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EvADe
12-17-2007, 12:48 PM
For the newbies coming to the forums. Thought i'd start a little thred to go over the basic lingo of our sport we love so much. Add on to it as you guys see fit!

Marker - The paintball "gun", some people use marker, some use gun, personal preference.

Scenario paintball - any type of paintball game that has some sort of objective, typically played in the woods, also known as woodsball.

SpeedBall - Played on a regulation sized field, with a set time limit and set team size (usually 5 or 7), typically capture the flag or elimination gameplay.

Wiping - A term for cheating, when someone is hit, they don't call themselves "out", instead they "wipe" off the hit and continue playing. Don't do it, unless you like being called a cheater or a "wiper".

Gogged - Getting shot in the goggles.

Electro -Referring to an electronic marker, has a control board of some sort controlling the firing of the marker.

Tippy - short for Tippman markers.

BBD - Barrel Blocking Device. Put on the end of your barrel during non-play times. When your not on the play field. Or when you're walking out after being hit.

I know i'm leaving a lot out, but I'd like to see some other people post some too. And i need to go back to work. :cool:

Badger
12-17-2007, 12:55 PM
The rest of the terms can be found in my first book, Scenario Paintball: Tips, Tools, and Tactics from the Trenches.

http://www.amazon.com/Scenario-Paintball-Tools-Tactics-Trenches/dp/0977117901/ref=sr_1_2?ie=UTF8&s=books&qid=1197917777&sr=8-2

http://ecx.images-amazon.com/images/I/5178525MFXL._SS500_.jpg

Darrin
12-17-2007, 01:11 PM
Great topic EvADe!

I have both of Badgers books. Great resources!

I have been working on a Scenario Term page for the main web site here.

Still have a lot of editing to do, this is more of my copy notes. Copied for other web sites around the internet.

Barrel Blocking Device (BBD) - Also called Barrel Sock or Barrel Condom. Generally takes the form of a small pouch kept over the front end of the barrel, by an elastic cord looped around the paintball marker, thus catching any paintballs that may be accidentally fired.

Blind Fire - To shoot your marker over cover without looking where you are aiming. Generally against the rules, as players could inadvertently hit somebody who is already out or a referee.

Bunker (http://en.wikipedia.org/wiki/Bunker_(paintball%2529) (n) - An obstacle on the field of play used to block opposing players' view and field of fire. "Bunkering" is a term describing the elimination of a player hiding behind a bunker. This is usually achieved when the player behind the bunker is trapped by opposing fire, distracted by other players, or preoccupied with firing from one side. This allows an opposing player to run up to the player's bunker and eliminate the player by shooting directly over the bunker or around the side, usually catching the player by surprise in the process

Chop - When a paintball is broken inside of a marker, usually by the bolt. This is more common in inexpensive markers without Anti-chop systems

Clustering - When a team clutters together to form a group of players. They mostly travel quickly and easily while players lay down cover fire while the others move from cover to cover. This technique is rarely used in speedball if ever and is only recommended if your team has retreated and are regrouping for a frontal or flanking assault against the opposing team. Although quite effective, this can lead to easy shots from opponents since the whole team is attacking from one area

Condom - Also referred to as the barrel condom (http://en.wikipedia.org/wiki/Paintball_equipment#Barrel_covers.2Fcondoms.2Fsock s), barrel bag, barrel sock, or a barrel cover, it is the safety device that slides over the front of the barrel to prevent anyone from being shot by mistake if a player were to accidentally discharge their marker while outside a playing field

Dead Box - A selected or specified area on or off the field, where players go once they are eliminated.

Dead Man Walking - When a player pretends to be eliminated, however they do not verbally confirm it, and while walking to the sidelines, proceeds to shoot players on the other team. Viewed as dishonorable by most players and illegal in almost all tournaments

Firing Blind - When a player fires at another player they know is there by lining up the other player with an object over them, then moving so the other player can't see them, and shooting at them using the object as a reference

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).

Fogged - Term describing the state of goggles after moisture condenses on the lens and decreases the player's visibility.

Gogged - An expression describing the state of being hit directly in the mask by another player.

