Paintball 101
Dictionary

MCP has put together this expansive paintball dictionary to help everyone better understand paintball terms. If you have or know a term not listed please let us know so we can continue to grow.

 

[A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L]
[M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Y] [Z]

 

INTRO - Paintball is an ever-growing sport. We have many definitions unique to paintball and some used in other sports. If you see terms not listed that you feel should be in the Online Paintball Dictionary send it to us and we will add it.

 

A

Action
The generic term for the operating system of a paintmarker. Often preceded by the action type. (i.e. pump-action)

Agitator
An electrically driven motor onto which a paddle or "propeller" is attached. This device is mounted inside a feeder to stir the paintballs inside the feeder to ensure proper feeding.
The agitator is usually activated by a light sensor in the feed tube of the feeder. When no paintball is interrupting the light beam, the agitator is activated. Some other agitators are plugged directly into the marker and are activated by trigger pull. Others siphon off portions of gas to work the agitating action. Agitators became necessary when the semi-automatic paintmarker designs became more sophisticated. With this sophistication came a smoother operating system and less vibration. It was the vibration of the older actions that aided feeding of the paintballs. With this "harmonic" vibration gone, the agitator found its place in the world of paintball gadgets.
The agitator also helps speed up feeding during rapid fire, with semi-automatics capable of firing many shots a second, the mere force of gravity is not sufficient to reliably feed balls. Examples of agitators are the Ricochete, Revolution, and Halo to name a few.

Airsmith
A person who is in the business of repairing or customizing paintmarkers. It is a play off the word gunsmith.

Allen-head Screws
Also known as machine screws, they have a hexagonal hole in the head. Allen srews are used as the heads are not as easily damaged as conventional screw heads are and the hexagonal head hole allows more torque to be applied to the screw.

Allen Wrench
A wrench used specifically for allen-head screws.

Aluminum
A light elemental metal. Aluminum alloys are commonly used in the manufacture of paintball markers, accessories and tanks. Aluminum is notable for its relative lightness, and resistance to corrosion. It is a soft metal, and easy to shape. This means that aluminum parts are inexpensive but also susceptible to impact damage.

Air
A very generic term when referring to the operating gas of markers. This can be either CO2, Nitrogen, or HPA. For more information on the gases, Air - F.A.Q.

Anodizing
This is the anti-corrosion coating given to aluminum via electrolysis. Aluminum, while corrosion resistant, is not corrosion proof. Anodizing can be done in a full spectrum of colors and many players use custom anodizing as a cosmetic modification to their paintmarkers. Splash or marble anodizing refers to a pattern anodized on to your marker in the interests of looking beautiful on the field.
A very detailed explanation can be found at Doc's Place.

Anti-Detent
A device that holds a paintball in place in the breech ready to be shot. It prevents more than one paintball being fed, or pinching of paintballs. Common anti-detents are made from wire, rubber or ball bearings.

Anti-Double Cocking Device
This device found in some pump-action markers, prevents a second ball from loading once the action is cocked. The pump is locked in the forward position until the trigger is depressed and the marker fires. This is an especially good feature for players unfamiliar with the pump action as invariably they will inadvertently load another ball into the chamber.

Anti-Double Feed
The generic term for a device which prevents the feeding of two paintballs at once. The device holds a paintball in the marker's chamber until the bolt moves forward to push it into the barrel. Also known as a detent.
Double feeding results in both paintballs breaking in the barrel. If the balls do not break, their range is greatly reduced. Worse than a double feed is a paintball that only feeds part way. This happens when the paintball in the breech rolls forward slightly and second ball partially drops into the breech. When the bolt moves forward, it usually shears the second ball in half, spreading paint both into the barrel and back up into the feed system. The anti-double feed device prevents this. Most can be adjusted for slight variations in paintball diameters.

Anti-Fog Spray
Not to be used with inserts or thermal lenses this spray when used helps reduce fogging. In the Mid-West with high humidity fogging is a problem.

Auto-Response Trigger
A trigger fitted to a semi that fires a paintball both when squeezed and when released. This effectively doubles your ROF (see ROF). Usually these triggers are not allowed in tournaments. Also called RT.

