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[What is Paintball?] [Basic Games] [Styles of Play] [Equipment] [Strategies] [Common Rules of Play] [Safety] [Lingo]

What is paintball?
Definition provided by:
Wikipedia

Paintball is a sport whose participants use markers to shoot paintballs (roughly marble-sized, .68 caliber, gelatin capsules filled with colored polyethylene glycol "paint") at other players. Compared to other sports, paintball has only become popular in the last few decades. The game emerged in the 1980s and quickly popularized. The game has drawn a wide array of players worldwide and is found in most major countries in the world.

The game can be played indoors or outdoors in a varying range of styles. There are no specific rules for playing paintball, leaving the game objectives, strategies, and plays to the imagination of the player and the regulations of the field. The sport uses many different types of equipment, unique from any other sport and has developed its own slang to describe special moves and situations. Contrary to some beliefs, paintball is one of the safest sports and is played by people of all skill levels.

Basic Paintball Games
Information provided by:
Wikipedia

Capture the Flag - The classic schoolyard game, with a paintball twist. Teams start on opposing sides and attempt to acquire the opponents' flag while protecting their own. Victory is achieved by being the first team to hang the opponents' flag on the designated location at or near their own starting location. Also, victory can be achieved by eliminating (shooting) all the players on the other team.

Neutral Flag or Center Flag - Similar to Capture the Flag, the game starts with a single flag at the center of the field instead of one at each end. The winner is the team that brings the flag to the opponent's end of the field.

Elimination or Slayer - The team that eliminates all of the players on the opposing team wins.

Resurrection - Similar to Elimination or Slayer, but if you get hit you are still in the game. For a set amount of time players can not get out. If they are hit they must return to their starting points and try again.

Styles of Play
Information provided by:
Wikipedia

[Woodsball] [Speedball] [Scenario] [Tournament] [Pump Play]

Woodsball:
Woodsball, paintball's original format, is generally played in a wooded area large enough to hold dozens of players. Woodsball games generally take more time than speedball games. Players will often take their time and stalk their opponents in this format. Also, as a generalization, woodsball markers are not designed to fire (cycle) as fast as their speedball counterparts as suppression by fire is not as important in woodsball as speedball. Instead, accuracy is a much more key issue in most woodsball games. Accuracy is so important because woodsball tends to be more of a stalking game than speedball and other variants. Since stealth is consequently such an issue, players will do all they can to keep their locations unknown to the opposing team(s). Paintball markers tend to be relatively loud when fired, and thus can betray a player's position to opposing players. In response, woodsballers often try to buy quiet markers or 'mod' their current markers to be more quiet when firing. Woodsballers tend to fire less as well, since it is harder to tell the location of an opposing woodsballer if that player fires sparingly, as the direction of the shots will be harder to place. To fire less often, players must have greater accuracy in order to maintain the same success rate as players who fire more often.

Woodsball, and its related variant, scenarioball, are the two paintball variants which see paintball 'snipers', players who concentrate on honing their marksmanship and tuning their markers more for accuracy than for speed, as in speedball. Paintball snipers are a rather controversial issue in paintball, as they cannot attain the range of fire that military snipers can. In order to compensate for their lack of range capability, paintball snipers often use stealth to get them into a position close enough to ambush an enemy with one carefully placed shot.

Many different game types may be played in woodsball. Center flag, capture the flag, total elimination, protect the president, hopperball, 21, civil war, and many other games limited only by the players' imagination.

Speedball:
Speedball is a faster, closer-quarters game than woodsball and is played on a field about the size of a basketball court or two. Artificial barriers (bunkers), often inflatable rafting material, plastic tubing, wood pallets or tires, are placed throughout the field for players to move between and hide behind. Any material may be used and is usually placed in an open field in a symmetrical pattern, relative to the other side, in such a way as to give no advantage to one side or the other.

The close quarters foster a lot of movement and "bunkering", or running up to an opposing player's bunker and eliminating them from close range. Attributes concerning marker preference usually include high rate of fire or cycle rate (BPS, or balls per second), reduced weight and compact. Thus typically players shoot much more paint in this style of play. Most national and local tournaments and leagues are built around speedball and incorporate different skill levels. Teams are 3 man, 5 man, and 7 man. There are regulation size fields for speedball. Bunkers include Doritos, dollhouses, car washes, Cans, giant cans, snakes, enchanted snakes, bricks, blocks, refrigerators, and cubes. (These are nicknames). Speedball is referred to oftentimes as airball, or x-ball (In which a large inflated x is put in the middle of the field.)

