The Story
Commerce Militia has won every war. In Arctic Reign 2, they crushed the Church of the Sea, put down the Red Raiders for good, and neutralized every remaining survivor group. After a brutal internal betrayal, President-General Minkus seized total personal control — ruling Calverton through fear, force, and absolute resource control, with Lt. Dave as his ruthless enforcer. All five strongholds are his. The Water Purifier decides who drinks. The Communications Tower broadcasts his propaganda. This is no longer a militia. This is a regime.
From the shadows, a mysterious figure known only as “The Red Menace” has united the scattered resistance — former Red Raiders, Church of the Sea survivors, and civilian groups — into the Calverton Communist Party. Their ideology: the resources of Calverton belong to the people, not one man. Their goal: overthrow Minkus and tear down his regime. The ice has melted. The power grid flickers back to life. Two factions remain. One tyranny. One revolution. And power is up for grabs.
Event Details
Date
June 27, 2026
Location
407 Edwards Ave, Calverton, NY
Schedule
Check-in 9:00 AM | Game 10:30 AM – 4:30 PM
What to Expect
Faction Warfare
Join or create a faction, defend objectives, fight for control.
Live NPCs
Dozens of characters with missions, stories, and surprises.
In-Game Economy
Earn and spend caps on BBs, food, mercs, and more.
Skill Challenges
The Cage, sniper challenges, arm wrestling, axe throwing.
The Wasteland Bazaar
Full casino, shops, and NPC services.
The Endgame
Survive the final mutant horde in the last 45 minutes.
Rules of Engagement
FPS Limits
400 FPS / 1.7J max. Snipers: 500 FPS (100-ft MED). Support: 450 FPS (50-ft MED).
Fire Modes
Support weapons full auto. All other guns semi-auto only.
BBs
Provided in-game — no outside ammo. Different weights sold at vendors.
Melee
Approved melee weapons usable in-game or tradeable for currency.
Dress Code
Milsim, scavenger, cosplay, tactical, or post-apocalyptic inspired.
3 Ways to Win
Solo Survival
Neutral players must reach the safehouse in mutant territory from the hardest spawn point by endgame. No faction. No backup. Pure survival.
Faction Victory
Join one of four factions. Defend at least 1 of 5 objective flags from the final mutant horde. Strength in numbers.
Custom Faction
Groups pay in-game currency for a Faction Creation Kit. Choose a unique identity. Defend your single assigned flag. Forge your legacy.