Anti-siphon Tube/Valve
This is a tube or valve inside of a CO2 constant air tank that prevents liquid CO2 from entering the paintmarker's valve system. Many newer semi-automatics will suffer stoppages or internal damage if liquid CO2 is introduced into the power system. This is because liquid CO2 will expand very rapidly and exceed the capacity of the paintmarker's valve chamber, causing the marker to shut down or vent gasses, as a safety measure. This is because liquid in the inner workings of the marker may damage seals and other components. Some anti-siphon tubes rely on tank orientation, while others do not. Both should be installed by a qualified airsmith to ensure they work properly. Though, you can install one yourself if you have the proper tools.

Armband
This is a coloured band of cloth or tape worn by players to aid in the distinguishing of friend or foe. Often times, to alleviate confusion, the flags will match the team's arm band colour.

ASA
Air Source Adaptor. This term was coined by Line SI, manufacturers of the Bushmaster, pump-action paintmarker. It was intended to take the place of the popular term "donkey C/A" which was an opening in the rear of the marker that allowed the constant air tank to be screwed in and thus serve a secondary duty as a shoulder stock. The term ASA is now used as a generic term for any opening that allows a C/A tank to be screwed into the paintmarker. Most ASAs have a small protruding nipple that depresses the pin in a pin valve, opening it and allowing the gas from the tank to enter the power system.

Auto-Trigger
This applies to pump guns. Most pump guns nowadays come set up with auto-triggers. Auto-triggers allow you to shoot paintballs by pumping the gun while holding down the trigger. This gives you a faster ROF (see ROF), but may lead to a loss of accuracy.
Back-Block Opposite to front-block, therefore logically placed at the rear of certain types of marker (see marker). Goes "clickety-clack" as marker re-cocks thereby impressing newbies (see newbies) tremendously.


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B

Back-Check Valve
It is found in 12 gram quick changers or as an added feature to a marker. It is intended to create a seal when changing air sources. The back check valve holds a small amount of gas in the valve and is usually good for one or two shots. This was designed to give players the capability to have a shot or two, should they be caught changing air by their opponent.

Back-Pack
Also known as a butt-pack or fanny-pack, the back-pack is a strap-on item that goes around your waist and is designed to carry loaders (see loader) on to the field. Most utilise velcro pouches which loaders fit snugly into.

Ball-Breech Adapter
A small section of tubing screwed between the breech and the barrel in closed bolt (see closed bolt) markers that creates a tighter fit for a ball that has dropped into the breech. Smaller paintballs sometimes used to roll down the barrel of closed bolt markers without this device. Sneaky cheats could beat the chrono by allowing the ball to roll down the barrel a bit before chrono-ing
(see chronograph).

Ball Jock
This is a type of anti-double feed device. It is a small piece of wire that has one end shaped like a triangular or rounded "flag" and the other end made in such a way as to be affixed to the outside of a marker. The flag portion fits through a slot milled into the body of the marker and protrudes into the chamber, where it holds the paintball until the bolt moves forward to chamber the ball. Airgun Design markers use this. It is a type of anti-double feed device. Also known as Ball-Flag

Barrel
A cylindrical tube which is essential for the guidance of the paintball and the containment of gases behind the paintball. A barrel's length, inner diameter, interior surface and general material all contribute towards accuracy. Read more about barrels in Barrels - F.A.Q. for more information on them.

Barrel Adaptor
This is a small collar that screws into where the marker's barrel normally goes, it allows one brand of marker to use another brand of marker's barrel. For instance a Spyder barrel adaptor can be found to allow the user to mount Autococker barrels. The adaptor is required due to the fact that the threading on the barrels is uncompatable. Lapco make such devices.

Barrel Condom
A device that, when inserted properly over the muzzle, designed to keep a paintball within the confines of the barrel should the marker be fired accidentally. It is essetially a bag with an adjustable strap that can be tightened to secure the device in place. These are more dependable than Barrel Plug.

Barrel-Plug
A very important safety device inserted into the barrel of a marker that, in the words of the NPPL, should "not partially, but totally, and without exception (not pertaining to section iv of paragraph 20, section 2) obscure to the detriment of an unwillingly or mistakenly and therefore with no malicious attempt shot paintball from exiting the barrel in an area where goggles are not in use".

BDU(s)
Battle Dress Uniform. Military or military-style camouflage clothing.

Beaver Tail
Prevents the user from thumping (poping off a shot) the auto cocker or prevent the cocking rod from hitting the player in the mask.

Blind Shooting/Firing
When a player shoots with out looking at where they are pointing the marker. (A bad thing to do.)