Scenario paintball:
Scenario paintball games are often large scale games with a theme, usually Historical, Fantasy or Science Fiction involving hundreds of people, such as the Battle of Normandy, or modern scenarios such as storming a building and rescuing hostages. Scenario games can last hours or even days, and bigger games often have player re-insertions at set intervals. Skirmish Paintball in Jim Thorpe, Pennsylvania holds several every year, including The Battle of Stalingrad and the Battle of Normandy, which drew more than 3,000 attendees in 2005. The largest is probably "Oklahoma D-Day" which drew more than 3,500 in 2005, plays across 700 acres of land and includes some 15 "Paintball Tanks" and pontoon-built landing craft. These events usually have props which can be captured for points and some attendees also "dress the part" for games ranging from Halloween costumes to full reenactment styled uniforms.

Tournament or Tourneyball:
Modern tournament paintball, or tourneyball, has developed in earnest since roughly 1990. Woodsball tournaments, the original and once the most popular format, have largely given way to speedball fields, whose inflatable bunkers can be moved between matches or tournament stages. The most common tournament formats pit two teams of three, five, or seven players against each other. Teams play several other teams, accumulating points in each game for acts such as being the first to get the flag, bringing the flag to the goal, eliminating opposing players, and having non-eliminated players left at the end of the game.

Pump play:
A pump action paintball marker operates on the principle that the player has to chamber a new ball after each shot by pumping or sliding the marker's cocking mechanism back allowing a new ball to enter the chamber, then pushing the cocking mechanism forward with the aid of the pump handle, to close the chamber requiring a total of two separate movements to "load" the marker. After loading, the paintball marker is ready to expel the loaded paintball.

A popular style of pump play is the use of what is referred to as a Stock Class marker. Stock Class refers to the marker configuration, reminiscent of the original paintball markers of the early to mid 1980's, and forsakes the use of hoppers and a constant propellant source. Stock Class play utilizes a ten to fifteen round tube parallel to the barrel of the marker. Typically, the feed tube of paintballs is mounted over the top of the marker running flush with the body of the marker so as not to allow any stacking of paintballs over the chamber and hence requiring the marker to be tipped (rocked) forward or backward before being pumped (cocked). The complete action for loading another paintball into the chamber of a Stock Class marker is called "Rock & Cock". 12 gram CO2 powerlets are also incorporated into Stock Class rules so as to require the player to recharge the marker with propellant after roughly 20-40 shots depending on the efficiency of the marker.

Although this style has lost popularity due to modern paintball technology greatly increasing the speed of paintball guns as well as their overall performance, pump tournaments in both the Stock Class and in another class, in which hoppers and propellant other than 12 gram cartridges, continue to be held and in fact attract some of the most popular professional tournament players to guest play on these pump teams.

Equipment
Information provided by:
Wikipedia

[Markers] [Propellants] [Masks] [Hoppers/Loaders] [Paintballs] [Common Accessories]

MARKERS:
A paintball marker, also commonly called a paintball gun, is the primary device used in the game of paintball to mark an opposing player. An expanding gas (usually carbon dioxide, nitrogen or air) forces a paintball through a barrel at a muzzle velocity of approximately 300ft/s (100m/s). This velocity is sufficient for most paintballs to break upon impact, but not fast enough to cause tissue damage beyond mild bruising. Nearly every commercial field has, and strictly enforces, a rule limiting the muzzle velocity of a paintball at or below 300ft/s. Being hit in an eye by a paintball can result in permanent blindness or vision impairment.

The majority of modern paintball markers are semi-automatic, falling under the classification of either "open" or "closed" bolt firing positions, relying on one of 3 major design structures. The first is a gas blowback design whereby the trigger releases a hammer which sends the bolt forward and simultaneously knocks open a valve releasing gas to fire the paintball as well as recock the marker. Autococking markers use a complicated gas pneumatic system to drive a cocking knob back AFTER firing, allowing the marker to fire in a "closed-bolt" format. This is generally more accurate, though not under higher rates of fire because there is much more mass in motion. The third and most advanced type of semi-auto paintball marker is the electropneumatic. Here, the trigger trips an electronic microswitch and information is passed to a computer controlled solenoid which releases the propellant to drive the bolt forward and fire the paintball, again simultaneously, most often from the "open-bolt" position. This microswitch operation makes the trigger pull very light, and allows for extreme rates of fire. These markers are the most expensive (usually) and advanced of the 3 types and are generally used for tournament play where rates of fire can reach and exceed 25 balls per second.