Guppy - Slang for the large tubes used to carry additional paintballs on the field. The industry refers to them officially as pods. Usually holds 50-160 paintballs.

Hammer (1) - When one player pounds a bunker with paintballs so a teammate can sneak up and eliminate the other player. Also refers to the component in a paintball marker that strikes the valve to open it and release gas into the barrel.

Hell Hole - A term often used when there is three or less players in one bunker or two that are within a close distance of each other; while being surrounded by opposing players.

Hopper - Term describing the magazine for the paintball marker. They are usually mounted at the top of most markers. Sizes vary, but the average capacity is about 200 rounds. While some designs utilize a hopper that feeds balls to the gun via gravity placing it directly above the bolt, other designs use a hopper attached to the side of the marker that uses a pneumatic system to feed them into the breech of the marker. Other hopper designs are offset to the right or left, or more recently, set forward and below the barrel. Many popular hoppers are "force feed" hoppers, in which motorized paddles inside the hopper actively push paintballs into the marker

Hoser - A player who shoots excessive amounts of paint, usually causing the bunker he was shooting at to become drenched with paint.

Hot (1) - 'Firing Hot' or a 'Hot Gun' refers to a paintball marker that is firing at a velocity above the limit imposed by the field. Most outdoor fields specify between 280 to 300 ft/s (85 to 90 m/s) ball speed. Some indoor arenas limit the speed to 250 ft/s (75 m/s) to reduce potential injuries. Firing over 300 ft/s (90 m/s) is almost always considered cheating and is very dangerous.

Hot (2) A term used when an opponent has occupied a bunker: "50 is hot!" 'Hot' also refers to a bunker that is receiving heavy enemy fire ("The dorito is hot").

Kamikaze - A player who plays with little regard to being hit for the sole purpose of tagging other players out. An example is a player who proceeds to sprint down the field, shooting aimlessly at the opposition hoping to get a hit, while taking no cover. Also known as running the gauntlet

Lace/Laced - Expression used when a player is shot with a rope of paintballs.

Lane - An imaginary line between bunkers that represents an unobstructed path between them. Used in the context of suppressive fire, where a "shooting lane" describes a clear shooting pathway from one bunker to another. The action of laning, is described as shooting a constant stream of paintballs in an attempt to cut off movement to a specific bunker by forcing the opposing team to run through the lane.

Leap Frog - A tactic used to eliminate/engage the enemy and at the same time move up to an objective and/or position, in which one man covers another until the point-man reaches another area; A tactic similar to *Chop a Snake

Lit Up - To be shot excessively or in an embarrassing manner.

Loader - See Hopper

Marker - See Paintball marker.

Mill, Milled - Making physical alterations to the marker consisting of an automated mill removing portions of metal to give a new look.

Mod, Mods (http://en.wikipedia.org/wiki/Modded) - Short for "Modifications" of a marker or equipment

Noob, Newb (http://en.wikipedia.org/wiki/Newbie) - A new player. Can also be an experienced player who exhibits characteristics of a new player. Sometimes derogatory. Generally speaking, noob is used in the negative sense, and newb is positive/neutral

Old School - Can refer to a marker, equipment or a play style. Usually refers to a marker made many many years ago, generally pre-1997. Is often used incorrectly on markers less than 3 years old

Overshoot - To tag excessive hits on a player, beyond what would be needed to eliminate them. Same as 'Starred', 'bonus ball' and 'overkill.

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

Pinch - A term used to describe when a player puts their opponent into a position on the field, where he/she cannot move without getting shot

Playing On - Describes situations where a player will continue to act as a live player after he/she is hit. Also describes the action of a player after he/she cheats by wiping a hit off

Pod - A tube-shaped device that carries extra paintballs while on the field. Most can hold more than 100 (generally 140) paintballs to fill an empty hopper during a game and are used heavily in tournament games

Ramping (http://en.wikipedia.org/wiki/Paintball_marker#Ramping) (v) - A feature enabled in many after market 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 does not 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 PACT timers to monitor rate of fire during games

Ref - Short for Referee (http://en.wikipedia.org/wiki/Referee).