Blow-By
This is a common term used to describe any amount of extraneous gas that passes by the paintball the instant it leaves the muzzle of the barrel. This blow by will cause the ball to spin or push the ball off trajectory, reducing accuracy, distance or both. A proper paint to barrel match will greatly reduce this.

Blow Forward/Back
All open bolt semis are either blow forward or blow back. The bolt is either released under pressure of gas and then bounced back by a spring (blow forward) or propelled by a coiled spring and blown back by the release of gas (blow back). The Armson semi and the Automag are examples of blow forwards and the Spyder and Raptor are examples of blow backs. None of these terms refer to `being blown', which is something Anthony Jones, the editor of this esteemed publication, can tell you all about when you're a little older.

Blue Printing
The process some airsmiths use to make the inner diameter of the barrel match the outer diameter of a particular brand of paint. Now, you can get barrel systems that allow you to use inserts to match paint. Smart Parts Freak is one such system.

Bolt
The bolt directs gas via the exhaust valve onto the paintball in order to propel it. The bolt is an item that is the object of much debate. In particular there is the venturi vs standard bolt face debate. Venturi bolts have holes to distribute (or, as some would argue, disturb) the flow of gas striking the ball.

Bolt Knob
Usually it has a threaded end and an larger, sometimes knurled, end. The knob passes through a hole in the pump arm and screws into the bolt. Or, is inserted on the side or rear of the striker in semi-auto blow backs to allow an initial first cocking before use. This allows the bolt to move with the action of the pump. They are not permanently affixed in order to accommodate disassembly.

Bolt-On
Used to an aftermarket accessory that does not require drilling, machining or any requisite professionally executed modifications to the marker. As its name implies, it simply bolts on.

Bore
Bore also refers to the diameter of a barrel or a paintball. It is important to match your paintball and barrel bores. Too tight and you get lots of breaks, too loose and you get a lack of accuracy.

Bottom Line
An ASA mounted at the bottom of the pistol grip or grip frame on a marker. This is to allow clearance for the goggle mask, when the tank is being used for a shoulder stock.

Bouncer
A paintball that has struck a player without bursting. This does not count as a hit. If the player calls him/her self out, then it does not matter that it has not broken, he/she is eliminated.

Bouncing Betty
See Paint Grenade

Break
This can refer to either a break to cover or a paintball break in the barrel. The first happens at the beginning of the game as you run to your bunker (see below) the second, right when you really need to hit someone bunkering you.

Breech
This is the area into which the ball drops in, when the bolt is in its fully reward position. The breech can be seen through the direct feed, as that is where the ball must drop from, to be loaded into the marker. The breech may be part of the upper receiver or the barrel itself.

Bulk Feeder
See Feeder

Bulk Loader
See Feeder

Bulk Loading Tubes
See Loading Tubes

Bunker
As a noun it is a solid piece of cover. As a verb it is the art of removing an opponent from their bunker with a vigorous and aggressive action (also known as mugging, taking down, getting up close and personal etc.)

Burst Disk
This is the safety device used to prevent rupturing of the air source tank in the event of a dangerous increase in pressure. The burst disk is designed to rupture at a lower pressure level than the tolerance of the tank. Burst disks must be installed correctly. Also, over-charging the tank will, in effect, stretch the burst disk and allow the tank to be over- charged repeatedly. Burst disks should be changed AT LEAST once every playing season.

Butt Plate
This term is usually reserved for a plastic or metal cap or sleeve which fits on the end of a C/A tank, thus allowing it to be more effectively used as a shoulder stock. The butt plate is usually ergonomicaly designed to better fit the shoulder, as opposed to the flat end of the tank it fits on. This term also refers to the part of a shoulder stock that fits against the shoulder. These are made for CO2 tanks.

Butt Pack
See Harness.

BYOP
Bring Your Own Paint

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C

C/A
The accepted abbreviation for constant air. Any type of tank not refering to 12g cartridge.

Capture the Flag
The basic game all paintballers play.

Carbon Dioxide
An inert (non-flammable) gas, used to power most paintmarkers. Also know as CO2. It is slowly being replaced by nitrogen and high pressure air systems. Few tournament teams (and fewer and fewer recreational players) still use CO2. See Air - F.A.Q. for more information.

Carry-on paint
This can be best defined as the paint the player brings to the field with them. (As opposed to the paint being sold at the field.)