There is, also, a strong following of stock-class and "pump" players who use markers with a purposefully low rate of fire and ammo capacity. Pump guns use a mostly self explanatory format, forcing the player to slide a pump back and forth to load each shot before firing. Stock-class guns are essentially the same, with a few extra restrictions. They are exclusively pump-action paintball guns powered by 12-gram CO2 cartridges only. Also, stock class markers have only a 10 round ammo tube that is not spring loaded and must be fixed to the marker, parallel to the barrel. This leads to what is known as the "Rock and Cock" action, because a player needs to rock the marker back for a ball to drop into the chamber before recocking the marker.

PROPELLANTS:
Carbon dioxide: Because CO2 becomes a liquid when compressed, it must expand to a gas in order to be used by the paintball marker. This expansion is not adiabatic and requires energy, causing the tank to cool as heat is used to expand the liquid CO2 into gas. Eventually, under sustained fire, and especially in cold weather, the tank can become so cold that ice crystals form on it. If the CO2 bottle does not have an anti-siphon tube fitted, or is shaken while firing, the liquid CO2 may enter the marker. The liquid CO2 then passes through the marker instead of the tank, evaporating and causing the marker to freeze. This results in large clouds of CO2 vapor ejected from the marker upon firing, caused by the liquid CO2 evaporating in/around the barrel. This is known as "drawing liquid". This can and will cause damage to internal seals and O-Rings, which will put the marker out of commission for some time while it warms back up. Never leave a CO2 container in sunlight, as the heat will cause the gas to expand to a dangerous level. The tanks include safety valves in their construction, but there is no need to use them or take unnecessary risks.

With normal back-bottle setups (or, air systems utilizing a horizontal air source adapter, more commonly called an ASA), the less dense gaseous CO2 will rise to the top half of the tank. Normally, ASA's are angled with very slight angles so the gaseous CO2 is always available at the valve of the tank. Special devices known as anti-siphon tubes extend the mouth of the valve, and provide only CO2 from the top part of the tank.

During rapid successions of shots, gaseous CO2 is used up. Liquid CO2 will take some time to evaporate and rebuild the internal pressure. This process causes potentially large changes in velocity and therefore, in accuracy and range.

High Pressure Air or N2: When HPA (High Pressure Air) is compressed, it remains a gas. When it expands, it also cools the tank, but at a far lower rate than liquid CO2 because it does not have to transition from liquid to gas. The lack of this transition, reduces the variation in pressure associated with rapid successions of firing cycles, improving accuracy. Therefore it is viewed as a superior source of propulsion.

However, because these propellants are stored at higher pressures (up to 5000 lb/in² or 34.47 MPa) while liquid CO2 is stored at around 1200 lb/in² (eight MPa), tanks for nitrogen and HPA are more expensive and heavier. Modern designs are usually wrapped in carbon fiber or other composite materials, to allow for thinner walls (thus, lighter weights) while withstanding the greater pressure. The tanks for themselves can either be filled with pure N2 or compressed air, which is 79% N2. These air sources have traditionally been used primarily by people who play often and have tournament-grade markers; however, they are becoming more popular among casual players.

HPA is also known as Nitrogen, nitro, or N2. The reason for the varying name difference is because in the late 80's and early 90's, Tom Kaye and Team Nitro utilized large 114 cubic inch tanks on their back. This was the first team to use nitrogen in a paintball setting. The gas they used was 100% nitrogen, which is very rare today. The reason for this is that air compressors capable of filling tanks to the required 3000+ PSI are more common. HPA tanks can be filled with nitrogen or compressed air, but can NOT be filled with CO2. It is also a common misconception that paintball markers use Nitrous Oxide (N2O,"Nitrous", "NOS"), or NO2. Neither of these are used in paintball pneumatic systems.

HPA is also preferred because it makes easy for the frequent players to fill the air system from a conventional scuba tank. Also, many players believe that using N2 instead of HPA reduces the corrosion caused to the marker by oxidation from the Oxygen in the HPA..

Comparison: Nitrogen is generally preferred over carbon dioxide for a few reasons. Nitrogen will not liquefy and leak into the marker, while if the CO2 tank doesn't have an anti-siphon installed, liquid CO2 will leak into the marker, causing damage to O-rings. The solenoids on electronic markers are particularly sensitive to this, and thus many manufacturers will specify to use only nitrogen or HPA with their electronic markers. Nitrogen generally has a more consistent shot than CO2. This is because when the playing area is warm, the CO2 will expand more rapidly from the liquid form, causing the marker to fire at a higher velocity. But when the temperature is lower, the expansion occurs more slowly, causing a decrease in the velocity of the shot. This is especially apparent during rapid firing while using CO2. The rapid discharge of CO2 causes the temperature of the liquid CO2 to drop dramatically, resulting in a significant loss in pressure. The effect of temperature on HPA or nitrogen, on the other hand, is negligible. However, CO2 tanks are significantly cheaper than nitrogen tanks. The CO2 tanks traditionally cost slightly less to be filled, than the nitrogen tanks at approximately three to five US dollars.

