Conquest terminals in airsoft: how they work, rules and scenarios
11 September 2026
A domination game with no referee, no arguments and where every second counts: that is exactly what a conquest terminal brings. Placed on the field, it becomes the objective the whole game revolves around. Here is how it works, how to choose the right model and which scenarios to run to get the most out of it.
How a conquest terminal works
Each team has a time counter. To take the point, a player holds the terminal's button: the LEDs switch to their team's colour and their counter starts running. If the other team takes the terminal back, the countdown switches to their side. The first team to empty its counter wins the objective: the terminal locks in its colour and can no longer be taken.
Everything is visible from a distance and nothing is up for debate: no referee needed to know who holds the point, and no stopwatch in hand.
Why it changes your games
- A clear objective: players know where to fight, so games gain pace and clarity.
- Real tactics: defend the point, counter-attack, or grab the terminal at the last moment?
- Natural rebalancing: on the Conquest Terminal, the more a team dominates, the faster its light cycles run and the easier the capture becomes for the opponents. Games stay close until the end.
- A respawn point: you can decide that the team holding the terminal brings its hit players back there. It then has to capture and defend.
Terminal, NEXUS or PRO case: which one?
| Need | Recommended model | Why |
|---|---|---|
| Simple domination, ready in 30 seconds | Conquest Terminal | 2 or 3 teams, team time from 15 to 60 min, capture in light cycles |
| Professional field, schedules to keep | PRO Conquest Case | Fixed overall game time (from 5 min to 4 h), instant capture available, settings remembered |
| Advanced scenarios, milsim, night games | NEXUS | 3 modes (conquest, spy, extraction), up to 4 teams, capture key and hacking |
To spice up conquest games, the NEXUS works with the capture key (the point cannot be taken without it) and the Hacking Device, which gives a bonus to the team that plugs it in.
5 scenarios to try
1. Classic domination
Three terminals spread across the field, two teams. Each locked terminal scores one point; the team that locks the most wins. Simple, effective, perfect for Sunday games.
2. The respawn point
Each team starts with its respawn at base. Capturing the central terminal gives a forward respawn for as long as it stays in your colour. The result: constant fighting around the point.
3. The coveted key
With the NEXUS and the capture key option enabled, a single key is in play. Teams must find it, escort it to the terminal and defend it during the capture.
4. Night infiltration
In the NEXUS spy mode, a small team of spies must hack guarded terminals. Hacking progress is kept if the spy releases the button, so they can come back several times while avoiding patrols.
5. Conquest + bomb
Combine two objectives: team A must hold the terminal while team B tries to defuse a dummy C4 bomb at the other end of the field. Nobody can defend everything at once.
Tips for organisers
- Place terminals under cover but visible: a point that cannot be approached kills the game, and so does a fully exposed one.
- Adapt the capture time to the size of the field: short in CQB, longer outdoors to leave time for counter-attacks.
- Check LED visibility in full sunlight and at night before the game.
- Think about battery life: for a full day, models with a built-in battery (NEXUS, PRO case) avoid swapping batteries between rounds.
Need help choosing? 🎯
Tell us how many players, what kind of field and what type of games: we will point you to the right terminal.
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