Nuke Case
Mk IV Next-generation bomb prop for airsoft and paintball
The next generation of our airsoft bomb prop. Rebuilt around a new controller, with player scoring, indoor positioning and fourteen game modes.
The Mk IV is still being designed and tested. Everything on this page is what we are building towards — any of it may change, move between tiers, or be dropped before release. Nothing here can be ordered yet.
An airsoft bomb prop that also knows who defused it.
The Mk III does one thing well: it counts down, and someone has to reach it. The Mk IV keeps that and adds the part every game master ends up doing by hand — telling you what actually happened. Players carry a small tag, and the case records who armed it, who defused it, and who was holding the objective when the clock ran out.
FOURTEEN GAME MODES
Six carried over from the Mk III. Eight new.
CodeBuster
Two codes live in the case. One arms it, the other shuts it down, and each team gets one of them. You punch it in on the keypad, # to send and * to clear. Get it wrong and the case buzzes at you and puts ACCESS DENIED on the screen.
Sittingduck
The bomb starts safe. Hold the buttons down to flip it live and it starts banking time for whoever flipped it. The other team can flip it straight back, and it can change hands as often as the clock allows. Whoever had it longest when time runs out wins, and if it is still live when the clock hits zero it goes off.
MasterKey
Two keyed switches, and it takes both of them to arm it. Turn them together and the case goes live. Take either key back out and it is safe again, so two people have to stay with it and neither of them can wander off.
Quickshot
The countdown is cut into three windows and the case only listens during them. Hold both buttons inside a window and it flips. Try it outside one and nothing happens at all. Miss a window and it buzzes and flashes both buttons blue to tell you it has gone. You cannot sit on the case and work whenever you like, you have to be there three times, on its schedule.
Escort
The case has to be moved, and moved level. Tip it too far and it sounds a low tone and takes one of its lives. Run the lives out while it is live and the attackers have it. Shutting it down means pushing the token in and keeping it there while a bar fills, and pulling it early puts the bar back to zero.
Search & Destroy
CodeBuster on a much shorter leash. There is a window to get the bomb planted, and the moment it goes in a fuse takes over. Both are set before the game, so you can run it as a frantic couple of minutes or as a long grind. Once it is live the defenders’ code is the only thing that stops it.
Chain Reaction
Several cases on the mesh, one shared window, and an order they have to be shut down in. Get the order wrong and every case in the group takes the penalty. It is the one mode you cannot run on a single unit, because a case has nothing to chain to.
Hot Potato
Taken exactly the way Tug of War is, with one line changed. Time banked along the way counts for nothing. All that matters is which team had it last when the clock runs out, so a game can turn over in the final seconds, and it usually does.
Containment
The live case is tied to a zone. It either has to stay inside one or be pushed out of one, and crossing the line sets it off. Outdoors that line comes from GPS. Indoors it comes from beacons, which is what makes it work in a CQB house where GPS is no use at all.
Cipher
Shutting it down is a puzzle on the colour screen. The case shows you a state and you have to work out what it wants before the clock beats you. Three attempts, and a wrong one takes a minute off.
Tug of War
Either team can take it, over and over, for the whole game. Nothing blows up and there is no round to lose. There is just a clock, and whoever had the bomb for more of that clock wins it. Good for open days and respawn games, because the prop stays in play all afternoon instead of being one ten minute event.
Dead Man's Switch
Somebody has to keep hold of the controls. Let go and a fifteen second fuse starts running. Get a hand back on it and the fuse stops. It pins a defender to the case and makes them the most obvious target on the field.
Domination
Every case on the mesh is a capture point. Hold your team’s button for the capture time to take one, and each point you own keeps scoring for you as long as you keep it. Both buttons down means contested, so nobody takes a point quietly on their own. The button colour tells you who owns it from the other side of the field. First team to the target wins.
Hardpoint
One case at a time is live and it says so loudly, on audio, beacon and screen. Whoever holds it scores while they hold it, and contested means nobody scores. After the rotation time it moves to another case, with a few seconds of warning first, and the old one goes dark. Break contact, cross the field, do it again.
BUILT FOR YOUR SITE
Planned line-up. Tiers and their contents may still change.
Silver
The essentials, in a case that runs all day on a standard airsoft battery. Character display, keypad and beacon positioning for location games.
Gold
Colour screen, RGB buttons and key switches, player scoring, plus a wireless mesh between cases — so several cases become capture points. Everything an indoor or CQB site needs.
Platinum
Everything in Gold, plus GPS for outdoor location games across a large site and an effects output to trigger smoke or light.
WHAT WE ARE BUILDING
Targets, not guarantees. Expect this table to move as testing continues.
WANT THE MK IV
WHEN IT LANDS?
Tell us about your game site and we will let you know when the Mk IV is ready — and what it will mean for the way you play.
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