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Paintball Facts

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Paintball Facts

Paintball is a sport whose participants use compressed air guns (called Markers) to shoot paintballs (roughly marble-sized, .68 caliber, gelatin capsules filled with colored polyethylene glycol "paint") at other players. The game has drawn a wide array of players worldwide and is found in most major countries in the world, and is one of the safest sports team sports.

The game can be played indoors or outdoors in a varying range of styles. There are a few specific rules for playing paintball, with most designed to ensure that participants can enjoy the sport in a safe environment. The sport employs many different types of equipment and has developed its own slang to describe special moves and situations.

Basic paintball games

  • 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, except that 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 - The team that eliminates all of the players on the opposing team wins.
  • Resurrection - Similar to Elimination, except hit players may return to their team's starting station and re-enter the game as a live player

Types of play

Woodsball

Paintball was originally played in the woods and 'Woodsball' remains common today. Woodsball games can involve a handful to hundreds of players and are played in a wooded area that may also include man-made obstacles like wooden bunkers, barrels, buildings, and other obstacles. Unlike speedball, the size and terrain of woodsball fields make it unlikely that a player can observe more than a small subsection of the field at any given time. This limited field awareness coupled with the usually larger number of players causes woodsball games to generally last longer than speedball games.

Playing paintball in the woods introduces several facets to the game that are not present in speedball. The opportunity to blend with the environment and move around the field outside of your opponent's observation makes camouflage important. Because teammates are often so far apart that they can't see or hear each other, large-scale team communication and strategy have a big impact on each team's success. And because it is possible to move throughout the field unobserved, a small group of players, or even a single player, can win the game for their team, which is rare in a speedball format where the size of the field means all players can see the entire field of play.

Many different game variations may be played in the woods. Capture the flag is probably the most common, but other variations like center flag, total elimination, protect the president, hopperball, 21, and civil war are common. Many playing locations will have their own preferred, custom variations.

Speedball

Speedball is a faster, more 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 take cover 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 rate (BPS, or balls per second), reduced weight and compactness of a Marker Setup. Players typically shoot much more paint in this style of play. Most national and local tournaments and leagues are built around the speedball concept.

Speedball played with obstacles made from corrogated platic piping is often referred to as 'Hyperball', while speedball played with inflated obstacles is often referred to as 'Airball'. Airball is the current standard format all regional and national level tournament play.

Scenario paintball

Scenario paintball games are often large scale games with a theme, usually Historical, Fantasy or Science Fiction, sometimes involving hundreds of people, such as major historical battles 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 games every year, such as 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, is played 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.

Tournament Formats

  • Capture the Flag - The original tournament format used in wooded play. Teams must capture the opposing team's flag and return it to their own flag station, receiving extra points for eliminating opponents and having players remaining at the end of the game. Capture the flag may be played with teams of various sizes from 3 to 20, commonly noted by referring to the event as a "5-man", "7-man","10-man", etc, depending on the number of players on a team. 20- and 15-man tournaments on wooded fields were common in the 1980s, but modern tournaments are usually 3-man, 5-man or 7-man and played on grass fields with manmade obstacles.
  • Centerflag - Like Capture the Flag, only with one flag in the middle of the field that both teams try to bring to their opponent's flag station on the opposite side of the field. Like Capture the Flag, Centerflag is commonly played in 3-man, 5-man and 7-man formats.
  • X-Ball - A newer tournament format, X-Ball pits two teams against each other in multiple rounds of Center Flag played one after another until time runs out. The winner is the team with the most victories after two 16- to 20-minute halves. Teams of up to 18 players field five players at a time. Unlike most tournament formats that forbid players to communicate with people on the sidelines, X-Ball allows a coach to advise players on the field. Players who receive penalties are not permanently removed from the game, but placed in a hockey-like penalty box for several minutes. X-Ball has taken root at the national level, although variations are found in regional and local competition. The X-Ball Light variant has one period, typically 15 minutes long. The first team to reach a set point total (commonly 5 or 7 points), or the team with the highest point total after game time has elapsed, wins the match.

X-Ball was briefly considered for Summer Olympic sport status some time ago, but was rejected.

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 1980s, 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.

Common rules of play

The following are the most basic and common paintball rules. While there is little variation in safety rules, variation in other game rules is quite common, and players should ask about the specific rules where they are playing.

Safety rules

Like many sports, safe participation in paintball requires observance of proper safety procedure. When safety rules are followed, paintball is extremely safe, with an injury rate of only 0.2 injuries per 1,000 exposures. Injury rates for other common team sports are much higher, including 12 times as high for soccer (2.4 injuries per 1,000 exposures) and 7 times as high for baseball (1.4 injuries per 1,000 exposures). Put another way, a player who playied paintball twice a week would expect to play for 50 years before sustaining an injury.

