Payload
Mk I Networked objective prop for CQB airsoft and laser tag
A networked objective small enough to run with. A countdown, a code, two team buttons and a lot of light — so a game can run across a whole building instead of around one case.
The Payload is specified but not being built: the Nuke Case Mk IV comes first. Everything on this page is what we intend to build — any of it may change or be dropped, there is no release date, and nothing here can be ordered.
Not a cheaper Nuke Case. A different kind of purchase.
The Nuke Case is the objective — one per site, and the game is about it. The Payload is an objective, one of several, so the game can be about a whole map instead. A site with one case and six Payloads plays something a site with two cases cannot.
FIVE GAME MODES
Every one of them playable on a single unit.
CodeBuster
Your team has a four digit code, and putting it in takes the point. Every unit carries both a keypad and an encoder, and which one a round runs on is set before kick off: the keypad is over in a second, the dial has you turning to pick each digit and clicking through them out in the open. While somebody is part way through a code the owner’s clock stops, so getting in the way is worth doing even if you have no idea what their code is.
Search & Destroy
One team plants, the other defuses, and nobody has to decide who is who beforehand. Whoever gets their code in first is the attacker for that round. A fuse starts on the plant and only the other team’s code stops it, so an attacker cannot cancel their own bomb. What a defuse is worth is set before kick off. It can end the round there, hold the win to the last second, or let the attackers plant all over again.
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.
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.
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.
MeshControl
Two or more units, linked, and they win or lose as one. Arming any of them takes the set: from then on only that team can arm a unit nobody has touched, and the other side has to go and capture the ones already armed. Hold every unit live when the clock stops and the whole set goes off together. Clear every one of them and the team that cleared them takes it in silence, with nothing to show for it but the lights. A set still split at the whistle is a round nobody won.
ONE IS A GAME. SIX IS A MAP
Planned pack sizes — not prices, and not hardware tiers. Every Payload is the same unit.
One
All five modes, standalone. The cheapest way into the range, and where most sites will start.
Three
Two linked units unlock Domination; three unlock Hardpoint rotation. Those modes need more than one objective on the field, which is why they need more than one box.
Six
Enough objectives to spread a game across a CQB building — rooms, floors and corridors, each one worth fighting over.
PAYLOAD OR NUKE CASE?
They are bought for different reasons. Most sites that own both will use them together.
PLANNED HARDWARE
The intended build. Expect it to move as the design is tested.
WANT PAYLOADS
ON YOUR SITE?
Tell us how you play and we will let you know when the Payload is real — and what it would take to run it on your site.
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