MASKS:
Sometimes called "goggles," masks are safety devices that players are required to wear. These completely cover not only the eyes, but also the mouth, ears and nostrils of a person. Some masks even feature throat guards. The lenses are designed to stop paintballs traveling around or under 300ft/s (~100m/s). It should be noted, however, that the lenses are not designed to withstand impacts of paintballs traveling at vastly greater speeds.

Double-layered or "thermal" lenses are also available. These lenses are much less prone to fogging. These work by separating an inside and an outside lens with an air chamber, that allows for the difference in temperature between the inside and the outside of the mask without forming condensation.

The exterior of the thermal lenses (or the lenses, in non-thermal masks) is usually made of Polycarbonate or Lexan®. This provides impact resistance. An unfortunate side effect is that those materials are very easily scratched by dirt and debris, so care must be taken to keep proper care of the lenses. Many vendors recommend the immediate replacement of very scratched lenses, or lenses subjected to very strong impacts.

Some masks include electric fans that cool the player's face while wearing it. This is useful for situations that require wearing the mask for extended periods of time, such as wood play, large games, or being a referee.

Generally, more expensive masks tend to be smaller (which in turn makes the player a smaller target), more comfortable, and have more interchangeable parts.

HOPPERS/LOADERS:
These are the 2 main forms of holding paintballs in direct reserve for the marker to fire, much the same way as a clip will hold rounds for a rifle. These 2 types of providing ammuntion for the marker are much the same as one another, with only a few key differences.

Hoppers are the older and less advanced means of supplying paint to the marker. The most basic and common is a simple black shell with a hinged lid on the back so the hopper can be filled, and a necked down area which slides down into the markers "feedneck" and is just wide enough for one ball at a time to fall through. Some of these hoppers include some form of battery powered "agitation" to keep the mouth of the hoppers feedneck from becoming clogged with balls so that there is always a supply of paintballs into the feedneck. The key distinction for a hopper is eventually it relies solely on gravity to get a ball into the chamber

Loaders are similar to hoppers, but all use some sort of electronic or mechanical means of forcing balls into the feedneck, and down into the chamber, resulting in a much faster and more steady supply of ammunition to the marker. These are generally found more often in tournament settings paired with electropneumatic markers to achieve the extremely high rates of fire used to suppress the opposition.

PAINTBALLS:
Paintballs, also called simply paint, are spherical gelatin capsules containing primarily polyethylene glycol and dye. Early paintballs were made of glass and filled with indelible oil-based paint, but modern paintballs should easily wash out of most clothing and cause significantly less pain on impact.

Most common paintballs and paintball markers are described as .68 caliber. However many factors affect their exact dimensions. The vast majority of paintballs are larger than .68 caliber and may in fact meet or exceed .69 caliber. In addition, paintballs are very sensitive to heat and moisture. A hot or humid day may result in paint swelling or becoming misshapen. Care should be taken to keep paintballs out of the sun and away from moisture. An insulated cooler works well for this on the field.

Generally speaking, more expensive paintballs are subjected to more stringent manufacturing processes and quality checks, to their size is more consistent. This is very important for accuracy. More expensive paintballs also tend to have higher quality fills and more brittle shells for maximum breaks.

COMMON ACCESSORIES:
Drop forward: Attached to the bottom of the gun, drop forwards drop the tank a few inches and move it forward, making the marker taller but shorter in length. They may also offer an on/off switch mechanism which is an added safety feature and adds to ease of operation. Recently, they have become unpopular and many players now prefer a rail and on/off system.

Rail: An alternative to a Drop Forward. A rail system allows a tank regulator or ASA to be mounted directly at the base of the grip. Depending on several factors, including player size and tank size, a rail may be preferable to a drop forward.

Remote line: A remote line is a cable or tube hooked up from the marker to the tank, which allows the user more freedom of movement while handling the marker. They may get caught in trees and shrub, and if hit, is considered an out. A technique to avoid such issues with remotes is to thread the line into your sleeve and down your shirt to the tank. Remote lines are not frequently used by tournament players.

Pod: Pods are simply rigid tubular plastic containers which hold paintballs. A normal pod holds about 140-200 paintballs; however, smaller sizes are available, and 100 paintball pods are common at rental sites. Standard pods use a plastic top and a spring to open them quickly and with less effort. There are variations - for example, Dye Lock Lid pods which use a simple locking mechanism to ensure they won't open accidentally, or Syn Shockpods, which are engineered to be able to be shaken vigorously without the paint inside breaking.