Paintball Goggle System - The most important rule in paintball is that all players must wear a protective goggle system designed for paintball use at all times when they are playing or near other people who are playing. While paintballs will not cause permanent injury to most areas of the body, the eyes, and to a lesser extent the ears, are vulnerable to injury if hit by paintball. Wearing a protective paintball goggle system, including goggles to protect the eyes, a mask that protects the face, and ear flaps that protect the ears, protects players from injury to these areas, much like shin guards protect soccer players. Paintball players must never remove their goggles when other people are, or may be, playing nearby. If a player’s mask falls off during a game, he should immediately lie face down on the ground, and yell "Mask!" or "Goggles!" to alert game officials and other players to discontinue play until the player is able to replace their goggles.

Maximum Paintball Velocity - In addition to mandatory use of masks, paintball guns must not fire paintballs that exceed a certain velocity. The industry standard maximum velocity is 300 feet per second (about 200 miles per hour), but many paintball facilities set a lower limit, usually 250 to 295 fps, for extra safety margin and the comfort of their players. Paintballs traveling faster than 300 fps can potentially break the skin and also may leave large bruises.

The only way to know the velocity at which a paintball gun is shooting paintballs is to use a chronograph, a device that measures paintball speed. Chronographs are standard equipment at commercial paintball facilities, but must be purchased if not playing at a commercial location. Players who play without first using a chronograph to check the velocity of the paintballs they are shooting put their and other players' safety at risk. Becasue changes in temperature, humidity and atmospheric pressure will change the size of paintballs, and thus how tightly a paintball fits into the barrel, paintball guns should be chronographed several times throughout the day to protect against changes in velocity. Paintball guns should also be rechronographed after any adjustment or replacement of parts, including especially the barrel, which can also change the velocity of paintballs shot from the gun.

Barrel BLocking Devices - Lastly, all players should install a barrel blocking device on their paintball gun when not actively playing. This protects the player and others in the event a marker is accidentally fired, as the barrel blocking device should prevent the paintball from leaving the barrel of the paintball gun. Barrel plugs, usually piece of plastic with rubber orings placed into the front end of the barrel, were the most commonly used barrel blocking device for many years. Because a barrel plug that does not fit tightly enough into a barrel can be accidentally shot out, leaving the barrel open and unsafe, barrel plugs are being replaced by barrel socks, which do not suffer this weakness. Most commercial locations now require barrel socks instead of barrel plugs.

Player Eliminations

Players eliminate each other from the game by hitting their opponent with a paintball. Players are generally considered 'hit', 'marked' or 'tagged' when a paintball shot by another player strikes and breaks on the player leaving a paint mark. Depending on the specific rules in effect where the player is playing, the mark may need to be a particular size to count (in the US, the size of a US Quarter is a common threshold in recreational play, while any mark counts in most tournament play), or a hit with no mark may count if the hit is observed by a referee. Once a player has been hit, they are eliminated from the game.

If a player is uncertain whether a mark or strike they have received is a valid hit or not, possibly because the mark is from the spray of a paintball breaking on another nearby object, or because they can not see the part of the body where they have been struck by a paintball, or because the paintball may have been shot by a player who had already been eliminated, the player should ask a referee to determine whether or not the player has a valid hit. This request is commonly referred to as a 'paint check', and is most often requested by the player yelling the words 'Paint Check' to a nearby official. Some game rules allow an official to call a player 'neutral' during a paint check so that the official can more closely inspect a player. If a player is called neutral, they must discontinue play while being checked, and opponents may also not fire or advance on the neutral player.

Players may also be eliminated from the game for reasons other than being hit by a paintball, including calling themselves out by saying "I'm hit!" or "I'm out!", due to a penalty, from paint marks from paint grenades or paint mines (in games where such equipment is allowed) or for game infractions like stepping out-of-bounds.

Because players who call themselves out are eliminated even if they are not actually hit, players should always check to see if a paintball that has hit them has indeed left a mark. A paintball may simply bounce off a player’s body, which does not count as a hit. Players may also call for a paint check on another player if they believe they have marked an opponent to insure the player is promptly eliminated from the game, especially if the opposing player may not be aware they are hit or may be attempting to hide or remove a hit. Removing a hit and continuing to play is a severe form of cheating commonly known as 'wiping' and can result in severe penalties, including being permanently banned from the playing location at a recreational or commercial facility, but in most instances a penalty of “3 for 1” will be called. This is where the cheating player and an additional three teammates are eliminated from play.

The X foot/meter 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. Getting hit by a paintball from close range can be particularly uncomfortable, and it is thus polite and good sportsmanship to avoid shooting opponents from close range whenever possible.

