IN DEVELOPMENT · NOT YET AVAILABLE

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.

A development target, not a spec sheet

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.

// OVERVIEW

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.

// WHAT CHANGES
Player scoring
Players carry a tag. The case records who armed it, who defused it and who held the point — so a game ends with a scoreboard instead of an argument.
Indoor positioning
Beacon anchors bring location-based games inside buildings, where GPS cannot reach. CQB sites get the modes that used to need open ground.
Fourteen game modes
The six you know, plus eight new ones — including Domination and Hardpoint, where linked cases become capture points instead of bombs.
Configurable, not fixed
Hold times, fuse lengths, strike counts and codes are all set on the case. Changing a rule is a setting, not a service visit.

FOURTEEN GAME MODES

Six carried over from the Mk III. Eight new.

MODE 01

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.

MODE 02

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.

MODE 03

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.

MODE 04

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.

MODE 05

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.

MODE 06

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.

MODE 07

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.

MODE 08

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.

MODE 09

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.

MODE 10

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.

MODE 11

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.

MODE 12

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.

MODE 13

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.

MODE 14

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.

// PLANNED TIERS

BUILT FOR YOUR SITE

Planned line-up. Tiers and their contents may still change.

Silver

STAND-ALONE

The essentials, in a case that runs all day on a standard airsoft battery. Character display, keypad and beacon positioning for location games.

Platinum

OPEN FIELD

Everything in Gold, plus GPS for outdoor location games across a large site and an effects output to trigger smoke or light.

// PLANNED SPECIFICATION

WHAT WE ARE BUILDING

Targets, not guarantees. Expect this table to move as testing continues.

FEATURE
Silver
Gold
Platinum
3×4 keypad
Tactile arming input
Motion sensing
Knows how it is being handled
USB token
Arm, defuse or override with a key
Onboard audio
Countdown, callouts and alarms
Beacon positioning
Location games indoors, without GPS
4×20 character display
Readable in direct sunlight
Player tags & scoring
Who armed it, who defused it
Colour screen
Richer in-game display
RGB buttons
Show who holds the objective
2 key switches
That real nuke feeling
Wireless mesh
Link cases together
WiFi & app control
Set up from a phone
Multi-case modes
Domination, Hardpoint, Chain Reaction
Custom build
Tailored to your game site
GPS
Outdoor location games
Effects output
IWG smoke / Bengal light

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.

Register interest