Note: Due to circumstances (college), I will not always be able to keep this wiki updated myself, and I am trusting the community to keep it updated. Check out the talk page!
--007rutger aka Shira
- After the Flash
- After the Flash: Osaka
- After the Flash: Sandstorm & After the Flash: Snowstorm
- After the Flash: Darkness
- After the Flash: Rain & After the Flash: Frost
- After the Flash: Deep Six & After the Flash: Deep Winter
All the games in the After the Flash series, barring ATF: Darkness, take place after a 3rd World War which ended with a nuclear holocaust in 2032. The primary belligerents of the war were NATO and the ACMF, a coalition consisting of Russia, India, Iran, Turkey, North Korea, and China. The war, hypothesized to be over natural resources, has ended the world as we know it today. The war was extremely brutal and most likely the bloodiest in human history. At some point in the war, the ACMF launched a massive worldwide invasion against member nations of NATO. Massive battles took place in Europe, Asia Minor, North Africa, and even inside the mainland territory of the United States itself. In response to the massive ACMF offensive, the United States launched its own invasion of mainland China with the Marine Corps. Both invasions made costly albeit steady progress until the flash occurred. When the flash occurred, both invasion forces were left completely stranded in hostile territory and forced to use any means possible to survive. Every single ATF game takes place in the new world forged from nuclear fire.
After the Flash: Darkness is best seen as a spinoff game, and as such exists in a separate universe. After the Flash: Darkness is set in an alternate universe where the Vietnam War went nuclear in 1971. The basic premise is the same, however. In addition, After the Flash: Deep Winter takes place in an alternate universe from that of ATF: Deep Six, as the map locations for both games cannot exist together in the same universe. After The Flash: Deep Winter still shares the same lore as ATF games 1-5 (excluding Darkness, of course) and takes place 5 years after the flash in 2037.
Each game in the series has its own list of factions, but the main and most constant ones are described below.
The United States Civilization Preservation Force is the official military and public face of the United States of America. Created in 2033, it is tasked with restoring the American Civilization to the wasteland of North America and maintaining the pre-flash American way of life. Throughout the decades, the USCPF has gone through many reforms and changes in order to meet the many threats of the post-apocalyptic wasteland. It is the most well supplied and trained faction in all of North America, rivaled by no other single military in the world. By the events of ATF 5, the role of the USCPF has drastically changed from one of peacekeeping, reunification, and the preservation of civilization to that of conventional defense from external threats. In ATF 5 and ATF 6, the USCPF is simply referred to as the "US Military."
The Civilian Defense Front was founded in the mid 2030s by civilian survivors seeking to lead other refugees to a better, safer life and to a new nation created out of the nuclear ashes. Consisting of loosely united local militias with scarce equipment and training, the CDF proved to be adequately, if barely, capable of protecting its citizens from mutants, bandits, and other threats. It maintained friendly relations with the United States of America and was in the process of reintegrating into the nation when a rebellious cell of CDF backed by the MEB launched a massive coup which purged pro-American elements of the Defense Front. Founding the new nation "The People's Republic of Tidewater", the CDF morphed from a group of local militias to the full-blown conventional military of the PRT. By the events of ATF 6, it is simply referred to as the "Army of Tidewater." Next to the MEB, the CDF is the USCPF's Southern counterpart and greatest rival.
The Asian Continental Military Force was a strategic coalition made up of India, Russia, China, Turkey, Iran, and North Korea. The ACMF was one of the main belligerents of the Third World War, staging incredibly costly invasions across the world against the North Atlantic Treaty Organization. The most notable of these invasion sites was the Southern United States. The fighting near the invasion sites was brutal and saw the ACMF suffer severe losses which were far greater than those of the Americans. Nonetheless, the ACMF continued to advance deeper into American territory until the Flash effectively ended the war. Much of the invasion force was immediately incinerated, leaving nothing but a few isolated pockets of soldiers across the Southern United States. Left without orders or contact with their homeland, these soldiers are united by a single goal - to survive and continue their legacy. Although the ACMF is one of the series' most hostile and isolated factions, their remnants have almost completely died out by the events of ATF 5.
