§ 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
Airdrops fall on a timer. The warning needs a radio. If anyone in your group carries a working radio, your group is told 15, 10 and 5 minutes before a drop lands, with the nearest town, and the drop goes on your map. Everyone else only hears that a drop has landed, with no location. Groups.
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 | An Airdrop | 23 | unguarded |
| Tier 2 Loot Zone | An Airdrop | 36 | unguarded |
| Tier 3 Loot Zone | An Airdrop | 42 | unguarded |
| Tier 4 Loot Zone | An Airdrop | 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#
Each drop zone has a tier, T1 to T4. A crate is what it says it is: a Medical crate holds medical supplies, a Basebuilding crate holds barter and base-building items, 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 7.5% 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.
Around a drop#
Drops never land within 300 m of a base, and every one creates a PvP zone around it — expect company. The radio marker on your map is deliberately rough until the crate is down.