The Black Market is a neutral location where players and factions may:
Buy ammunition and supplies
Purchase intelligence
Sell captured Green Bands
Hire mercenaries
Negotiate prisoner exchanges
Participate in auctions
Conduct special transactions
All factions are allowed to enter regardless of their current alliances or conflicts.
Yes.
The Black Market is a:
No combat may take place inside.
No.
Shooting into, out of, or anywhere inside the Black Market is prohibited.
No.
Players cannot be captured while inside the Black Market Neutral Zone.
No.
Stealing from other players inside the Black Market is prohibited
Broker personnel may escort players toward the designated Safe Perimeter.
Once you are released beyond the Safe Perimeter:
Enemy forces may engage you normally.
Remember:
The Black Market is neutral.
The battlefield surrounding it is not.
The Brokers.
Inside the Black Market, Broker personnel control transactions and Black Market operations.
Their decisions regarding the Neutral Zone are final.
There are TWO designated Entrance/Exit Points.
Players must use these official access points.
Do not climb, crawl through, or cross Black Market barriers.
Players may operate around the battlefield, but deliberately camping, surrounding, or blockading the Black Market for repeated ambushes is prohibited.
The Brokers may deploy the:
The Strike Team may clear the surrounding area and repel forces threatening Black Market operations.
Gold is the official currency of the Black Market.
Gold may be earned through:
Missions
Rewards
Captured enemy assets
Green Band exchanges
Special objectives
Other approved gameplay mechanics
Protect your Gold.
Normally, no.
Once Gold has been voluntarily given to a Broker and the transaction is completed, the transaction is considered final unless Game Control rules otherwise.
Every active player must wear one.
Yes. Captured enemy Green Bands may be brought to the Prison Broker. 1 ENEMY GREEN BAND = 1 GOLD Once surrendered to the Broker, the Green Band becomes Black Market property.
Immediately:
Call “HIT!”
Stay where you were hit.
Turn on your dead/blinker light.
Wait for a teammate to revive you.
Do not move toward your faction base while waiting for a revive.
A teammate uses a:
The Red Band is placed on the wounded player.
You may be revived:
First revive = Red Band #1.
Second revive = Red Band #2.
The enemy may bring it to the Black Market and exchange it for:
Yes.
If an enemy player successfully reaches your position while you are wounded:
Remove or cut your Green Band.
Give the Green Band to the enemy.
Turn your dead light to STEADY ON.
Return directly to your faction base.
You are now OUT OF PLAY.
Once you already have two Red Bands, you cannot be revived again during that life.
On your next hit, your Green Band must be surrendered and you must Return to Base.
Yes.
However, you must surrender your Green Band. Drop it visibly to the ground
You must:
Cut or remove your Green Band.
Leave it visibly on the ground exactly where you were hit.
Make sure opposing players can see and collect it.
Turn your dead light to STEADY ON.
Return directly to base.
You cannot bring the Green Band back to base.
Once removed, the decision is final.
No Green Band means you are out of play.
Return directly to your faction base.
At the Black Market.
Teams may distribute purchased Red Bands among their players.
Possibly.
Certain Field Broker NPCs may operate elsewhere in the Area of Operations.
Players may attempt to bribe them for information.
There may be no fixed price.
You decide how much Gold you want to offer.
Generally:
The more Gold you offer, the better the information may be.
A small bribe may provide vague information.
A generous bribe may provide more specific or valuable information.
The Broker determines what your payment deserves.
Yes.
A faction may hire a Black Market Mercenary Strike Team.
Only for the mission or contract period agreed upon with the Broker.
Mercenaries are NOT permanent members of your faction.
When the contract ends:
Possible assignments include:
Assaulting enemy positions
Reinforcing defenses
Escorting players
Recovering objectives
Supporting extractions
Breaking enemy defensive lines
Assets may include assault personnel, LMG support, and ATV/Buggy transport.
(STRIKE TEAMS ARE INVINCIBLE DO NOT ATTEMT TO SHOOT THEM)