The North Atlantic Treaty Organization are the opposing faction for the ACMF, but after the war, it has the same goal as the them, to survive. NATO was the main belligerent in the ACMF-NATO war, and is a strategic military alliance in the ATF universe. The organization is now, much like its ACMF adversary, a remnant of its former self due to the events of the flash. However, much of the pre-war equipment is still retained by NATO descendants, and this combined with their upbringing of military training results in a effective and capable force, although many members are isolated from each other.
The People's Republic of Tidewater is a Brazilian Puppet created by the Maior Exertico Brasiliero and the Citizen's Defence Force during the second American Civil War (or the Atlanta Crisis). It controls much of the American deep South and American midwest. The People's Republic of Tidewater is Socialist and does not have any states, unlike the United States.
Maior Exército Brasileiro is a Brazilian faction in ATF 6. Though little is known as of right now, they seem to play a much larger role in ATF 6 than previously suspected. Allied with the PRT, they also own the hidden Observation Outpost on the outskirts of Southside.
Not a "faction" per sé. In the later games, Rain and Deep Six, very few mutants remain due to the RAD-X vaccines.
Official Fan Factions
The following factions are permitted to be played in their respective ATF games; this is not an exhaustive list.
The Market is a black-market group run by two men, and control other sellers and buyers to sell, trade and produce product that is bought by all sorts of characters in the wasteland.
The Jackalopes are a greaser gang formed by a single man named Jack, they offer escorts across the wasteland as a way of receiving money.
A small faction of brewers in ATF 6, who brew and smuggle their variation of illegal moonshine, commonly known as "dew".
A group of mercenaries, selling weapons to the USCPF primarily.
A fanfaction which uses the building of the same name in ATF 6. Though not allied currently, approval has been confirmed by ChadTheCreator. Though the Brewery is legitimate, there are other aspects which are less than legitimate, such as illegal bootlegging and smuggling moonshine into the PRT.
Sadly, this group is dead so you can't join it.
A group dedicated to helping the people of the wastelands by donating supplies and other things such as helping guard and helping with electric issues.
AND NOW FOR AN UNNOFICIAL FAN GROUP...
Tyson's Tactical Trade Co. (Of which, I, the editor, NapoleonGlue, am a part of.)
A few years after 2070 when International Trade was introduced. A young man named "Tyson" wanted to get involved into this kind of business. He wanted to become a successful business man in the art of trading. He began in 2074,collecting supplies, ammo, rations, weapons and armor. He mostly found rations as the most common item he could find. It was a problem because Tyson wanted his shop to be all about weapons and armor. Tactical. It wasn't until 2076 that he finally hired some scavengers down in the Southside Saloon that he actually gained some tactical gear. His company formed in 2077, at first, his few employees didn't do well protecting. Daily Tyson would find that bits of his supplies have been taken overnight. He needed more people. Tyson started advertising. He could persuade people to trade, but not hire as well. In 2079, he finally earned enough pre-war money and gear to hire more people, though his company is small, in 2080, he became known well enough that people actually traded with him more often. Another problem though, Tyson's gear is getting heavy. Without a car, he had to buy one. He also hired other traders to carry gear and give the cash to him after their work is done. Usually if you're looking for them. Look for some green or blue pickups. You can apply still today, his company is slowly growing. 2082,he allies with a fellow trading organization. "Ed's Essential Trade." Tyson's Trade also preforms illegal trade, sometimes in the den. And in hidden corners of Southside where the Feds are blind. Tyson's Trade currency works by: Rations for Weapons, Ammo, Armor, Money. Weapons for Ammo, Rations, Armor, Money. Ammo for Rations, Armor, Weapons, Money. So if you need some supplies, try Tyson's!
- The ATF series has been largely inspired by Fallout, with several Easter eggs being hidden throughout the series. In fact, the Fallout Weapons Pack contains weapons taken directly from the Fallout universe.
- Despite the fact above, use of Fallout technology, characters, or lore is prohibited at all times. This includes the Fallout Weapon Pack.
- In addition, Chad has confirmed that he did not play his first Fallout game until the construction of Sandstorm was finished.