Remote - A coiled or braided steel hose connecting the marker to the air source. Allows the player carry the air source on his /her harness rather than directly on the marker, thus reducing the weight of the marker.

Renegade - A title given to a player who is the final player standing on one team while still fighting a significant number of opposing players.

Shake N' Bake Hopper - Another term for a gravity feed hopper. A Shake N' Bake hopper gets its name because often the hopper must be shaken to move the balls in the hopper and continue the feed. This occurs because the balls in the hopper may accumulate to one side of the hopper and prevent a constant feed of balls into the marker

Snap Shooting - An essential tournament paintball skill. A player will "snap" out of his bunker very quickly (less than a second) and shoot a few paintballs at an opponent and duck back in, avoiding the paint that is inevitably coming at him

Spray - Refers to paint spraying onto something. Often occurs when a paintball hits a bunker but the paint continues to travel onto a player or a player's equipment. Not considered a hit

Stitched - A term used when a player gets a line of welts (hits), commonly, on the back. Usually only occurs during a bunker move

Stock Class - A style of paintball play in which pump guns meeting stock-class requirements are the only type of gun allowed. Some of the regulations include using 12 gram CO2 cartridges without a check valve, limited capacity for paintballs in the loader (often horizontal feed), manual re-cocking action after each shot, and more.

String - Describes the stream of paintballs that result when a player shoots a lot of paintballs in a short amount of time.

Surrender - This is yelled by the shooter if she/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. Much like barrel tagging, however, it is not always allowed. Just remember one thing: you may ask someone to surrender, but that doesn't mean they will. Some may turn to fire and some may run and lead you on a wild goose chase through the woods

Tank - Containers that hold the gas that powers paintball markers. 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 on another part of their body, thus removing extra weight from the marker

Tape - the sides of the field running from one team's side to the other.

Ups - Short for "upgrades," same as "tricked out" or "mods" (modifications).

Walking a trigger - Describes the act of using two (sometimes three) fingers to sequentially pull/tap a marker's trigger, allowing for a higher rate of fire than would be possible by using a single finger to pull the trigger. The rate of fire achieved is around 0-35 balls per second, depending on the player's speed, their marker, and hopper.

Walk-On - Either a game that is assembled from casual non-affiliated players, or one such player. Walk-on paintballers are well known for their highly individualistic play and generally poor ability to work with organized, coordinated teams.

Wiping - Refers to the illegal act of cleaning off a hit so that the player can avoid elimination. This is viewed as highly dishonorable and cheating in its highest form, and if caught the player can face a severe penalty

APV - Acronym for Armored Paintball vehicle, also called a tank. These include both land, and in some case, water vehicles. A typical APV is equipped with a LAW launcher or handheld or mounted paintball markers. Typically, they are enclosed to protect the operators, and can only be eliminated by a direct hit from another LAW rocket. Due to the nature of being built custom made, a plethora of tank designs can be seen across the scenario world

Armband Tape - Used to identify what team a player is on. Tape is literally colored duct tape. Typical armband team colors are generally blue and red. Other colors such as brown, yellow, white, black, etc. can be used to designate special job positions, such as demolitions, engineer, medic, pilot, etc

Battle Royale- A free-for-all game, usually with a time limit, where players get points for eliminating other players and for staying alive. Each player wears a colored piece of material which they give to the player who eliminates them. The standard point allocation is 1 point for staying alive, 1 point for each player shot if eliminated by the end of competition, and 3 points for each player shot if not eliminated by the end of competition. The player with the most points wins.

CO - Commanding Officer. See General.