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.

Paintball lingo

  • Agg - Agg is a commonly used term for paintball fads. Things such as designer headwraps, to custom annodized markers are "Agg". HK Army at this time is the leader in Agg. Pronounced like and short for "aggro".
  • 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. This technique is not always allowed.
  • Barrel Smoothie - A 'barrel smoothie' generally refers to an excess amount of broken paint that drips from the barrel after several paintballs had been broken inside of it.
  • 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.
  • Bounce - Term which signifies when a paintball makes contact with a player but does not break on them. It in turn bounces off of them.
  • 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.
  • Bunker Baby - A player who spends more time than necessary behind a bunker, and is speculated to make getting ultimate cover from one the highest priority.
  • Camper - A player who does not like to  move on the field, let the other player come to him.
  • Caveman - A player who, like a rogue, does his own thing on the field, but keeps an especially low profile.
  • 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.
  • Condom - Also referred to as the barrel condom or barrel bag, 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 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 an infrared beam fired across the breech to a sensor. 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 badly that they cannot see.
  • Ghost - A player who continues to play after being tagged out, but keeps an extremely low profile, often playing in non-populated portions of the same field, or hanging around the back or sides.
  • Gogged - An expression denoting that a player has been hit directly in the mask by another player.
  • Gun FREAK - An individual who collects more paintball markers than he uses. Frequently, 'gun whores' will trade out one marker almost immediately after receiving it for another.
  • 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.
  • Headcheck - A term used to describe the tactic of giving a quick look out from protection to get a better idea of the enemies' position just before shooting. Used often in tournament play seconds before a snapshot.
  • 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. Many hoppers now are mechanical "force feed" hoppers, in which the paint is forcefully fed into the gun by the hopper.
  • Hoser- A hoser is a player who shoots excessive amounts of paint, leading the bunker he was shooting at to drip paint.
  • Kamikaze - A player who plays with little regard to being hit for the sole purpose of tagging other players out. An example is a kid who proceeds to sprint down the field, shooting aimlessly at the opposition hoping to get a hit, while taking no cover.
  • Lit up - An expression connotating 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.
  • Noob - A new player.
  • Nub - An experienced player who exibits characteristics of new players.
  • Own - To tag a player in a manner that is often noticed by a majority of other players. To get 'owned' can refer to this, but to many other players it can also be being tagged in an obvious place in a humorous manner.
  • 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.
  • Pawn - Any player who is often 'used' by the rest of his team in situations where his/her value is less than significant in that particular game. One example is a newer player who is sent to the most 'dangerous' parts of the field in order to simulate what might happen if the rest of the team were to proceed into that part.
  • 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".
  • Rogue - A player who generally does his or her own thing on the field, often refusing to follow the game plans of head 'authorities' of their respective teams.
  • 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.
  • Snapshooting is a method, used in paintball, to begin shooting before leaning out from behind a bunker in order to have a better chance of hitting a target. This is a common practice used in tournament play.
  • 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. Much like barrel tagging, however, it is not always allowed.
  • Tanks - This refers to the CO2 (sometimes wrongly called C(zero)2), Air, or nitrogen 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. The exception to the gases named above is with the Tippmann C-3, which is specifically designed to run on propane, though this gas should not be used with any other marker.
  • Tricked out - A term used to describe a gun that has numerous upgrades and enhancements.
  • Pimp - A player who relentlessly gets other players to carry out his biddings on the field, without having any 'authority' as team leader for that particular game. 'Pimps' can also be considered to last throughout each game where he 'uses' other players, using most of his skills to keep a low profile.
  • Pod FREAK - 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.

Every paintball field play has its own lingo for various obstacles, bunkers, and landmarks that are unique to the site. Prospective players should always familiarize themselves with the terms used by other players beforehand.

Scenario/Big Game Lingo

Scenario games have their own set of lingo in addition to the standard paintball jargon above.

  • 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. Also see "PAV".
  • 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.
  • Bounty  - A value that is put on a player. To collect the bounty you must shoot the person to collect the reward. LAST BOUNTY
  • BBD - Barrel Blocking Device. Another term for a barrel sock (barrel condom), although this term can be used in a more general sense to mean anything that effectively stops the marker from injuring another person accidentally.
  • 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.
  • 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 not be healed.
  • 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.
  • 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 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.
  • 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.
  • 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. The idea behind this setup eliminates the standard mission sequence and allows the two Generals to duke it out as they see strategically fit.
  • Satchel Charge - A kind of prop that is placed under referee supervision for triggered elimination or demolition. These are typically an alternative to LAWs for vehicle elimination.
  • XO - Executive Officer. Second in command to General.
  • Over Kill - A player is tagged more than necessary.