Harness: Harnesses, or packs, hold pods full of paintballs. Most hoppers hold about 200 paintballs and some markers can empty them in 10 seconds of sustained fire. In woodsball, and especially in scenario paintball, a player may be away from their reloading supplies for an extended period of time. A harness with pods allows a player to have a portable supply of paint, without weighing down their marker with an enormous hopper. Many harnesses also have a pouch to hold the tank when using a remote setup. These harnesses are usually labeled with a +1 (e.g. A harness capable of carrying four pods and a tank would be labeled 4+1).

Harnesses for Speedball or Tourney ball tend to consist of a bellyband with hoops in the back for the pods. Harnesses for Woodsball may follow a more military look with pockets for maps, radios, and hydration pouches. The players in the above pictures are using the Speedball type harness.

Squeegee: Squeegees are used to clean out debris from the barrel and breach, often a broken paintball. Most squeegees are a hinge-mounted rubber disc on the end of a plastic rod of sufficient length to reach the full length of the barrel. The rubber washer end is inserted sideways into the barrel, pushed to the bottom and subsequently withdrawn with the rubber disc rotated ninety degrees (so that the disc now touches the inner circumference of the barrel).

For paintball markers with an open breech or removable bolt, a "cable squeegee" may be used - a cable squeegee is a rubber disc is mounted perpendicularly on the end of the cable. The non-rubber-disc end (the "pull end") is inserted through the breech (or through the back once the bolt is removed, whichever is appropriate) and pushed fully in such that the pull end extends out the front of the barrel. The squeegee is then drawn through the gun by pulling on the pull end.

A " Battle Swab " is used commonly in speedball for extremely quick cleaning; a double ended stick with soft absorbent fur is shoved down the length of the barrel to remove any performance hindering paint or shell. The swab often has a bendable rubber section in the middle so that it can be folded over and stored in a pocket.

Regardless of the design, as the squeegee is withdrawn, the barrel is perfunctorily cleaned to allow continued use of the marker. A more thorough cleaning is recommended when time allows.

Barrel covers/condoms/socks: A safety device comprised of a cloth or neoprene pouch placed over the opening of the barrel and attached to the marker via a cord. These are to be used whenever you are not on a field. They prevent an accidentally discharged paintball from leaving the barrel and causing injury. Forgetting to replace it after leaving a game and entering a safe zone will usually get you a warning. Repeated infractions will usually result in being ejected from the field.

Barrel socks (formerly condoms, but the name has changed for the sake of younger players) are usually preferred over barrel plugs because of the reduced possibility of discharging the safety equipment from the marker. When using a barrel plug, only one shot is necessary to displace the plug allowing following shots to escape. Furthermore, a discharging plug is a hazard itself.

Strategies and Tactics
Information provided by:
Wikipedia

[Basic Shooting] [Cover] [Flanking] [Snap Shooting] [Other Tactics]

BASIC SHOOTING:
A paintball marker essentially fires a projectile around roughly 100 m/s (300 ft/s). Because the barrel is usually smooth-bore and the paint is not a solid gel slug, getting any amount of consistent accuracy from a gun is fairly difficult and takes not only tuned equipment, but honed skill. As such, a common technique is to use a marker to 'pin' your enemy, an act which entails shooting quickly and steadily at his/her position. This encourages him/her to hide behind their cover completely, giving you the opportunity to advance without fear of being shot. Ultimately, this brings you close enough to get an accurate shot and eliminate your opponent. To fire for best effect fire 2-4 rounds 'aiming' (really just pointing, as with a shotgun) at the desired target. If you don't hit them, you should be able to establish the direction your shots are drifting (the rounds should be relatively consistent in their inaccuracy). You can then simply compensate for the natural inaccuracy and "walk" your fire toward your opponent. If your opponent is hiding behind a large, hard object (tree, rock, etc), it is sensible to err on the side of shooting wide of the object (and the opponent), and walk the fire *toward* the opponent, as opposed to splattering the cover object with paint, alerting the opponent to your attempts at shooting them (use the silence of the missing rounds passing wide to your advantage).

COVER:
Utilizing cover is one of the most important aspects of paintballing. "Cover" can be anything from a tree, to a bunker, to a steep embankment. Different fields have different kinds of uses for cover. Every form of cover provides basic protection, but in woodsball, cover is often used for concealment and camouflage. Such stealth is a far rarer luxury in speedball fields where objects can only be used for very short amounts of time and only for basic protection.

