CIVILIANS
CIVILIAN IDENTITIES
Civilian Identities are being reworked for CAX 9. Expect DETAILED backstory, motivations, rewards, secrets, and all kinds of nuance that will drive your chosen character.
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CIVILIAN ID CARD
All civilians must carry BOTH their ID Card and their CONFIDENTIAL Card, at all times during play. The ID card contains general purpose info needed to identify the civilian's character, including their family name, owned properties where they are legally allowed to be armed, and current profession, relatives and other known facts that aren't deemed confidential. This card must be presented to any faction member who demands to see it or risk being shot without penalty. You DO NOT have to show the Confidential Card to any faction member unless you are properly detained, escorted back to the Detainee Facility and requested by the faction Commander or Executive Officer.
CIVILIAN CONFIDENTIAL CARD
Each civilian is also issued a CONFIDENTIAL Card which contains secret info that only the civilian knows, such as allegiances, ideological leanings, friends, foes, known knowns, known unknowns, and your Revenge Killing target, IF you have one. You DO NOT have to show the Confidential Card to any faction member unless you are properly detained, escorted back to the Detainee Facility and requested by the faction Commander or Executive Officer.
JUSTIFIED SHOOTINGS
Faction Players (Red or Blue) are penalized for shooting unarmed, non-hostile civilians. These penalties add up fast! Faction Players can shoot Civilians without penalty as long as they are performing a HOSTILE ACT but the Civilian faction is LOADED with undercover referees, so don't expect to get away with a bad shoot often. Watch your fire.
ARMED CITIZENS OF BUCKMINISTAN
All civilians of Buckministan are allowed to be armed ON/INSIDE their own property, to protect themselves, their families and their belongings. This territory includes any outdoor courtyard spaces and any other structures or businesses that the civilian's family may own. These properties will be identified on the civilian's Green Player ID. Faction players, however, do have authority to demand that you disarm yourself anywhere on the field, including your home. You don't have to comply, but refusal is considered a Hostile Act and may result in your being shot, without penalty.
UNDERCOVER CIVILIANS
Some civilians that are known, by staff, to be honorable and NOT emotionally-retarded, will be labeled "Undercover Agents" by the staff. They are not to be treated any differently than any other civilian during play, BUT, they carry the weight of a referee in regard to bad shootings. If they say they watched either military faction shoot an unarmed civilian, then there is no sense arguing, it's getting marked down as such. PERIOD.
SHOOTING UNARMED CIVILIANS
If any member of either military faction (Red or Blue) is witnessed by a referee or any undercover agent, to have shot an UNARMED civilian, who was not observed to have committed any hostile act, in the moment, with which to have instigated the shooting, their team will be docked points for the murder. Shooting unarmed civilians is strictly prohibited. If the shooting is NOT witnessed or attested to by staff or undercovers, it will NOT be recorded. Period. However, this is a self-correcting environment. Shooting unarmed civilians, regardless of getting away with it or not, will eventually lead to them siding with the other faction and swinging their weight against yours. Contrary to popular idiocy, you can't murder your way to victory in a populated environment.
ARMED CIVILIANS ON THEIR OWN PROPERTY
If a civilian is confronted on their own property, by a military faction, and ordered to disarm themselves but they refuse, or perform any Hostile Act, they may be shot without penalty. Military factions must give the civilian appropriate time to comply. Simply yelling, "drop it" and immediately shooting the civilian will be deemed a bad shoot and points will be docked.
ARMED CIVILIANS IN PUBLIC SPACES
Civilians are not allowed to be armed in public spaces for any reason. Any civilian caught being armed in public or outside of their OWN property, may be shot on site without penalty.
SMUGGLING
Smuggling is not only encouraged, it's often necessary. Civilians are not allowed to be armed outside of their property, BUT, that rule is enforced by the factions, NOT event staff, meaning it may get you shot, but it won't get you in actual trouble with Glory. As for HOW you choose to maneuver your party favors around the battlefield, the ONLY thing that RSOs are looking for is TACTICAL pouches (i.e. mag pouches, tactical belts with pouches, pod harnesses, backpacks etc.). If you want to move about the world, unharassed by faction players, we suggest you put some thought into looking as "non-hostile" as possible. Remember, even if a faction player smokes you on a whim, if you wind up having any contraband on you at the time, it will be ruled a "good shoot". We will just assume he was telepathic.