Case
The term to describe a case of paint. Cases are 2000 rounds.

Chamber
It is the area of the barrel closest to the bolt, when it is in its fully forward position. It is essentially the beginning of the barrel. The chamber is where the paintball is initially fired from, when the bolt is in the fully forward position.

Chop
A chop is when a ball is broken in the breech (see breech) of the marker, usually if it is nipped by the movement of the bolt (see bolt). A really bad chop will gunge up your bolt and make re-cocking impossible.

Chronograph (Chrono/y)
A marshal's best friend. A chronograph measures the velocity of the paintball as it is shot from the marker. Velocity is dictated by various fields and require that you "chrono in" and set before playing.

Closed Bolt
A paintball gun that only releases the gas that propels the ball when the bolt is as far forward as it can go and in a stationary position... ie closed. All pumps are closed bolt, semis that are closed bolt include the Autococker and the Sovereign.

Cock (Cycle)
It is the process that prepares the paintball and the marker to shoot the next shot. The process goes something like this: breech is opened (normally by the bolt retracting) allowing paintball to drop in, bolt goes forward taking paintball with it, hammer strikes exhaust valve, gas released from exhaust valve via bolt propelling paintball, marker recocks.

Constant Air
The colloquial term used for any bulk gas power source. With the advent of nitrogen and high pressure air, it is becoming the term for CO2 powered systems, solely. The patenting of constant air, by California airsmiths Gramps 'N' Grizzly revolutionized paintball.

Constant Air Adaptor
An adaptor that allows a paintmarker, that does not have an ASA, to be powered by a C/A source. This is usually the case in markers designed to be powered by 12 gram cartridges. The adaptor, in some way, replaces the 12 gram and allows a constant air source to be attached. Also known as a "dummy 12 gram".

Cover
A noun and a verb. As a noun, cover is something that protects a player, either partially or completely, from sight and/or paintballs. As a verb, cover refers to the act of shooting paintballs with the primary effect being protection of a fellow player rather than elimination of an opponent.

Crawling Lanes
A bit like fairy rings. Only the gifted can discover these mystical pathways. You either have to be able to squirm like a snake or be a foot high to utilise crawling lanes. To learn these mystical skills dig up or get on back order the issue of PGI where Erik Felix wrote about essential crawling techniques.

Cup Seal
The part of the valve system that seals the valve, under spring pressure and rarely by pressure. It is momentarily moved away from the hole it covers at the instant of firing to allow the gas to escape the valve chamber and fire the paintball out of the marker. Most all systems employ some type of cup seal.

Cyclic Rate
Also known as rate of fire, it is the number of shots a marker can fire in a second. The term was borrowed from firearms terminology where it it usually reserved for fully automatic weapons.

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Dead Man's Walk
The practice of giving the appearance of not being in the game anymore, strolling along, loaders in hand, in an attempt to get behind the opposition. NPPL rules ban the DMW as often if one happens in a tourney every subsequent game is marred by lighting up (see lighting up) of eliminated players.

Delrin
A "self-lubricating" polymer (plastic) used for the construction of pumps in pump action markers. Delrin also does not remove anodizing as quickly as a metal pump would, as most pumps are made to fit over the barrel of the marker. This material is also used in construction of bolts. Because of its lubricating characteristics, it doesn't need to be lubed with oil. Many bolts will swell if oil is added or used in high humidity areas.

Detent
An anti-double feed device. A device to prevent paintballs from feeding more than one at a time during feeding. Some are in the form of wire (AutoMags) to rubber nipples (Spyders) to spring loaded ball bearings (AutoCocker).

Detent Ball
This is a small, spring-loaded ball bearing set into an object and protruding slightly from the object's surface. Detent balls are used to "lock" the bolt forwards in some Sherdian pump-action markers to prevent blow back.

DF
Abbreviation for Direct Feed.

Die Encapsulating Machine
Paintballs are made by die encapsulating machines. These machines, worth millions of dollars, also are used to make encapsulated drugs, such as gel-caps, "Contact C"-type drugs and even bath beads. It is not surprising, then, that most (if not all) paintball manufacturers are pharmaceutical companies. The actual process is rather involved and technical, but in a nutshell here it is. Two wide ribbons of softened gelatin are fed into the machine. These two strips are joined by two counter rotating drums that have dozens of concave "pockets" which form the paintball. At the same time the drums also inject fill in between the gelatin strips and seal the seams, making the paintball. The paintballs are still very soft, because the gelatin of the shell is still warm, and are placed in a tumblers (to ensure roundness) until they are cooled and hardened enough for the next stage. They are then set on trays and left out to continue hardening. A special machine packages the paintballs by weight, although a case of paint is sold by quantity. In a case of 2000 you will get, on average, from 1990 to 2010 paintballs.

