The Drop
The year is 2042 after years of wars, poverty and plague the world’s most powerful nations formed a unified government known as Olympus.
With the resources of the earth being much depleted or destroyed, Olympus looked back to the old ways of earth to sooth the globe’s anger and restlessness by doing the same as what the rulers of Rome did, they designed a Game that would control the mob and put their focus not on the people that sat at the high tables of Olympus but at the blood, spectacle and rewards offered by The Drop.
Supply pods descend into designated conflict zones. Inside: rations, medicine, advanced tech, fuel cells, credits.
Every Drop is guarded by an autonomous war construct:
ATLAS.
Teams fight for control. Olympus broadcasts it live.
Win and your people are sponsored.
Lose and you are forgotten.
The Objective
To successfully claim and secure more drops than the other teams during the game time, but be careful some drops are more valuable than others.
Secure more Drop Points (DP) than opposing teams before the final whistle.
Drop Values:
- Standard Drop = 1 DP
- Rare Drop = 3 DP
- Legendary Drop = 5 DP
- Final Sudden Drop = 8 DP
Winning Team: Highest total DP at event end.
The Blood
No one said it was going to be easy to collect these Drops. Each drop is guarded by an Olympus Atlas, an unkillable robot designed by the greatest minds. They guard the drop until it is claimed by a team or the drop timer runs out.
How do you stop an unkillable robot I hear you ask? Very simply a grenade, a disruption smoke(any colour bar red/orange), or if you’re brave enough press the reboot button located on the Atlas itself (the metal square located on its back). These methods should put the Atlas down long enough for a quick grab, take too long and it will reboot.
Oh and don’t shoot them when they are moving to drop zones… No one Steals from Olympus and lives
Atlas
Atlas Cannot Be:
- Eliminated via BB fire
- Blocked physically
Atlas Can Be Disabled For:
- 60 seconds (Phase 1)
- 45 seconds (Phase 2)
- 30 seconds (Phase 3)
Disable Methods:
- Grenade within 5m
- Disruption smoke (any color except red/orange)
- Press (with an open and free hand) “Reboot Plate” on Atlas back
If shutdown successful:
- Team may extract Drop token
- Atlas reactivates after timer
ATLAS CAN NOT be shutdown while moving to drop locations
The Spectacle
The arena is declared, each team is given a number of maps of the arena that have a grid system on them. During the game time The Announcer will radio give a number which is located on the maps but there will be multiple of that number and only one is the real drop point. Making the teams move fast, and working together
The Escalation
One thing that happened during the first games was the mob got bored of the standard of it all and Olympus knew it needed to do more with the drop, so they decided to add phases during in which made the games more entertaining for those watching but more deadly for those involved
Phase I: Opening Broadcast
Frequent Standard Drops: 15 minutes
The Announcer calls regular grid coordinates, encouraging movement and map control
Atlas shutdown window: 60 seconds
Phase II: Controlled Chaos
Resources grow scarcer: 20 minutes
Drop frequency decreases, but value increases. Rare Drops begin appearing in rotation.
Radio “Blackout” periods Announcer will give coordinates once when opened and when timer has half remaining
Atlas shutdown window: 45 seconds
Phase III: Spectacle
Legendary Drops enter the field.
Announcer will give coordinates Multiple times and also answer requests for repeats
Every grid call now pulls all factions toward collision.
Atlas shutdown window: 30 seconds
Phase IV- The Sudden Drop
In the final moments of the event, Olympus deploys one final Drop worth massive points.
Single location. Full announcement.
Maximum conflict.
Atlas shutdown window: 30 seconds
The Reward
If your team wins the Drop, through teamwork, skill and cunning. Then you may get a sponsor from the high table making your life a little better in 2042.
The Teams
Depending on the numbers that enter THE DROP, will change the game play on the date.
2 Teams (20–40 players)
3 Teams (30–60 players)
Dynamic alliances allowed (declared via ref, 15 min max).
4 Teams (50–80 players)
No formal alliances. Dynamic alliances Allowed (declared via Marshal, 15 min max)
ALL NUMBERS OF TEAM.
Each team must have:
1 Squad Leader (radio mandatory, will have radios for players)
1 Atlas Interaction Operator (press reboot button)
1–2 Medics (if using medic system)
Dynamic Alliance
If one team leads by 7+ DP:
Remaining teams may temporarily:
Share medics
Share Drop extraction (they both gain the points for that item)
But must declare alliance via Marsal
Alliance lasts 15 minutes max
After alliance expires:
Betrayal allowed.
Things to know and think about
Your team looks, anything goes.. From the Southamerican cartels to Danish special forces, the best look may get a little bonus to help in the drop.
We have full catering on site.
We advise you bring plenty of water and rations to consume during game play as you will be out for up to 2 hrs – 3hrs at a time. Please try to be as prepared as possible with the kit to save time in the morning. 8.00am ARRIVAL!! We close the gate at 9:00am for the safety brief starts are 9:10am
Basic rules.
‘Milsim Lite days at Gunman are suitable for all levels of airsoft player, but are especially aimed at players who want slightly more realism than a skirmish game offers, while still getting plenty of trigger time and a lunch break.
The games usually last for two hours at a time and will contain several objectives and a good amount of trigger time.
Being able to work in a team makes a big difference in these kinds of games and is often essential to complete objectives.
You may bring any realistic weapon including two-tone guns as long as they do not exceed the site power limits.
Mid-cap magazines are recommended, but hi-caps are welcome within ammo limits. Rentals are available.

