Replica of a classic dynamite time bomb prop, made from plastic tubes and an electronic timer.
Many airsoft objectives rely on abstract markers. Flags, cones, or verbal calls work mechanically but fail narratively. The aim here was to create a device that communicated intent without explanation. Players needed to see it, understand it, and react immediately. No briefing reinforcement. No rule ambiguity.
From the outset, this was designed as a prop and a game system, not a replica. It had to be safe, loud, obvious, and controllable. Activation needed to be binary. On or off. Once started, it had to commit to its outcome. That single decision shaped the entire build.
The visual language came first. Electrical trunking was cut into short lengths and clustered to read as dynamite from distance. Brown paper labels, exposed wires, and simple caps were deliberate choices. Accuracy was irrelevant. Recognition was essential.
A microcontroller-driven digital countdown replaced any analogue approach. This allowed a fixed sixty-second timer, consistent behaviour, and reliable triggering of an electronic pyro via a MOSFET. Power came from a standard 9V battery to keep maintenance simple.
Rear-mounted magnets allowed instant attachment to metal structures across the site. Units were either placed by marshals or pre-installed as objectives. Players interacted only with the switch, then defended the device until detonation.