Double Trigger
A trigger on a semi that allows two f
ingers to be used to shoot. Is supposed to increase ROF and prevent RSI (see ROF).

Dot Sight
This is the generic term for any type of sight that presents a small illuminated dot for the shooter to use as an aiming reference point. The dot can be illuminated by battery power or by ambient light. Players prefer the battery-powered illuminating dot sights as the dot can be acquired in any lighting situation and often times the intensity of the dot can be adjusted to improve visibility for changing light conditions.

DOT Stamp
Most tanks are date stamped upon maufacture by the US Department of Transport. The DOT stamp helps to determine when the tank should be tested. See Hydrodynamic Testing.

Double Feed
This happens when the paintball in the breech rolls forward and allows another paintball to drop into the chamber. Double feeding results in both paintballs breaking in the barrel. If the balls do not break, their range is greatly reduced. Another double feeding problem is when the ball moves forward slightly and another ball partially drops into the breech. When the bolt moves forward, it usually shears the ball in half, spreading paint both into the barrel and aback up into the feed system. A detent is used to stop double feeding.

Double Trigger
Yet another paintball term that is very misleading at first glance. It implies there are TWO triggers, but in fact a double trigger allows the player to use both the index and middle finger when shooting. Double triggers come in two types, bolt-on trigger shoes and replacement triggers.

Downstream Bleed
A device which allows the player to drain air from a remote system before disconnecting it.

Drop Forward
Also refers to a section that can be screwed into the rear of your marker to bring your gas bottle forward. The benefits include a better balance of weight and the ability to get even tighter behind your cover.

Dump Valve
A valve that can shut off your gas source and dump all the gas between its location and the marker. Safety precautions still have to be followed as in-line regulators (see in-line regulator) or your marker may still hold gas.

Dry Fire
To shoot a marker without a paintball in the chamber. Not always a good thing for your marker.


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E

Elbow
For markers without vertical drop where paintballs follow a vertical route from hopper to breech, the elbow connects your hopper (see hopper) to your paintball marker.

Elbow (air fitting)

Used for air fittings. They are threaded and pressure-rated for the specific gas involved.

Electronic Marker, Electro-pneumatic, Electropneumatic
This term describes an action of a marker which is controlled by solenoids and a small computer. Instead of gas powering the action, the trigger actually activates an electrical switch which sets parts into motion. The electro-pneumatic has the capability to fire bursts of 3 to 5 balls or fully automatic fire, or both. As fully automatic markers are banned on most fields (or at least severely controlled) due to safety reasons, many players are opting for the single-shot conversion computer circuit boards in order to be allowed to use their expensive toys.
Electronic markers include the Angel, Shocker, Rainmaker and the Bushmaster 2000.

Elimination
The act of being removed from the game.

Expansion Chamber
This device helps prevent liquid-CO2 from entering a marker's power system. The chamber can be attached to the tank adaptor, in a remote system, or directly to the marker. CO2 from the tank goes into the chamber and the liquid CO2 then has an opportunity to expand into a gaseous state. Many chambers are compartmentalized, to allow the liquid more time and space to expand. Even with an expansion chamber, liquid can still enter the system if the marker is fired at a continuous rate for a considerable length of time. In this day and age of massive firepower, this happens more often than it should. What players don't seem to realize is that the more space you give the CO2 to expand, the more chance you have of losing some pressure. While allowed to expand a finite amount, the system still loses a considerable amount of pressure, in the rested state.

External Rifling
A hole pattern that is drilled into the barrel. It allows air in front of the paintball to escape which allows the paintball to shoot further.

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F

Face Mask
The portion of a goggle system that covers the nose and lower face, as well as sometimes providing protection to the temples and ears.

Feeder
The proper name for a bulk feeding device. Commonly referred to as a loader (probably due to the use of the trade name Viewloader) this device is described under the definition of Bulk Feeder. This definition was placed here in order to try and establish the difference between the terms loader and feeder. AKA - Hopper

FEEDER: That which FEEDS paintball into the paintmarker.