"Cover" can also mean laying down suppressive fire in order to aid teammates. Both speedball and woodsball require the use of covering tactics in order to achieve victory. In order to advance and attack a position, players need to have as few enemies shooting at them as possible. To make this happen, other team members can fire at the enemy while the attackers make their move. If the covering fire was successful, the enemy will have been suppressed, making the attack easier.

FLANKING:
Flanking is a very important tactical maneuver in paintballing, as it negates the effects of cover. Essentially, it entails one 'flank', or side of a position, being overrun by another team. This allows them to attack their opponents from the side, preventing them from taking effective cover and most likely eliminating them. It is usually difficult to repel a dedicated flank charge, provided it is done quickly and skillfully. Flanking is one of the most important strategies in paintball because it can be applied to almost any situation involving a firefight. Any time a team, or even a single player, is under fire flanking, or moving around one side, is very important to ensure success. It is best to alert your team to a flanking maneuver while withholding the information from the opposing team. This can be done by telling your teammates of the intention to flank before the game begins. Be alert. This tactic can easily result in failure as well. Cooperation by teammates is essential. They can assist by providing heavy covering fire or providing a distraction that forces the opposing team to turn their attention away from the flanker.

SNAP SHOOTING:
One of the core skills for all players is 'Snap Shooting'. This is basic in theory, complex in practice; much like the perfect golf swing, it is something that is practiced but never quite perfected. The idea is to be able to lean out of a bunker, shoot paint at someone, and duck back into your bunker without getting shot. The whole process lasts only a split second. A high rate-of-fire allows a player to shoot more balls in the brief moments during his snap. The marker should remain stationary relative to the player and the player should pivot his body to allow himself to shoot.

OTHER TACTICS:
In general, just about any small squad infantry tactic can be adapted and put to use in recreational paintball situations.
SpecialOps Paintball is a great site that demonstrates many different forms of tactics for woodsball games. As well as pbreview.com. This is a good site with many forums to ask questions and get reliable information.

Common Rules of Play
Information provided by:
Wikipedia

[Safety Rules] [Tagging Rules] [The Surrender Rule]

Prospective players should check the individual field rules where they are playing. Variations of the following rules are in effect at most fields. These are the most common regulations.

SAFETY RULES:
There are two primary safety rules for paintball which apply to all games: Players must always wear a paintball goggle and mask system, and the paintball marker used by a player may not shoot paintballs that travel faster than 300 feet per second (about 200 MPH). The velocity limit may be lower than 300 feet per second depending on the size of the playing area, or insurance or legal considerations. Paintball is an extremely safe sport when these two rules are always followed.

TAGGING RULES:
Generally if a player is marked anywhere on his or her body or equipment with a US Quarter size mark or larger, that player is considered as having been eliminated. If the player believes the paintball broke before impact, or if he cannot see the area to confirm a hit, then he should call for a paint check (by yelling "paint check"). A referee will come over and make a judgment call. Usually, if there is any spot that isn't clearly a hit or larger than a US Quarter, it will not be considered a hit. While being paint checked, the referee may call the player “neutral” and he may not be marked or advanced on while being checked (this rule may or may not apply).

Even if the player is not marked, exclaiming "I'm hit" will eliminate him from the game. Players should always check to see if a paintball that has hit them has indeed broken. A paintball may simply bounce off a player’s body, and will not count as a hit. Players should always call for a paint check on another player, if they believe they have marked an opponent as some players will wipe off the paint and continue playing. This practice is widely considered cheating and may result in the player being banned from the field. In most instances a penalty of “1 for 1” will be called. This is where the cheating player and an additional teammate are eliminated from the current round. Paintball, like most sports, is considered a game of honor and the player has to judge himself first and then ask a ref if they are unsure.

THE SURRENDER RULE

Some fields require that if a player is within a certain distance of an unaware opponent(usually 10 to 15 feet or closer), they must demand their surrender (by yelling "Surrender!" or "Mercy!") before they may open fire. If the opponent complies verbally, or by raising their hand or marker, they are considered marked and are out of the match. However, if they refuse and attempt any hostile action (such as turning to fire), the challenging player may fire upon them. While waiting for a response, however, the player can still be hit by other opponents. Shooting players at close distances is dangerous and should not be done if it is unnecessary.

In almost all tournament play, there is no surrender rule. If a player catches an opponent off guard, they are free to fire at him. Moves such as a 'run through', where a player sprints down the field shooting as many of the opposing team as he can, have developed over time and are now very important plays. Another popular move is "bunkering" this refers to running/charging up to the bunker or barricade that an opposing player is behind and tagging them at very close range. The offensive player moves as close to the opponent as possible, so that they can catch the defensive player off guard, giving them little to no time to react, and minimizing their chance of missing.