DISARMING CIVILIANS
If a faction member commands that a civilian disarm themselves, the civilian SHOULD comply. Refusing to do so is a Hostile Act. To disarm, the civilian can either put the weapon down and raise their hands in the air, or, if holding a gun, the gun should first be holstered or barrel socked, followed by the civilian raising their hands. We advise moving VERY slowly, as sudden movements will DEFINITELY get you shot.
ARMED CITIZENS OF BUCKMINISTAN
HOSTILE ACTS BY CIVILIANS
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If a civilian is approaching a military faction member, asset, or checkpoint and is given an order to halt by the military faction member, but continues to approach or fails to comply, despite REPEATED warnings, it is considered a Hostile Act and they may be shot.
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​If a civilian aims a gun or any other weapon at a military faction member, at any time, regardless of if it is on their own property or not, it is considered a Hostile Act and they can be eliminated without penalty as long as the faction members in question properly announced themselves upon entering the civilians property.
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If a civilian is thought to be performing an act of espionage or sabotage and sufficient proof can be articulated, they may be shot without penalty.
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If a civilian shoots at or throws ANY pyro at or near a military faction member, asset or checkpoint, it is a Hostile Act and they may be shot without penalty.
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Attempting to flee or escape detainment is considered a Hostile Act and may result in being shot without penalty
If you are thinking to yourself, "My god this is complicated.", no shit, imagine being 19 years old and doing it in a country where no one speaks English. Let the PTSD commence!
DETAINING CIVILIANS
Faction Players (Red or Blue) are penalized for shooting unarmed, non-hostile civilians. These penalties add up fast! Faction Players can shoot Civilians without penalty as long as they are performing a HOSTILE ACT but the Civilian faction is LOADED with undercover referees, so don't expect to get away with a bad shoot often. Watch your fire.
DETAINING
Occasionally civilians and HVTs will need to be detained for interrogation or to simply control the battlespace by removing armed variables. To do this, a military faction member simply needs to get a hand on the shoulder of the civilian. Once this is accomplished, the civilian must follow the commands of the faction member without question. Failing to do so is a serious penalty for the civilian and will result in being set out of the current game. Continued refusal to follow the rules will result in the player being asked to leave. If at any point the military faction member removes their hand from the civilian, the civilian may attempt to escape at risk of being shot without penalty. HOWEVER, the civilian does NOT have to surrender their BLACK "Confidential" Player Card unless they are escorted back to the Detainment Facility and asked by the faction Commander or Executive Officer. Faction members may demand the civilian show their GREEN Player ID Card to confirm their identity, to which the civilian SHOULD comply.
DETAINEE FACILITY
Both military factions have a chain-link-fenced Detainee Facility near their FOB. This area is used to interrogate detainees. Once a detainee has been safely brought to the facility, they must show their Player ID Cards (both GREEN and BLACK) and any pocket contents to the faction Commander or Executive Officer, upon request. Once the Player's IDs are shown, they must stay with the civilian to prevent players from losing their IDs.
ESCAPING DETAINMENT
Detainees can attempt to escape the Detainee Facility if left unguarded, at risk of being shot without penalty, HOWEVER, if they are shot during an escape attempt, and are still within 30 feet of the Detainee Facility, the civilian will be placed BACK in the Detainee Facility instead of respawning normally. This is to prevent endless escape attempts until success is tactically viable. If they are shot OUTSIDE of the 30 foot radius of the Detainee Facility, they will be considered dead and forced to respawn. The 30 foot zone will be marked by stakes and spray paint.
CIVILIAN ECONOMY
The economy worked like a charm at CAX 8. All we are doing to this is is tweaking the costs of certain goods in the Bank of Buckministan and some of the ways you earn.
CIVILIAN ECONOMY
Civilian families are issued a digital bank account that they can access at the Bank of Buckministan, inside the Armory. At the start of the event, each family receives a randomized amount of funds in their account that can be used to purchase anything they wish from the armory, during play, as well as a handful of personalized checks with which to transfer funds to other players, should they choose to do so. All additional funds must be earned via the following methods:
RECURRING DEPOSITS VIA SUPPLY BRICKS
At the start of the event, each civilian HOUSEHOLD is issued two Supply Bricks. These supply bricks must be kept in the designated scoring zone inside the civilian's home at the end of each game. Doing so will award a recurring deposit into the civilian's bank account after each game. Losing your Supply Bricks will result in a loss of this recurring deposit. You may steal other civilian's bricks or attempt to raid the military factions stockpile located near their FOBs.