LOADER: that which is used to LOAD paintballs into a marker or feeder.

The terms are widely accepted as interchangeable, which is fine, until talk about bulk loading tubes is included. Then the term Loader becomes ambiguous. In Great Britain they refer to Feeders as "hoppers" (which, in actuality, is what they are) and loading tubes as pots.

Feed System
The generic term for the combination of feeder and elbow or any type of design that allows paintballs to be fed into the marker. For example a feed system may be a bulk feeder, a stick feeder or a spring loaded tube.

Feet Per Second (FPS)
The velocity measurement for paintballs. Maximum FPS vary from tourney to tourney, usually ranging from 280 to 300 FPS.

Field Paint Only (FPO)
Sites or tourney where only paint bought at the event may be used there.

Fill Station
Large bulk tanks with a special valve arrangement which are designed to fill smaller CO2, nitrogen and high pressure air systems that are used to power markers. Each of the three gases have a separate fill station and special requirements.

Flag Hang
The act of taking the flag and actually draping it over the designated rope, tape, branch, etc in the designated area. This is required to actually win the game, in most cases. It is also the generic term for winning the game. The flag may be the opposition's flag, your team's flag or a central flag, depending on the game scenario.

Flag Pull

The act of removing the flag from where it was hanging. In some instances, especially in competitive play, the team which gets the first flag pull recieves points for their efforts (the actual flag hang being worth further points). In the recreational level, the first pull may be used to settle a dead-locked game (the time expired before any flags were hung) or as a matter of personal prestige and bragging rights. The flag may be the opposition's flag, your team's flag or a central flag, depending on the game scenario.

Flag Station
An area on the field used as a starting point for teams and/or where the flag is held. A flag station can also be in the centre of the playing area.

Flank
To be located at the side of something or somebody. 2. The side of a formation.

Fog
The condensation that collects on the inside of a goggle lens, usually when the ambient air has a high humidity factor. Players who wear glasses and goggles often complain that while the lenses do not fog their glasses do.

Fore-Grip
A vertical handle toward the front of the marker for a more stable grip.

FPO
Field Paint Only

FPS
Feet Per Second. This is the typical terminology for the velocity a paintball travels. It is not a measure of operating pressure that is shown on a gauge.

Fully Automatic Action, Full Auto
This action is best described as a semi-automatic action that will continue firing as long as the trigger is depressed and the power source is still providing gas. The full auto action comes in two varieties, electro-pneumatic and gas powered. The electro-pneumatic action works with a small computer circuit board and a simple selector switch, the chips can be programmed to fire single shots, bursts of three to five paintballs, or fire until the trigger is released. The gas powered full auto actions usually have a selector switch for single shot and full auto.


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G

Gas Efficiency
Amount of shots a marker get in relation to the amount of gas it uses.

Going Liquid
If you are running (using) CO2 as opposed to air, CO2 is stored in its liquid form and then fed into the marker, changing phase to gas. Some markers cannot handle liquid in their systems and when they `go liquid' the result is either a very `hot' shot or a mess of paint.

Gun
Politically incorrect term for a paintball marker.

Guppy
see Loader


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H

Hammer
The hammer strikes the exhaust valve to release a blast of gas to propel the paintball.

Harness
A system worn around the waist designed for carrying loading tubes.

Hopper
refers to the plastic holder of paintballs that sits on top of your marker. Hoppers come in different capacities and are either motorised or non-motorised. Motorised hoppers use either a light sensor (activated by a lack of paintballs in the elbow) or are linked to the trigger of the marker (and are activated by trigger action).

Hose
Used to transfer gas from one component to another.

Hosing
Constant firing of the marker. used when pinning down an opposing player it.

Hot
An opposing player is in or at a certain location.

Hot Marker
A marker shooting over the field velocity limit.

HPA
High Pressure Air.

Hydrostatic Test
Determined by the DOT, it is a test to determine the wall thickness via the elastic expansion of a tank.

Hyper-Ball
A speedball field that uses corrugated tubing to make bunkers


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I


I. D.
Inner Diameter. referring to a barrel.

In- Line Configuration
When a bolt and hammer of a marker is positioned in relation to each other.