Demolitions - Job position in which the player is allowed to use demolitions equipment such as satchel charges or LAWs

Engineer - Job position which has the ability to repair destroyed structures

General - The General, or CO, is the leader of one of the two sides in the scenario. He is the one responsible for issuing missions and keeping his team's morale up. When he is not available, his XO takes over

GSRP - Acronym for General Scenario Rules of Play. These are the basic set of rules that many scenario games follow. Even if your scenario producer does not use the GSRP, it is still a good idea to know the basic rules

LAW Launcher - A device used to eliminate APVs, bunkers, or other enemy players. Typically constructed like a spud gun, they are used to fire LAW Rockets or sabot (http://en.wikipedia.org/wiki/Sabot) rounds at the enemy. Because of the increased mass of the projectile, muzzle velocity is generally chronographed far lower, around 230-250 feet per second at the most

LAW Rocket - Typically a Nerf foam pocket vortex football. They are two inches in diameter, and fit snugly into the barrel of a LAW rocket. In most games, after firing they are dead props until a ref re-issues them

Medic - Job position which allows the player to "heal" other players by physically wiping the paint off of the other player. A common strategy is to "lure" medics out into the open by shooting one of his team mates who calls for him. Then the medic can be taken out as well. Medics can not heal themselves, and can only be healed by another medic

Mission - Missions are what determine the winner of the scenario game. The producer will send the coded missions to the Generals, who must then assign a force to accomplish them. Having a ref sign off on the mission card completes the mission and awards the team points for it

PAV - Paintball Armored Vehicle. See APV for more information

Pilot - Job position which allows the player to "pilot" a "helicopter" or other such transportation vehicle. These pilots can not be shot at, nor anyone else on the "helicopter", nor can the occupants of the helicopter shoot at any other players until they are dropped off

Prop - Any object which the scenario producers have introduced into the field as a playable object for players in the scenario game

Producer - The company or person responsible for organizing, running, and keeping the game safe. Some well known scenario producers include MXS, Viper paintball, Blackcat Paintball, and Wayne Dollack

RTS - Real Time Strategy. A newer scenario game concept being heavily pursued by scenario producers such as Viper Paintball or TAW Productions. The idea behind this setup eliminates the standard mission sequence and allows the two Generals to duke it out as they see fit by writing their own missions within a set of rules. Those rules may be 10 missions per hour, or three missions for every one mission from the producer, or even unlimited missions

Satchel Charge - A kind of prop that is placed under referee supervision for triggered elimination or demolition. These are typically a satchel on a lanyard and are an alternative to LAWs for vehicle elimination or destruction of enemy structures

XO - Executive Officer. Second in command to General. The job of the XO is to be the eyes and ears of the General

Saint
12-20-2007, 07:05 PM
"Gat" - A ridiculous term some paintball players refer to their marker as; in a sad attempt to be gangster, or 'hip'.

Badger
12-20-2007, 07:12 PM
Ridiculous is right. :rolleyes:

Thalion
12-21-2007, 02:28 PM
Copied over from my Special Ops Paintball thread:

New Player's Paintball Glossary

12-gram - a disposable cartridge containing an amount of compressed CO2. Usually used in stock class markers or in "pistol" design markers

Agitated loader - a paintball loader or hopper that is battery powered to feed paintballs to the marker at a faster rate

Airball - A form of speedball where the bunkers are made of inflatable objects.

Anti-fog lens - a lens for a paintball mask that is designed to reduce the amount of fogging that occurs.

ASA - short for "air source adapter." The ASA refers to the threaded location where you attach your air source (CO2 or HPA).

Automatic (aka "auto" or "full auto") - a marker that continuously fires paintballs as long as the trigger is held down. Due to insurance reasons, this feature is usually prohibited at paintball fields

Autotrigger (AT) - a device found on pump markers, allowing the user to hold down the trigger and repeatedly pump. The marker will fire every time the bolt reaches the fully closed position (where the pump arm is at its furthest forward). This enables a pump player to hit a higher BPS speed if it's needed.

Aztec - a 4-sided pyramid air bunker with a flat top. Also sometimes called temples.

BBD - Barrel Blocking Device. A safety device, usually a barrel sock/condom or plug used to prevent an unintentional firing of a paintball from leaving the barrel

Barrel Tag - a tactic in which a player taps an opponent with his barrel. The player tagged is eliminated. Some fields honor this rule, others do not. Check with your field owner before attempting.

Blind fire - a tactic in which the player sticks their marker out from behind some form of cover and fires without being able to see the target. This tactic is usually illegal and is generally ineffective.

