Equipment
Falcon F1 · F2

Three pounds of shock-resistant ABS with a colour screen behind six-millimetre glass. Every shot kicks into your shoulder — a patented impulse system, not the vibration motor most rental gear uses. Ten weapons live in one body and switch mid-game.
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Scorpion
Every hit lands as a short pulse on the wrist. Five power levels, set per player, switched off entirely for anyone who would rather not. It reads like paintball and leaves no bruises. Never at children's events — mention it when you book, and we bring them in for the group that wants them.

Headband
A hundred and fifty grams, with sensors that register a hit from any side — so nobody argues about who got whom. It also reads which direction the shot came from. The cuff detaches, gets washed and swapped between groups.

Supernova
A real device with a real timer. One team plants it and holds the ground, the other has to reach it and defuse before it goes off. Only a player still in the game can plant or defuse — being knocked out means you cannot save your team.


Sirius
A station you touch to collect health, ammunition or a bonus — no shooting required. Set before the round, it turns the same field into a different game: a base worth capturing, a respawn point that brings teammates back, or a medkit that decides who holds out longest.

Smart Domination Box
Waist-high, forty-eight LEDs, bright enough to read across the whole field in full sun. Hold it longer than the other team and it turns your colour — and it swings back and forth until the last minute of the round. It is the difference between running around and playing for something.