Safety
Information provided by:
Wikipedia

Safety is paramount while playing paintball and is strictly enforced. This means players must wear only paintball-specific goggles and facemasks at all times while playing, even if they are out. Under no circumstances should eye protection ever be removed on a live field.

If a player’s mask is covered with paint, sweat, or dirt, and they cannot see well enough to safely get off the field, they should stand with both hands in the air and yell (usually "Fogged!") for assistance. A ref or another player will lead them to a safe area.

If a player’s mask falls off during a game, they should drop to their knees and cover their eyes with their arms or hands while yelling for assistance and/or a ceasefire repeatedly. Players or refs should come running to help and may push down or cover the player.

Besides mandatory use of masks, fields require that markers don't fire above a certain velocity. This reduces the possibility of mask failure, and will leave less of an injury when a player is hit. The allowed speeds usually range from around 250 Feet Per Second to the highest allowed velocity of 300 ft/s (just because the guns velocity is higher doesn't mean it will shoot better). Velocities exceeding 300 ft/s will break uncovered skin and cause bleeding.

Many players involved in outlaw games will tend to have their guns firing "hot" or above this velocity. It is recommended that everyone playing outlaw games, get their guns "chronoed" or speed check before playing. Chronographs or "Chronos" can be found relatively cheap and can greatly help the safety of everyone playing.

Changes in temperature/ atmospheric pressure, and paint will affect marker velocity; it is therefore strongly advised markers are "chronoed" several times throughout the day. Players involved in outlaw games are strongly recommended to purchase a chronograph to ensure safe play at all times. Chronographing is also highly recommended when changing anything on a marker such as disassembly, different barrel etc.

Another safety rule players should be aware of and follow is keeping their marker's safety on when not actively playing. Furthermore, items known as barrel plugs should be inserted in the firing end of the barrel when a player is not in a game. The idea is that if the marker misfires or the trigger is pulled unintentionally while not playing the paintball will break inside the barrel when it hits the barrel plug, as opposed to exiting the marker accidentally.

Paintball has proved to be an extremely safe sport and its good record comes from the uncompromising emphasis on safety.

Paintball Lingo
Information provided by:
Wikipedia

Barrel Tag/Tap Out - When a player is close enough to reach out with his or her gun and physically tag the opposing player, the tagging player may say "Barrel tag!" and simultaneously, and gently, tag the other player with the barrel still on the gun. This counts for an elimination, even if the players are on the same team.

Bonus ball (n)- Hits a player receives after being eliminated, usually while leaving the field of play. A player may receive bonus balls due to the increasingly fast rate of fire of markers in tournament play, walking through a spot another player is shooting, or occasionally by being intentionally shot by an opponent. Sometimes referred to as "Extra Love" and "Bonus Ball loving". These usually happen in tourney setting and also result in penalties; it is also used to prevent Dead Man Walking.

Bunker (n) - A non-natural obstacle on the field of play suitable for use as cover. In wooded play, a bunker may be a large fallen log, a collection of wood, a constructed obstacle of wood, barrels, or other material, or even a dug-out depression in the ground. In speed ball, virtually all objects placed on an otherwise empty grass or dirt field are "bunkers", and in most modern speed ball tournaments, bunkers are inflatable vinyl obstacles (like river rafts with more basic and varied shapes).

Bunker (v) - When a player is behind a bunker, the bunker blocks that player's view of the field in front of him, forcing the player to occasionally look out from behind the bunker (and risk being hit) or rely on teammates to prevent opposing players from advancing through that area. If the teammates are looking the wrong way, or there are no teammates left, an opposing player can often run straight up to the player's bunker without the player seeing him and "bunker" the player by shooting directly over or around the side of the cover.

Chop - Sometimes a marker may fire when a paintball has only fed partially into the breech. The force of the bolt of the marker moving forward will then cut the paintball in half inside the marker's chamber, creating a rather unpleasant mess that will prevent the marker from shooting accurately until cleaned. However many high-end markers have 'eyes', technology that prevents the marker from firing until it sees that a ball is completely in the chamber.

Chop a Snake - A process in which one player will fire over the head of an opponent located behind a snake, pinning him down, while another will advance along the length of the snake eliminating the opponent.

Dead Man Walking - where a person is shot, but the paint doesn't break. The person pretends he is out, and walks toward their box. He then proceeds to shoot everybody on the other team. In most tournaments this is illegal due to the fact that a player is acting as if he's out only to gain an advantage on the other team or players.