Blow back - a design of paintball markers. The marker is open bolt, and a sear drops to allow the hammer and bolt to move forward, firing the marker. Excess gas "blows back" the hammer and bolt to the reset position, chambering the next ball. Examples include Tippmanns, Spyders, Piranhas, and most every other entry level marker. See: Stacked tube blow back and JABB

Bolt - A component that guides a paintball into the barrel. The gas used to propel the paintball moves through the bolt and to the paintball on firing your marker. In Tippmann designs, this component is often called the front bolt.

Bonus Ball - to shoot a player after the player is already eliminated. Also known as Bonusballing (or to be bonusballed, you received the extra hits). Bonusballing intentionally is considered poor form and can get you into trouble with field staff.

Bottomline - an air line and ASA connected to the gun at the base of the grip frame. This is one of the most common forms of air setup seen in paintball.

Bounce - when a paintball hits a player but does not break, thus leaving no mark. The player may continue play unless rules state otherwise

BPS - Balls Per Second. A term used to describe the rate of fire (ROF) of a paintball marker

Brick - a small, squarish airball bunker

Bunker (noun) - any hard cover (usually manmade) that a player can hide behind. Bunkers can consist of wood, cement, pipe, or inflatable bunkers

Bunker (verb) - to engage and eliminate a player at point blank range. This tactic is sometimes illegal, so it's always best to talk to your field owner or refs to know the rules before attempting this.

Bushball - another word for woodsball

BYOP - Bring Your Own Paint. A paintball event or field which allows you to bring paint other than paint sold at the field

C/A - Constant Air. Refers to the use of a CO2 tank or HPA tank to propel a paintball.

Car Wash - a semi-circle airball bunker, flat side down. These are usually longer for more cover

Chamber (verb) - to place a paintball in the position where it is ready to be fired

Chamber (noun) - the location just before the barrel where the paintball to be fired remains until the trigger is pulled

Chop - when a paintball is split or broken by the bolt of a marker inside the marker.

Chrono (verb) - to use a chronograph to measure the speed of a paintball marker. Sometimes "chrony" is used instead.

Chrono (noun) - short for chronograph, a device used at paintball fields to measure the velocity of a paintball traveling from a marker.

Clean - a paintball player that is not eliminated, usually after having received an impact that bounced

Closed bolt - a paintball marker where the bolt is forward at rest and does not move at the time of firing (though it will when it's time to chamber the next ball)

CO2 - Carbon Dioxide. In the paintball world, this gas is used in tanks to propel a paintball marker. CO2 isn't as clean or consistant as HPA, but the tanks cost significantly less.

Cover Fire - an action where a paintball player fires at a location with the purpose of keeping the opponents present from firing, usually to protect the movement of friendly forces to another location. Theoretically, not wanting to be hit by the cover fire, the opponents will duck down and thus be unable to shoot at the other players advancing/retreating.

Dead-man's walk - a tactic by which a player pretends to be eliminated in order to gain a tactical advantage. A player may NOT put on a BBD, raise his hands or marker, and may not say "hit," "out," or other words used to indicate elimination.

Dorito - a form of airball bunker, taking the shape of a triangle pyramid. From any one side, it resembles a dorito chip.

Dry fire - to fire a marker without a paintball inside the chamber

Electro - electropneumatic. A paintball marker that uses a solenoid and electronics to operate. Most high end markers and many midgrade markers are of this type.

Eliminated - a player who has been "hit" and is out of the game. An elimination is the noun used to describe this condition. To "score eliminations" is to have a count of the number of players you eliminated in that game

Eyes - the device in electronic markers that prevents the marker from cycling unless a paintball is properly in the chamber. This helps to reduce cases of chopping

Fill Nipple - the input on an HPA tank by which a player fills his air tank

Fill Station - a location at a paintball field where players may fill their CO2 or HPA tanks

Fog / Fogging - a term describing the condensation that can form on the side of a lens closer to a player that reduces visibility through the mask.

FPO - Field Paint Only. A paintball event or field which mandates that you purchase your paint you use there from the field itself.

