to reap wanton destruction and hopefully spread the Infection to another settlement.

Infections win conflicts by overcoming their enemies through sheer numbers. The lesser units are cheap, but surprisingly strong or agile and this allows Infection players to neutralize stronger units through mob tactics. Once targets are born to the ground by the vile first wave, the greater undead follow to seal their victim's fate. And the greater undead also have a number of unique powers that enable a player to handle trickier foes. Infection players have to accept losing a few of their minions to their opponents, but even a fallen minion serves to feed the Infection that follows.

(Click for a UI Area Map)