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Explosive Devices - Player Guide

This guide covers planting a bomb: getting a case, deploying it, attaching a payload, arming it, and setting it off. For the other side of the job, see the Defuse Guide.

Servers hand the case out in one of two ways.

  • From an item dispenser. A shop, armoury, loot table, or staff grant gives you WEAPON_KFDEFUSE directly.
  • From the intel loop. Find the intel dealer, target them, and choose Buy Bomb Intel. The configured source sets the price and location.

Buying intel gets you a stash lead rather than the case itself:

  1. A waypoint and route blip get set for you. The stash is picked at random from the dealer’s pool, so it won’t be the same place twice in a row.

  2. The lead is on a timer. If it runs out before you get there, the bag is gone and you don’t get your money back.

  3. Target the bag and choose Claim Stash. You’ll get the bomb case, the dealer’s payload, and any transmitter or defuse tablet that the source is configured to grant.

    Make room in your inventory first. If you’re too full to carry all of it, the claim is rejected and nothing gets taken.

You can only have one lead running at a time.

  1. Take out WEAPON_KFDEFUSE.

  2. With the case equipped, use the Place Case target option to bring up a transparent preview:

    [E] Place [X] Cancel [Left/Right] Rotate [Up/Down] Raise/Lower [G] Ground Snap

    You can place it up to the configured placement distance, and it won’t let you confirm if the preview is clipping into anything.

  3. Target the deployed case and choose Open Case. The device controls aren’t available until it’s open.

Target the open case and choose Attach Payload. You’ll get a menu of the payloads you’re carrying, and the one you pick gets used up and mounted on the case.

PayloadWhat it leaves behind
ExplosiveA shockwave and a configured fire effect. Vehicles inside its configured damage range can take body damage and set off their alarms.
BiohazardA gas cloud with a configured radius and duration. The default pathogen causes area damage and status effects and can leave one of the configured progressive infections. Servers can replace it with non-persistent CS or knockout gas.
NuclearThe blast and fire, plus a configured radiation zone with geiger audio, damage, status effects, and control interference.
EMPA configured pulse with blackout, vehicle lights, engines and sirens cutting out, radio static, and control interference.

Detach Payload takes it back off and returns the item, as long as you’ve got space for it.

Target the open case and choose Arm Device. You need a payload attached, and arming takes a moment to finish. You can cancel it before it completes.

Once it’s armed the case is live. The countdown starts, the device screen comes up, and Defuse Device becomes available to anyone the server lets defuse. You can’t recover it any more.

If the countdown hits zero, the payload goes off.

The transmitter is an optional bit of extra pressure. While holding WEAPON_KFDEFUSETRANSMITTER near the case, target it and choose Link Transmitter.

  • Whoever linked it has to keep the transmitter in hand and stay within the configured link range of the case.
  • The transmitter beeps from the carrier for everyone nearby. The beep gets faster as the carrier moves away from the case and stays at its fastest rate while the signal is lost.
  • Walking off or putting the transmitter away starts the configured signal grace period. Get back in range and the link comes back.
  • If that grace period runs out, the case starts its countdown on its own.
  • Unlink Transmitter breaks the link deliberately.

You can’t link one transmitter to two cases, and only the person holding it can link it. If your server has transmitterRequired switched on, an armed case won’t hold without a live link.

The countdown starts automatically as soon as the case finishes arming. There is no separate start-countdown option; once the timer is running, you can only defuse the device or wait for it to detonate.

Target the case and choose Recover Case. You get the case weapon back along with any payload attached to it, and the world case disappears.

This works while the case is closed or open. Cancelling arming before it completes returns the case to the open state, so you can recover it. Once the case is armed, it cannot be recovered; it either gets defused or goes off.

A defused or detonated case stays in the world for its configured linger period so you can see how it ended, then disappears. EMP cases are the exception, and stay until their pulse has expired.

Hazard zones last a lot longer than the case does. Radiation and the default pathogen biohazard keep damaging anyone standing in them, so clear the area or get hold of protective gear if your server has any. Pathogen symptoms and transmission can continue after you leave the cloud. CS and KOG-23 use their own temporary effects instead of creating an infection.

Protective gear only prevents infection when the server can verify it. A cosmetic outfit alone may still leave you infected. A configured hospital outcome can stabilise an infection temporarily, suppressing its symptoms and contagiousness without curing it.

See Biohazard & Infection for every strain and configured gas effect.

Disconnecting removes your active bomb.