FPS - Feet Per Second. The term used to describe the actual speed of a paintball leaving a marker. Most fields set a FPS limit (speed limit) of anywhere from 280-300 FPS (less if indoors)

JABB - Just Another Blow Back. Refers to the stacked tube design of paintball marker, like the spyder or piranha

"Gat" - a slang term referring to a paintball marker

Ghillie - a suit that either partially or fully conceals a player in a form of twine, brush, or other materials. Ghillie is designed to break up the shape of a human form in the eye of an opponent.

Gogg (verb) - to shoot a player such that the paint impacts on the player's goggles, usually the lens. The past tense form of "gogg" is "gogged"

Goggles/Mask - the protective gear a paintball player wears to protect their face and ears. Some are "full head" in design and protect the whole head.

Gravity feed - a hopper or loader that relies solely on gravity to feed paintballs into the marker

Hammer - the component that strikes the valve to release gas and propel the paintball. In Tippmann designs, this component is often called the rear bolt.

Hard cover - Solid objects like forts, bunkers, trees, or other hard objects a player can hide behind. Found in all forms of paintball.

HPA - High Pressure Air. Refers to air tanks that use compressed air or nitrogren to power a paintball. More consistant and much cleaner than CO2, but the tank costs significantly more.

"Hot" marker (aka "shooting hot" ) - a marker that is firing paintballs at a velocity higher than the field's posted FPS limit. Shooting markers that are "hot" is often unsafe

Longball - to fire a paintball at significant (greater than 100 feet) distance.

Nelson-based - a pump paintball gun with a single tube, similar to the original nelspot. The most common form of Nelson-based markers is the CCI Phantom

Nitro - another term for HPA

Open bolt - a paintball marker where the bolt is at rest in the back and moves forward when the trigger is pulled

Outlaw ball - paintball that is not played on a public or official field. Outlaw ball is sometimes illegal, so check your local laws before proceeding with an outlaw game (and always remember, safety first)

Paint check - A means to determine if a player is eliminated or not. If a player feels an impact of a paintball but cannot visually verify that it broke, the player may call a paint check on himself. Usually, a ref will conduct a quick check to look for paint on the player. Players can have teammates or even opponents conduct the paint check if a ref is not available.

Palmerized - a term describing a paintball marker that has been modified by PPS, a company based in California

Playing On - an illegal technique where a paintball player attempts to continue play even though he has been eliminated.

Pump marker - any paintball marker that you must manually load the next paintball into (usually by the aid of a pump arm, though there are some "lever actions" and "bolt actions" named after the firearm action that it emulates)

QEV- Stands for "Quick Exhaust Valve." A QEV allows the air that is holding the bolt back to escape more quickly. This decreases the amount of time it takes for the bolt to fully cycle, allowing for a higher theoretical ROF

Ramping - a firing mode found in electronic markers that enable the user to shoot more shots than the number of times the player pulls the trigger. Ramping software works differently in differet forms of it, but typically if a player can acheive a certain BPS, the marker "ramps" up to fire a higher rate, usually around 15 BPS.

Recball - Recreational Paintball. Paintball that is played for fun and not for competition. Usually, the term applies to speedball games that are not played on an airball field, but use other forms of bunkers.

Ref - short for referee. Any field official that enforces fair play on the paintball field. Refs also conduct paint checks.

Reg / Regulator - A device in a marker that limits the pressure of compressed gas that reaches the marker for firing

Remote - An air hose attaching an air tank to the marker. The tank is thus "remote" from the gun, and is usually worn on a vest or in a harness rig of some sort.

RT - short for response trigger, a device which uses excess gas to reset the trigger on a marker faster. Can be "sweetspotted" to acheive an automatic-like effect legally.

Safety - a device used to prevent accidental firings of a paintball marker. Safeties should NOT be relied on solely, but they are another device to help

Scenarioball - A form of paintball in which teams win by completing missions, not necessarily by eliminating the other team. Scenarioball takes on many forms and has many unique twists.

"Sear tripper" - a slang term referring to blow back operated markers that employ the use of a sear to allow the bolt and hammer to move forward

Semi - any marker where you can fire without performing any action other than pulling the trigger. One shot per trigger pull.

