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CIVILIAN

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BACKSTORY

THE FALL OF ACIREMA

Before the coup and resulting war, the country of Buckministan (formerly Acirema "As-seer-ima") wasn't any more united than it is now. Blatant political corruption, a binary economic system and a manipulative media, pushed most civilians in the country to the point of indifference, if not dismay. Despite social media and modern communications technology, the population became more isolated than unified, which, in turn, led to an increase of violence and crime, as the fabric of the nation seemed to collapse. To some, the eventual rise of Generalissimo Buckmaster showed promise, as he swore a return to the days of old, and to "drain the swamp", a reference to rooting out and punishing any corrupt politicians currently in office, but his divisive policies and the elimination of nearly all entitlement programs, programs that tens of millions of citizens were accustomed, all but ensured the country would fall into a bitter civil war. Some have argued that civil war was his intention all along, but others hold that it was simply the inevitable conclusion to the sickness that plagued the country for decades prior. ​

VARYING ALLEGIENCES

Post coup, as rebellion and conflict spread, civilians were bombarded with propaganda to join both sides. The Blue Brigade promised jobs, security and the continuity of the conventional family unit, while the Red Rebellion appealed more to the rebellious and anarchistic tendencies of the youth, promising them glory and a place in the new government, while villainizing the older generation as the cause of the war. Favor in the conflict may have leaned towards Red's young, energized base, if not for the fact that so many of the older civilian population were veterans, and armed. In the end, most of the civilian population simply chose to dig in and wait out the conflict, refusing to join either side. However, as the conflict continued, and resources became scarce, many civilians, that once opposed joining either faction, found themselves with the tough decision of either working for the factions as paid contractors, fleeing their homes or almost certain starvation. With no real ideological motives beyond survival and protecting their property, the civilian population that has chose to remain in Buckministan, can be characterized fragmented, chaotic and desperate, an existence wrought with betrayal, revenge killings, and theft. ​

THE 12 FAMILIES

As time passed the civlilians that stayed in Buckministan and survived, did so primarily by forming tribes Most fled, but over time those that remained consolidated into family tribes and crime syndicates as theft and Revenge Killings plagued the war-torn city. Murphy, Qasim, Washington, Gomez, Elba, Horowitz, Heinrich, Yang, Patel, Petrov, Tanaka, And Blanc being the 12 largest of these tribes. Some experts suggest that the push for diversity and unfettered immigration coupled with a crumbling national identity and cohesive goal accelerated the fall of Acirema's culture, leading to the staunchly divided state of it's remaining civilian population, despite the collective struggle of survival.

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YOUR FAMILY

As a civilian, you are concerned with protecting yourself, your family, and your property. You may form allegiances with either faction, both factions or neither. You may choose to help your neighbor or turn them in to a faction for a bounty. You may hold up in your home and accrue funds from your current supply bricks or choose to risk losing them and raid neighbors or faction supply points for more bricks. You can horde those bricks and attempt to become a rich warlord, hiring your neighbors as security, or just be an agent of chaos, using your somewhat shielded status as a civilian to traverse the warzone, looking for your next target. This is the wild west, do whatever you want, nothing matters. No gods, no masters.

KIT RESTRICTIONS

OVERVIEW

The goal of civilian Kit Restrictions is to limit the firepower of any single player or family. You will have to EARN your ammo and even then will have to give serious thought on how best to hide, smuggle and use it.

GAME RULE

Breaking a "Game Rule" is cheating and will result in penalty or expulsion from play. .

FACTION RULE

You can choose to break "Faction Rules" but doing so can result in you being shot without penalty.

AT A GLANCE:
CIVILIAN KIT RESTRICTIONS
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Mags or Tubes

Civilians must use either a mag-fed or 10-round-tube-fed gun, unless recruited by a faction.

(Game Rule)

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Melee Items

Must be foam/rubber & >10" in length.

(Game Rule)

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No Backpacks

All backpacks are prohibited.

(Game Rule)

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100 rnd Hoppers

If recruited by a faction, you may use a 100 rnd hopper.

(Game Rule)

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.50/.68 Caliber

Non .50 or .68 caliber guns are prohibited.

(Game Rule)

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No Tactical Pouches

Civilians (recruited or unrecruited) cannot wear tactical pouches or holsters of any kind.

(Game Rule)

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CIVILIAN ROLES:
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Playing the Role:

Defend your home, protect your family, find a way to accrue funds, purchase arms and fortifications, build your arsenal, create alliances, vanquish your enemies, and when/if survival is a distant worry, do whatever you want with your free time ;).

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Tube Adaptors:

If you don't own a mag-fed gun, you need to purchase a 10 rnd tube adaptor and tubes. We will have VERY few of these for sale and only for emergencies.

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https://www.ebay.com/itm/387044667920

WHAT YOU START WITH

These are the items you'll start the event with as Civilians. You'll need to earn money to purchase extra ammo, pyro and fortifications.

OVERVIEW
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ID Card (Green):​

Your ID Card contains all the PUBLIC info about your character (e.g. where you live, profession, name, and age). You must have it on you at all times in case an RSO spot checks. If a faction player requests to see your ID you can deny the request, but if they Detain you (get a hand on your shoulder) and request it, you MUST show them (Game Rule).