In-Line Regulator
A regulator that is situated in-line, either under the grip or in the front of the marker. It takes stepped-down pressures and converts them into a consistent working pressure. This allows your marker to work at lower pressures, decreasing paintball chops and wear and tear to your internals(see below) and increasing consistency. The in-line regulator can also be used to regulate velocity.

Internals
The internal working parts of your marker.

Internal Rifling
Grooves or raised points in a barrel that are in a spiraled or straight pattern.


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L

Laying the Paint
Laying paint refers to the art of letting off many paintballs in a stream of gelatine and dye. Great for a back man to do.

Lighting Up
The practice of really letting someone know they are out. Often seen in tourneys when there are old grudges to be settled. This can attract penalties in tourneys although it is hard to prove.

Loader ('Guppy')
A tube-like device with a clip top that is used to carry paintballs onto the field. Loaders come in various shapes and sizes.

Long-Ball
You will be astounded to find out that long-ball refers to the act of shooting at extreme range.

Low-Pressure Regulator
Used in markers with automatic cocking (i.e. not blow back/forwards). A low pressure regulator steps down (decreases) working pressures to even lower pressures to drive the re-cocking of a semi.


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M

Mark
Politically correct term for `hit' Another word used is taged.

Marker
Politically correct term for Paintball marker. (see mark).

Marshall
A Paintball referee. AKA Ultimate Ref, Ref, People who like to yell.

Max
To 'Max Out' or obtain a Max is to get the maximum possible score.

Micro-Line
A flexible, small diameter, plastic hose.

Motorized hopper
These hoppers have paddles inside them that keep paintballs from getting stuck and the marker from firing dry, by spraying them.

Muzzle
The end for discharge of the barrel of a marker.

Muzzle Break
Holes at the end of barrels that act like exhaust.

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N

Neoprene
A type of rubber foam used as tank and loader covers.

Newbie
A Paintball player with limited or no playing experience (also known as a 'Punter'). 'Newbie-bashing' ( or being a 'Punter Hunter') is when more experienced Paintballers go out to spray paint some newbies.

Nitrogen(N2)(Nitro)
A pure nitrogen alternative to CO2. Relatively non-reactive. It is compressed into high pressures and is measured by pressure not weight.

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O

Offset Sight Rail
A sight rail that is mounted to the left or right of the marker in order to see "around" the vertical feed if the marker has one.

On/Off Valve
A valve on a tank used to turn the tank on and off.

Open Bolt
The opposite of a closed bolt marker as described above. Examples include the Automag, Spyder, Prolite and Armson.

O-Ring
A neoprene, nylon, or rubber ring used to seal certain areas of the marker.

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P

Paintball
Spherical gelatine encapsulated paint shot from markers for fun and eaten by psychos at Paintball tournaments.

Paint Check
When a ref checks a player for a hit.

Paint Fill
The liquid that fills the paintball.

Paint Grenade
A piece of surgical tubing filled with paint. When the pin is pulled and it is thrown, it "explodes" after hitting the ground, spraying paint in every direction.

Parts Kit
A small kit with miscellaneous parts used to maintain a paint marker.

Pin Valve
The valve on a C/A tank.

Playing on
A form of cheating, A player took a hit and the player continues to play.

Preformance Tuning
"Tuning" or upgrading the valve to make it more gas-efficient.

Pressure Gauge
A gauge that measures the pressure inside the tank. It also meausers how much air is left in the tank

Porting
Symmetrically placed holes in a barrel that quieten the marker when it is shot and provide a smoother flight for the paintball by allowing excess gas to blow off.

Pounds per Square Inch (PSI)
The EU will never get Paintball to go metric. PSI is the most widely used Paintball measurement for pressure.

Powerfeed
A ball feed system on open bolt markers that has an opening to prevent bounce-back of paintballs. It works by allowing excess gas to be expelled.

Pull-Thru
A device for cleaning burst paintballs from out of a barrel. See Also Squeegee


Pump Action
A marker that needs to be manually re-cocked before it can be shot.

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Q

Quick Change
A device that connects to the ASA that allows quick loading of 12 gram Co2 cartridges.

Quick Disconnect
A piece that allows a player to disconnect and reconnect a remote from bottomline of the marker.

R

Ram
In the Autococker, the low pressure regulator drives the ram, thereby retracting and closing the bolt.

