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Glossary of termsAgitatorAn electrically propelled device that moves the ball around in the hopper, allowing for a faster feed. AirsmithSomeone who repairs or customizes paintball guns. Anti-Double Cocking DeviceA device in some Pumpguns that prevents a second paintball from being loaded in the chamber prior to the first being shot. Anti-Double Feed A device that stops the feeding of two paintballs at the same time. Anti-Siphon Tube A tube inside a CO2 tank preventing liquid from escaping the tank and entering the marker, causing damage to internal parts. ASA Air Source Adaptor. An opening that accepts a constant air tank to be screwed into the marker which in turn pushes the pin valve open, allowing for the gas to enter the Marker. Auto-Trigger A function on Pumpguns where you pull the trigger, hold it and paintballs will fire as quickly as you can pump the gun. Back-Check Valve A valve that holds a small amount of gas (usually one or two shots) enabling a player to make a shot when changing tanks. Barrel The cylinder that utilizes the gas propellant behind a paintball to guide it out of the marker. Barrel Adaptor This adaptor allows one Markers to use one another’s brand of barrels that normally wouldn’t fit the stock threading. Barrel Extension A tube used to increase the length of a barrel with an extension that fits over the end of the barrel. Usually used for stock barrels that can’t be upgraded. OR A silencer or sound suppressant. Illegal because it can be modified to fit a ‘real’ gun. Bunker Objects that are placed on a field to provide a place to hide or take cover. BPS Balls per second. Barrel Plug A safety device that plugs the front of a barrel to prevent accidental firing. Barrel Condom A safety device that covers the front of a barrel to prevent accidental firing. Preferred over a barrel plug. Bolt The part on a Marker that pushes the ball into the chamber and then seals the gas when fired. Breakout The official start of a game. Blow Back In a Pumpgun, if the pump is not being held, the bolt will be pushed backwards reducing the velocity, unless a return spring is used to alleviate this problem. In a Semi-Automatic, mis-feeding may result when air moves into the feed tube when fired. Blow By The extra gas that passes the paintball as it leaves the barrel of the Marker causing the ball to spin or go in a different direction. Blow Forward In a semi-automatic Marker, a mechanism that resets the gun for the next shot by returning the bolt to ready position. More efficient because a switch rather than gas is used to re-cock. Bore The interior diameter of a marker’s barrel. C/A Constant Air. Referring to the tank that powers a marker, providing the power to fire. Chamber The part of the barrel that is closest to the bolt where the paintball is initially fired from when the bolt is in the forward position. Chopping Paint Occurs when the bolt moves in front of the ball causing the paintball to explode in the chamber and shoot spray instead of the ball. Chronograph A device measuring (in feet per second) the velocity of a marker. It should not exceed 300 FPS but is determined by individual fields. CO2 Carbon dioxide. Used in a tank to give power to a paintball gun. Since CO2 performance is dependent on temperature, caution should be exercised in extreme heat or cold. In cold temperatures, an anti-siphon tube or an expansion chamber should be used. Closed Bolt When squeezing the trigger, not only is the paintball released, but also the bolt is pushed back by the ram allowing another ball to be deposited into the chamber. When the trigger is released, the switch changes the airflow, which moves the bolt in a forward motion propelling the ball into the breech. Dry Firing The firing of a marker without paintballs (gas only). Double Action A gun that trains and fires with one pull of the trigger. Double Trigger A trigger with room for two fingers, which gives you faster firing power and more leverage. Can be installed as an upgrade but usually requires your trigger frame to be cut. Expansion Chamber A cylinder that allows liquid CO2 to expand into a gas prior to entering the marker. Serves no purpose for HPA guns. Elbow A small plastic tube that connects the gun and the hopper. Electro-Pneumatic A Marker powered by an on-board computer. Feeder An accessory designed to load paintballs into to the gun. Also known as a loader. Fill Station A station where you fill tanks or cartridges used to power your paint gun. FPS Feet Per Second. A chronograph measures FPS, which is the velocity that your Marker shoots a paintball. Most fields have a 300 or lower FPS rule. Fully Automatic (Fully Auto) A Marker that will continue to fire as long as the trigger is squeezed. Ghille Suit A 3-D camouflage suit used by Paintballers. Goggles Lenses worn over the eyes to protect from paintballs. Mandatory protection required for the sport. Goggle System A facemask of sorts to