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OperationBrightwater
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Field guide Air & Power Quartermaster airlift

A plane, a crate, a short window to be a hero

Quartermaster airlift

A twin-prop Quartermaster circles in every minute or so, telegraphs where it's dropping, and falls a crate with a temporary power-up. Any non-sub unit can grab it — Maus and Berliets are the practical grabbers.

At a glance

How often
First crate grabable about 42 seconds in (flight starts at 35), then about every minute with a 9-second flight; the crate telegraphs about ten seconds early
Where
Five named zones that rotate predictably — Central sector, Central approach, Central lane, Central crossing, Central ground
What's inside
Field Repair (heal), High-Octane Fuel (+speed), Blitz Ammo (+tank punch & reload)
Who grabs
Any non-sub unit that touches the landed crate — telegraphed zone is marked before it falls

Quartermaster airlift

A supply plane circles the map and drops a buff crate in a telegraphed zone every minute or so. Any non-sub unit can grab it; Maus and Berliets are usually the ones that win the touch.

Flight and drop

The plane flies a short leg and at about the halfway point the crate falls with a parachute, then sits with a timer. The next zone and crate rotate in order so both teams can read where to be. The first flight starts about 35 seconds in; after release and fall the crate is grabable around 42 seconds.

CrateHow long it lasts & what it loves
Field Repair KitAbout 15 seconds — heal your brawlers and stay in the fight
High-Octane FuelAbout 20 seconds — faster land speed, great to collapse on a depot or shift fronts
Blitz AmmunitionAbout 20 seconds — tanks hit harder and cycle faster, perfect right before a siege

The ten-second warning

About ten seconds before the drop, the command deck ribbon lights up with the inbound flight, what's inside, and which zone is marked. During the flight the zone stays marked so both teams see the same contest. No extra radio needed — the next drop is predictable if you know the order.

Who should grab it

The crate falls on contested ground on purpose — don't send a lone Berliet through a Maus ball for a short buff. Any non-sub unit can claim it; send the nearest safe Maus or Berliet that can win the touch and get out. Landed crates still expire if no one grabs them. And yes, a Berliet chasing a crate can briefly leave your supply line — plan for that.

Power-up tips

Field Repair lets a bruised line stay and brawl; pop it when you're already in contact. Fuel is for collapsing on a depot, retreating a convoy, or shifting fronts — use it to be somewhere first. Blitz is for the committed push: pop it just before you focus a building or HQ, not while you're still marching.