Eye/Eyes/ACE ( Anti-Chop Eye(s) ) (n) - An infrared detection system installed on electronic markers. There are two types; break beam and reflective. Break beam incorporates two eyes which send an infrared beam across the breech to one another. When a ball enters the breech of the marker, it breaks the infrared beam, telling the marker that a ball is ready to be fired. Reflective sends an infrared beam across the breech from one eye. If a ball enters the breech, the infrared beam will be reflected back into the eye, indicating that a ball is ready to be fired. These electronic infrared systems help prevent chopping in markers and help markers reach higher rates of fire consistently.

Flank- A Strategy used in both speedball and woodsball where usually one or two people provide cover fire while other team members move around the sides. Since the opposing force is preoccupied with the people providing cover fire they are usually unaware of the force coming around the side (or even the back side). the opposing force is easily taken out.

Fogged - This term typically refers to a player who's visor has fogged up so bad they cannot see.

Gogged - An expression denoting that a player has been hit directly in the mask by another player.

Grenade - A paint-filled tube similar to surgical tubing that is under a lot of pressure. When the safety pin is pulled and the grenade thrown, the shock from the impact releases the pressure in a spraying fashion to eliminate any player the paint touches.

Guppy - One of the many terms used when referring to the large tubes used to carry paintballs on the field, the industry refers to them officially as pods.

Hopper - The hopper is simply the magazine for the paintball marker, sizes do vary but the average is about 200 rounds. While some designs utilize a hopper that feeds balls to the gun via gravity placing it directly above the bolt, some other designs use a Hopper built off the side of the marker using a pneumatic system to feed them into the breech of the marker. Other hopper designs are offset to the right or left, or recently set forward and below the barrel.

Lit up - An expression connotation overwhelming victory. It is often used to describe someone who has been marked several times. It can also be used to describe a situation in which an individual or team exercised a great advantage to defeat the other player or team. This is a dangerous practice prevalent in tournament play which results in penalties being issued to the offending team.

Paint Check - When an official or another player inspects a player for hits. Necessary because hits on hard equipment may not be noticed by the player, and hits that do not leave a mark do not count, so a player may need another person to check to see if a hit broke when it is on an area of the body the player cannot readily see.

Ramping (v)- A feature enabled in many aftermarket electronic marker 'mod boards' that functions as de-facto full-auto; while in ramping mode, pulling the trigger faster than a preset lower limit (typically 5 or more times a second) causes the marker to "ramp" to its maximum preset rate of fire, which can exceed 20 balls per second, or to fire as quickly as the hopper can supply balls to the breech. Many "ramp boards" also incorporate elaborate schemes to conceal this feature from tournament referees, including a simple "panic button" This panic mode is found mainly on cheating boards. The "Panic button" is a trigger press sequence to turn ramping off before a marker can be confiscated and tested, and randomized rate of fire to mask the fact that the trigger activity doesn't match the actual firing of paintballs. In response to the popularity of ramping (and the difficulty of catching violators), some organizations have abandoned a strict semi-auto-only policy and adopted a 15 ball-per-second cap in its place. This allows referees with sound-activated timers to monitor rate of fire during games.

Ref - Short for "Referee".

Renegade/Outlaw play - Playing Paintball on private property in which there are few, or no rules. Normally played on private property with out the acknowledgement of the owner. Or a Player that during a game leaves the majority of the group and does not tell them where he is going; this commonly leads this player to be eliminated by friendly fire.

Snake (n)- In hyperball, speedball, x-ball, and airball a snake is a long, low structure (less then 1 meter/3 feet high) usually located either in the middle or to one or both sides of a field. The snake is a unique setup because it allows a player to advance a considerable distance while still being protected from being hit from most locations on the field.

Surrender- This is yelled by the shooter if s/he holds an upper hand on an opponent within a close range; this is done to give the enemy a chance to surrender without being shot. This rule is widely used amongst many new players and paintball parks.

Tanks - This refers to the C02, Air, nitro or propane cylinders or tanks used to power a paintball gun's ability to fire, in most cases the tank is screwed directly into the marker however, some players use a coiled hose that allows them to carry the tank in another location of their person removing extra weight from the marker.

Tricked out - A term used to describe a gun that has numerous upgrades and enhancements.

Pod B**** - A term used to describe a person who stands on the sidelines and fills up pods with paintballs for players.

Wiping - Refers to the illegal act of cleaning off a hit before a referee sees so the player can keep from being eliminated.

Remote - A coiled hose connected to a nipple on a gun which channels CO2 from a tank on the player's harness. Used to prevent being encumbered with a heavy tank affixed to one's gun.