§ 09Events
Airdrops
When they fall, how far in advance you're told, what the four tiers hold, and the special drops on the airfields.
On this page
Normal Airdrops
Every 40 min–1 h, on the map for 30 min after it lands.
| Zone | Crate types | Drop sites | Guards |
|---|---|---|---|
| Tier 1 Loot Zone | Basebuilding, Medical, Military | 23 | unguarded |
| Tier 2 Loot Zone | Basebuilding, Medical, Military | 36 | unguarded |
| Tier 3 Loot Zone | Basebuilding, Medical, Military | 42 | unguarded |
| Tier 4 Loot Zone | Basebuilding, Medical, Military | 20 | unguarded |
You are told 15 min, 10 min, 5 min before it lands, with a map marker accurate to about 100 m.
A 200 m PvP zone is created around every drop.
The tiers#
The packages in a drop run T1 to T4 by zone. A crate is what it says it is: a medical crate is medical, a supply crate is barter and base-building, and only a military crate carries armour. A T4 military crate always holds a built weapon, an endgame vest, an endgame helmet, GPNVG-18s and a backpack, with a 60% chance of a top-tier gun on top, a 15% shot at an anti-materiel rifle and a 15% shot at a Lab keycard. About one endgame helmet roll in nine is a Mandalorian — it's in the pool, never guaranteed.
Every crate can also carry one raiding item — a stack of gunpowder, an improvised or C4 charge, a rocket, or a launcher — and never more than one. The roll fires 10% of the time in a T1 crate, 20% in T2, 30% in T3 and 45% in T4, and the further up the tiers you go the more often it's a charge or a launcher rather than powder.
The special drops#
The airfield drops are guarded. Half the AI around one have to be dead before the crate opens, and it holds the rarer pool. Bring a group.
Around a drop#
Drops never land within 300 m of a base, and every one creates a PvP zone around it — expect company. The marker on your map is deliberately rough until the crate is down.