MILITARY FACTION MISSIONS
Both military factions start with 10,000 "Bucks" ;) at the beginning of the event. They can use this money to hire civilians as muscle, reconnaissance, saboteurs or for any other reason. Winning the trust of the factions is paramount as the military faction funds are finite and aren't to be wasted, so if your plan is to just take the money and run, remember, they know where you "live".
RECRUITING A CIVILIAN
Both military factions will receive a number of Faction Badges that they can use to recruit civilians for each MISSION. Recruiting a civilian first requires that the faction Commander broker a deal with the civilian. Once a civilian agrees, they will no longer be a non-combatant for that MISSION, meaning they will need to remove their white shirt. Further, they will spawn at the faction's FOB, instead of the normal Civilian Respawn Point, for that MISSION. The civilian will still be limited to NO TACTICAL POUCHES, but may openly carry as many pods and magazines as they wish in their pockets without needing to conceal them. The "civilian" CANNOT commit acts of sabotage once they have been recruited, meaning you are a true, loyal, Red or Blue faction member until you turn in the Faction Badge. Faction Badges must be worn by the civilian, during play. The number of badges that commanders get will be slightly weighed based on their faction's player numbers, meaning if a faction is down by a large enough number of players, they will receive a few more badges with which to recruit civilians. A civilian can choose to quit the faction either BEFORE or AFTER a mission, but not during, a Commander can revoke the badge whenever they wish, at which point the civilian will return to their homes and dawn their white shirt again.
BANK OF BUCKMINISTAN
Civilians may ONLY purchase ammunition from the Bank of Buckministan during Planning Phases. The Bank will not be open during play, so make sure you plan ahead. Keep in mind TRANSPORTING ammunition is still a crime, IF CAUGHT, and may result in your being shot, so you'll have to get creative on how you choose to move your goodies around the battlefield. Civilians will have a small window at the start of each game to place their gear and ammo in their homes before the game starts.
CIVILIAN SAFES
As civilians accrue ammunition from the Bank of Buckministan, or when they are killed and need to store their guns, etc, they may do so in the supplied CIVILIAN SAFES that are located on a designated wall inside each of their homes. These canvas bags will have your character's FAMILY names written on them, along with clear signs that they are NOT a prop and are not to be touched. You may keep whatever items you wish in them, so it isn't lost or confiscated during play. You should keep an eye on them, just in case. For your markers, each home will have multiple, lockable, gun racks mounted on the wall, allowing you to disarm when needed without worrying about your gun going missing.
REVENGE KILLINGS
Some civilians will have the name of a target, or a clue leading to the name of a target, in the "Revenge Killing" section of their Black CONFIDENTAL Player Card. This name or clue is to be erased upon check in to prevent anyone else from knowing your target, so you'd better have a good memory.​
REVENGE KILLINGS
ATTENTION: this is being revised for CAX 9. We will post to social media when this section has been reworked and you see the changes here!
IDENTIFYING THE TARGET
On your Black "CONFIDENTIAL" Player Card, under the "Revenge Killing" section, IF you have a Revenge Killing target (some players won't), you'll see a name or identifying clue to help you figure out who the target civilian is. As a civilian, you can kill any civilian, at any time, for any reason, but pulling off a Revenge Killing only counts if your victim MATCHES your character's ACTUAL target.
PLANNING IS KEY
Once you've identified your target, you'll need to plan your assassination. Revenge Killings MUST be carried out with a knife, barrel swab or barrel, to count. This is revenge afterall, it's personal, so you can't just shoot them. Now, if you want to just rush in, fixed-bayonets style, by all means, but don't forget 1) you are still in play after the killing and 2) you can also loot the victim's home for extra supplies, so planning a proper murder location and escape is worthwhile. If you manage to kill the target properly, the target will remove their Revenge Killing Wristband and give it to you. This cannot be taken away from you, even if you are killed.
REVENGE KILLING WRISTBAND
Each civilian will be issued a special Revenge Killing Wristband at the start of the event. If a player manages to kill you with a knife, as a "revenge killing", you'll need to quickly remove the wristband and turn it over to the player before going to respawn. While the killing doesn't count for the murderer unless they have the right target, the victim is dead regardless and must turn over their wristband. Once you have been Revenge Killed, you cannot be Revenge Killed again, as you will no longer have your wristband.
REWARD
Aside from the overwhelming feeling of badassery for pulling off a knife kill at CAX, you'll also receive a hefty financial reward from the victim's bank account, transferred directly into yours, once you turn in their bracelet at the Bank of Buckministan. This is a flat amount, so regardless of the victims current funds, it will be deducted, leaving the victim with a negative bank balance if they didn't have enough funds in the account.