YOUR HOME

Your home is your castle. It houses your Supply Point, Fortifications, Personal Safe, Password for your financial accounts with the Bank of Buckministan, and is the only place in Buckministan that you are allowed to be armed, provided you surrender to any properly announced faction force that enters your home of course.

OVERVIEW
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Supply Point:​

Defend your Supply Point from theft as both the Factions and other Civilians are actively trying to steal them. Supply Bricks are worth points to factions and currency to civilians. Should you run low, either take them from your thieving neighbors or, if you're brave enough, enter the restricted zone of a Faction FOB and steal them from their Supply Point.

THE ECONOMY

Playing civilian is all about money. Depending on your family, you start with very little money and ammo. Earning "Bucks" is how you purchase weapons and home upgrades from the Bank of Buckministan. Be aware, whatever you earn, whether its money or goods, it can all be taken, by factions or other civilians, so guard it with your life!

OVERVIEW
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BoB:​

The Bank of Buckminsitan (BoB) is the oldest financial lender in the country and a notoriously shady institution with ties to international arms dealers and money launderers. It is located inside the front office of Glory and is where all the games financial and point transactions take place. You can use your money there to purchase all manner of illicit items or invest it for a return of interest.

FACTION INTERACTIONS

KNOW YOUR RIGHTS!

Despite being a war-torn apocalypse, the civilians of Buckministan still have some rights (albeit very few). Follow these restrictions to avoid being killed by factions.

AT A GLANCE:
CIVILIAN GAMEPLAY RESTRICTIONS
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Safes

You can't put contraband inside your Safe. Safes are regularly searched by RSOs and you will be caught.

(Game Rule)

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When Detained

When detained, you must comply with faction orders to "Disarm", "Show ID" or "Move".

(Game Rule)

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Weapons Caches

You may hide contraband anywhere INSIDE the playing field during play.

(Game Rule)

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Armed in Public

You can be shot immediately.

(Faction Rule)

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Smuggling

Hiding or smuggling contraband can result in your being shot without penalty.

(Faction Rule)

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Disarmed on Death

When eliminated, any arms you're carrying must be turned into the RSO at your ECP. 

(Game Rule)

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Good/Bad Shoot

Each of you carries a Bad Shoot score card with strict instructions how to use it. Be honest when scoring.

(Game Rule)

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Armed at Home

Provided you immediately surrender to any faction player who properly announces themselves.

(Faction Rule)

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Immediate Surrender

You can be shot immediately if you fail to surrender when commanded to.

(Faction Rule)

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Contraband

Civilian are not allowed to posses Grenades, Smoke Bombs or Fortifications.

(Faction Rule)

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A FACTION ENTERS YOUR HOME:

When any faction enters your home, follow these steps to increase you chances of not being killed. Reminder, if you are armed in public you can be shot on sight for no penalty.

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Announce Themselves:​

Faction players must "announce themselves" when entering civilian homes by yelling "[THEIR FACTION NAME]!" repeatedly as they move from room to room inside your home to give warning that all inhabitants need to surrender. If you hesitate to surrender, or simply choose not to, you can be shot without penalty. See the CAX ROE diagram at the bottom.

Surrendered Civilians:​

If you choose to surrender, which you should, immediately place your weapon on the ground (if armed), take a knee, raise your hands and yell repeatedly, "I surrender" until safely detained by the faction players. Don't threaten them if you don't want to be shot. Comply or Die.

THEY ARREST YOU:

You can be arrested and taken to the faction's Detainee Facility for Interrogation. As long as they maintain a hand on the shoulder, you are detained and must comply with their orders to move.

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The Detainee Facility:

Should a civilian be of high enough value to require further questioning, they may be taken to the Detainee Facility to be held or interrogated. All Civilians held in the Detainment Facility are released at the end of the current game. Before they enter, if armed, they need to be disarmed with their weapons placed on the table outside the Facility. These weapons are in play if the civilian manages to escape.

GOOD SHOOT/BAD SHOOT:

This is a cheat sheet on when the use of deadly force is authorized on Civilians.

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Good Shoot:

If you don't immediately surrender to any properly announced faction player that has entered your home or are CAUGHT with Contraband in the home.

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Bad Shoot:

If you are unarmed or, if armed, the faction has not properly announced itself prior to killing you, and you were unaware of their presence inside your home.

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SPAWNS, ELIMINATIONS & RESPAWNS:

This is a cheat sheet on when the use of deadly force is authorized on Civilians.

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Start of Game Spawns:

Each game, civilians are allowed to enter the playing field 5 minutes prior to game start. Keeping barrel blockers on, you may openly carry any contraband, weapons or fortifications that you wish to your homes and can use the remaining 5 minutes before game start to figure out how and where to hide/smuggle your contraband before faction players are released from their FOBs. NOTE: Commandos of both factions are escorted to their chosen buildings 2 minutes before game start, so don't dilly dally as they may have chosen your building. On horn honk, the game is on, barrel blockers removed, and players can be eliminated.

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