Scenarios

Airsoft scenarios with a bomb disarming objective

Start with Defend and Disarm: a simple two-team game with ready-to-use rules and a clear victory condition.

Scenario 01 · Basic version

Defend and Disarm

Suggested time per round

10:00

Attackers

Reach the device and enter the code.

Defenders

Defend the point until time runs out.

Scenario 01 · Basic version

Defend and Disarm

One team defends a point with the active prop. The other knows the code and must reach the device and disarm it before the countdown ends.

Players
6–12 players
Round time
10 minutes
Disarming
Known code
Respawns
No respawns

Preparation

  1. Choose the defence point

    Place the device somewhere accessible. Mark the field boundaries, the attackers' starting point and an area for eliminated players. Connect the power supply and all three wires.

  2. Form teams and share the code

    Form two equal teams of 3–6 players. The organiser chooses the code and gives it to the attackers before the round. Agree on hit and disarming rules.

  3. Take your positions

    Defenders position themselves near the point; attackers wait at their agreed starting point. The organiser waits for both teams to be ready before configuring the countdown.

  4. Set 10 minutes and start the round

    The organiser sets 0 h 10 min 0 s and the agreed code. After configuration and the wire check, the device starts counting down. The organiser immediately calls “START”.

Team objectives

Attackers

Reach the device and cover the player entering the code. At the device, press *, enter the known code and confirm with #. Disarming must be completed before time runs out.

Defenders

Defend access to the device until time runs out, or eliminate all attackers. The device stays at the marked point throughout the round.

Hits and round rules

  • A hit eliminates a player according to the field rules. Hit players call their hit, move to the designated area and do not give advice to their team.
  • There are no respawns or healing in this version. Eliminated players return in the next round.
  • A player hit at the device immediately stops entering the code. Another active player may approach the device.
  • Do not move, switch off or reset the device during the round.
  • Disarm only with the code. All wires stay connected; this rule applies to both teams.

Victory conditions

Attackers win

An active player disarms the device before the countdown ends. The “DEFUSE” screen confirms success.

Defenders win

Time runs out without disarming and “EXPLOSION!” appears, or all attackers are eliminated before then.

Eliminating all defenders does not automatically win the round for the attackers. They must still disarm the device before time runs out.

Adjusting the difficulty

Easier for attackers

Set 15 minutes. All other rules stay the same.

Harder for attackers

Set 5 minutes. Agree on the time change before starting the round.

Swap roles in the next round, keeping the same time and rules. Each win earns 1 point; equal scores after two rounds mean a draw.

Prepare the device for the game

See the How it works guide or the PDF manual for time and code configuration.