Faction type: LARP
Motto/Slogan: "Fortune favors the bold, and the quick."
Who we are: The independent explorers and adventurers of Badlands and The Zone. Driven by a thirst for wealth, knowledge, or survival, they venture into hazardous areas to seek valuable artifacts and forbidden secrets.
Our goal: To survive, extract valuable artifacts, uncover the Zone's secrets, and make enough money to perhaps escape its grasp or whatever hell-hole you came from to end up here.
IN-GAME ESSENTIALS
Why play us? This is for players who want a truly independent experience. You'll build your own legacy, form temporary alliances, and navigate the Zone's many dangers on your own terms. Your skills as an explorer, negotiator, and survivor will be your greatest assets.
Availability : Open for everyone.
Base Location: The BASE (The neutral social hub for all freelancers)
Playstyle: Exploration, Survival, Opportunistic
Radio Frequency: PMR2. 446.018750 + subchannels
Uniform/Gear: You have large aesthetic freedom to define your character's look. Your gear should be scavenged and practical, blending military surplus with civilian clothing. There is no formal uniform.
Optional: Yellow tape (5cm width) on both arms.
No form or size of worn ghillie suit/viper hood/leaf suit is allowed. Foliage from terrain is OK.
Weapons: Access to small arms and grenades as well as melee weapons. No support weapons such as LMGs or 40mm.
Vehicles: LIMITED in number with specific tickets. First come - first serve basis.
AMMO RESTRICTIONS
Ammo is restricted and limited. A player may only reload empty mags/boxes in the BASE (In their tent or living quarters), Not when out in the borderlands.
A player may never carry more than one choice of:
200 rounds for either SMGs or assault rifles.
20 rounds for sniper rifles.
20 shotgun "shots" (pulls of the trigger, no matter the BBs fired per shot).
A player may also carry the following on top of the choice above:
80 rounds for pistols.
Explosive grenades (Pyro / CO2).
No ammo-trade with other factions is allowed!
Read the rules for chrono and other weapon related demands.
OUR STORY
Brief history: The term "Lancer" emerged in 2011 as civilians slipped past the military cordon of the newly formed Exclusion Zone. While their activity initially focused on solo exploration, by 2021, the rise of bandit activity forced many to form mutual defense pacts and alliances to survive the increasingly hostile outer Zone.
ADDITIONAL INFORMATION
Key relations: Lancers form temporary and often fragile alliances with each other and sometimes with sympathetic PMCs. Some respect the OPC and only use the main gate, some try their luck with smuggling. They are openly hostile to bandits and fear the mutants as well as Section Zero.