protect eyes, ears, forehead and temples. Occasionally it will have throat protection as well. Hammer A part on the marker that when released, hits the valve and releases the gas to expel the paintball. Hopper Holds the ammunition for the marker. HPA High Pressure Air. Compressed air that powers a marker. HPR High Pressure Regulator. Controls the pressure used to force the paintball through the barrel of the gun. Hydrostatic Test A test used to check the stability of a pressurized tank. Should be performed every 3 to 5 years LPR Low Pressure Regulator. Operation of the marker at lower than standard tank pressure. Loader A device that (generally speaking) is mounted vertically and forces the paintballs into the marker. A loader and a marker have to work at the same speed or you may encounter chopping paint. Low Pressure System The operation of a marker on a lower pressure system than standard. This operation reduces the wasting of gas and lessens the impact on the paintball when fired from the Marker. Lube Greasing of the o-rings. Marker Paintball gun. Muzzle The opening at the end of the barrel where the paintball is propelled through. Newbie A player in the initial stages of learning the sport. Nitrogen Nitrogen or compressed, high pressure air in a tank to power a marker. A regulator must be used between the tank and the marker to control gas flow and velocity. Open Bolt See Blow Back O-ring The nylon, rubber or neoprene ring used to seal areas where exact fits may not be precise. Usually used on the air tank. Paintball The object fired from a marker to tag or mark an opposing player. Paintball Check The practice of checking to see if someone has been hit by a paintball when not sure. Since the play is not stopped for a check, it can be done by a referee, a neutral player or a teammate. Pin Valve A hollow, threaded valve with a spring loaded pin attached to a constant air tank that prevents the gas from escaping. Pod A container used to carry paintballs. Pump Action The manual operation of a marker that moves the bolt into place for the loading and cocking of the paintball. Quick Disconnect The device used to attach or detach a remote system. Rec-Ball Recreation Paintball. The non-competitive game of Paintball played by almost 90 percent of players. Regulator Controls the pressure in the tank. Often the marker comes with a regulator, in these cases it is not necessary to add a second one as it may prevent the gun from being fully pressurized. Remote A hose that is attached to the CO2 or nitrogen tank that enables you to carry it elsewhere to lighten the marker. Occasionally used to give more area for the CO2 to expand into a gas prior to entering the Marker. Safety The mechanism that stops a marker from being inadvertently fired. Usually hindering the trigger or the sear. Sear When squeezing the trigger, the sear will release the hammer enabling it to fire. Semi-Automatic The ability to fire quickly and accurately on trigger contact, no need to recock with each ball. Sight Rail A rail usually installed on the top of the marker to facilitate the player in aiming. Silencer A sound suppressant installed on a marker. In some places, a permit is required in order to have one; in other places, it is illegal. Stock Class A version of paintball that is considered much lower-tech than other games. Like stock car racing, all players play the game with equal devices. Squeegee A device that cleans the barrel of the marker if a ball breaks inside of it. Stock Factory installed parts on a marker. Sweet Spotting When you eliminate players at breakout. Tank The commonly used name for the receptacle used to contain compressed air. Tapeline Boundaries of the playing field. Thermal Lens This dual pane lens on a pair of goggles is constructed to alleviate fogging. Tournament A type of Paintball game where teams play for prizes or money. Generally speaking, the game played would be Speedball. Trigger Guard A guard around the trigger to prevent accidental firing. Valve The part on the marker containing seals and tiny parts that receives the metered, pressurized gas to fire the gun. It is double-sided in order to accept the gas from the tank on one side and release it to fire the paintball on the other. Valve Chamber The area in the marker where a minimal amount of gas is stored waiting to be released when the gun is fired. Velocity The speed with which the marker fires the paintball. Velocity Adjuster Using one of three ways, this can change the speed that the marker fires the paintball. It can limit gas flow or affect the valve spring or hammer spring. Venting Also known as porting. The holes drilled in a marker’s barrel to prevent blow by. Also used to quiet a marker’s firing sounds. Walk-on A player or group of players who don’t have reservations to play at a field and just walk on. Wiping The illegal cleaning of paint off yourself or others in order to stay in the game. |
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