Rate of Fire (ROF)
A measurement of how many balls you can offload, usually measured in balls per second. It varies from the theoretical (ie the Automag RT can fire 26 balls per second if you have a robotic trigger finger) to the practical (your semi needs to manage more than five balls a second to be considered a decent paint-chucker)
.
Recreational Ball (Rec-Ball)
Paintball played for fun as opposed to Paintball played at tournaments for competition (tourney-ball).

Regulator
A regulator takes gas and steps it down to a lower and more consistent pressure.

Remote
A tube that runs gas from your gas source to your marker. Remote also refers to the look that comes over your significant other's face when you start describing your day's Paintball exploits.

Repetitive Strain Injury
Cumulative damage of soft tissues caused by a repetitive action such as pulling your trigger or vigorously polishing your barrel.

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S

Sear
In non-electronic markers, the sear is the piece the interface between the trigger and the hammer (see hammer).

Semi-Automatic ('Semi')
A marker (or a setting on an electronic marker) that releases a single blast of air (ergo, Einstein, a single paintball) with each single squeeze of the trigger.

Scenario Game
A type of Paintball event where players assume characters and play out scenarios: these can be militarisitc, futuristic, or based on books/films.

Short-Stroke
If you are not in the world of the binary, a short-stroke is when you do not pull your trigger correctly, interfering with the way your marker cycles. In a best case scenario this leads to a missed shot, in a worst case scenario you end up with a chop (see chop).

Sitters
A negative term for players who find the biggest bunker on the break and dig in for the rest of the game.

Smack Talk
Also known as 'Sledging', Smack Talk is the practice of hurling abuse at an opponent whilst on the field of play.

Snap shooting
Popping out from behind a bunker, firing a few shots, and then jumping back behind the bunker
.

Speedball
Paintball played on an open field with uniform cover. Today's concept fields (such as Hyperball and Ultimate Aill ball) are Speedball fields.

Spray
Literally, spray is the paint that lands up on you after the paintball has burst elsewhere. In tournaments half of the time marshals are involved in determining whether a splodge of paint is a hit or "only spray".

Spray and Pray
Pejorative (go grab your English dictionaries) term for players who fire paintballs indiscriminately in the hope of hitting an opponent.

Squeegee
Apparatus for inserting in your barrel. Used to clean barrel breaks.

Suppresive Fire
Fire used to keep an opposing player's head out of the path of the paintballs.

Sweetspot
Shooting into a sweetspot (sweetspotting) is shooting in the hope of hitting an opponent that you either cannot see, or to a place where you expect them to be moving into shortly.

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T

Take a Walk
If a marshal says it, your game is over you have been hit; if the opposition say it they may be trying to distract you, discover where you actually are, intimidate you, or genuinely think that they have hit you.

Thermals
Thermals are lenses which will not fog up as rapidly as normal lenses. They are slightly more expensive but worth the investment.

Thread Saver
A plastic or metal cap placed over the valve to prevent the valve threads from becoming damaged.

Tourney Cap
A cap the is put over a velocity to prevent a player from changing the velocity during a game.

Transit
When a flag is deemed to be 'in transit', it means it is somewhere between the two flag bases.

Trigger Guard
A protective strip of metal that protects the trigger from being fired by mistake. Located around the trigger.

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U

Ultimate Air
A field that uses air filled bunkers.(Speedball)

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V

Valve
: The area where the gas enters the marker.

Valve Body
The system that surrounds the valve.

Valve Chamber
The area in the valve where the air "waits" to be released into the marker.

Valve Spring
The spring that holds the seal closed until it is struck by the hammer.

Velocity
The speed of the paintball.

Velocity Adjuster
A knob or screw that is used to adjust the velocity of the paintball when it leaves the marker.

Venturi Bolt
A bolt that has a series of small holes instead of one large one. It reduces the risk of the paintball being broken when the air hits it.

Vertical Feed
A direct feed that is mounted vertically to the marker eliminating the use for an elbow.

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W

Walk-On
A player at a rec-game who has their own equipment.

Wiper
A very naughty Paintballer who gets hit and proceeds to remove the mark of paint in the hope of staying in the game.

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X

X-Ball
A NEW ERA IN PAINTBALL

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Y

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Z

Zing
The sound a paintball makes as it goes whizzing past your ear.

Zoning (Watching the ZONE)
Determining in advance which part of the field a player is reasonable for.

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If you don't see a term listed here or have a question about one E-Mail Us or post on the FORUM.