Sheridan-based - a pump paintball marker that is stacked tube and based off the original Sheridan guns. Most "old school brass" guns and Palmer products are Sheridan based.

Short stroke - when a paintball marker fails to completely cycle, usually resulting in the chopping of a paintball. This potential problem is exclusive to closed bolt markers.

Snake - a form of airball bunker formed by many bunkers laid down, usually across one side of a paintball field. Snakes are low in height and long in distance.

Snap shooting - a tactic where a player briefly leans out from behind cover to fire one or two paintballs quickly before retreating back behind the cover.

Soft cover - Things like leaves, brush, and twigs. This cover allows you to see your opponent (and possibly the other way around) without directly exposing yourself to fire. Soft cover works by breaking up paint in flight before it gets to your position, but shots can find holes in it and hit their target. Almost exclusively seen on woodsball or scenario fields.

Speedball - A game played with limited (or no) soft cover. The field is typically smaller than a woodsball field and has many bunkers to hide behind.

Squeegie - a term describing a device used to clean a barrel of paint that has broken inside the barrel or marker. Also called swabs (there is a technical difference, but usually the terms are used interchangably on the field)

Stabilizer / "Stab" - See Reg / Regulator

Stacked-tube blow back: a blow back marker where the bolt is above the hammer and both move at the same time the sear is dropped. The spyder is the classic example of the stacked-tube design

Staging Area - the portion of a paintball field where masks can come off and players prepare for the next game

Stick feed - a tube containing paintballs that feed into a marker. Almost exclusively found on pump markers or "pistol" design markers.

Stock class - a form of pump marker. Stock class markers have stick feeds and are powered by 12 gram cartridges.

Suppression Fire - see entry "cover fire"

Tapeline - the boundary of a paintball field.

Temple - See "Aztec"

Tombstone - an airball bunker resembling a tombstone. Square-ish body with a semi-circle top.

Tourneyball - Paintball played for competition. Usually, this takes place on an airball field or another form of speedball field.

Trigger - the mechanism that fires the paintball marker

Urbanball / Urban Terrain - a paintball field that has features similar to a city. these include mock buildings, roads, and other things one may find in a city

Valve - the component in a paintball marker that allows for the storage of a "charge" of air to use while firing a paintball

Walk (verb) - Refers to the action by which a player uses two fingers to fire a paintball marker, alternating one after the other, resembling a walking motion. With practice, walking allows for a higher total ROF from a normal semi-automatic marker.

Walk (noun) - refers to a starting location on the opposite side of the entrance to the field. If one team "has the walk," they have to cross the field to get to their starting location.

Walk(ing the field) - refers to scouting the field before a game without markers to get a feel for where everything is and allows players to begin to plan strategies.

Wiping - An illegal act in paintball where a player attempts to wipe away or conceal a hit so as to continue play

Woodsball - a form of paintball played in wooded or other natural terrain

Rogue
02-13-2008, 08:25 AM
"Agg" or "Agged" - terms refuring to the large amount of expensive add ons to markers in order to 'make them better.' Often having little effect on the abilitiy to hit another player, but looking really shiney and purty. baby:)

Podoz1
02-14-2008, 01:36 PM
I think there is a difference between Newb and noob Here are my definitions:

Newb- A new player ot paintball plays about twice a year if annually.

Noob- A person that thinks he is awsome at paintball (but really isn't) and has his mom or parents pay for all his gear but doesn't know how to up keep it.

Jono
03-22-2008, 12:56 PM
I've found that 'bunker' can also be used to describe a group or singular player of the opposing force that has been trapped behind an obstacle and cannot move, ie: "We got those guys on the hill bunkered" At least thats what i call it :P
'Sweep' also refers to the action of covering a designated area to find enemies or scout the distance to find any opfor.
'Clear out' can be used for many things such as: 1. When a group hears an approaching force and decides to retreat to another group of allies or fall back to a safer and better position 2. They find opposing forces ahead behind cover ie: "Okay, they're right behind there, lets clear them out from the sides, etc etc..."