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Like any sport, paintball has it's own slang and lingo. Paintball terms aren't nearly as
obscure as those of some other pursuits, but none the less they can be intimidating to new players.
I've written this list up to help out players who are new to the sport and haven't had the chance to
'pick up the lingo' yet.
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Bunkered: Specifically: To pin someone in their own bunker by surrounding them resulting
in their elimination. This term has come to be used for any elimination that is somewhat embarrassing
to the person eliminated.
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Geezerball: Specifically Stock Play. But more commonly used to refer to woodland play
with no time limits and an emphasis on stealth. Used because older players prefer this style of play.
Slow paced paintball.
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Outlaw Ball or Outlaw Play: Specifically playing paintball where it is illegal to do
so. This usually bears the additional connotations of inadequate attention to velocity limitations and
safety equipment. This term often applied to playing at any location that is not a certified paintball
field, including land privately owned by the players. Because players on private property are not 'insured'
by a paintball organization they are considered 'outlaws'.
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Pick-up Play: Similiar to Outlaw Ball but suggesting that the players are on privately owned
property and observing reasonable safety rules. In other words, playing paintball at a non-commercial
field.
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Chronograph or 'Chrono:' A device for measuring the velocity of a projectile. For safety
reasons paintball guns are deliberately tuned to fire at under 300 fps. The actual maximum setting depends
on the field and conditions. With 250-285 being the norm. Pick up game players are condemned because
few of them utilize a chronograph, thus velocities above 300 fps may be encountered.
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F.P.S. or Feet Per Second: An accepted measuring standard for projectile velocity. The
distance a projectile will travel in one second's time.
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Newbie: An inexperienced player. Usually, but not always, a first-time player. Used derisively
to describe someone who makes amaturish mistakes.
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Overshoot: To shoot someone more than one time, with 3 times being the norm. Overshooting
someone is considered 'bad form' on most fields and may cause the shooter to be removed from the game.
Some hormonally challenged persons think overshooting others is 'cool'. This is a growing problem with
the new high volume semi's and full auto markers.
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Super-Semi: A paintball gun capable of extremely rapid semi-automatic fire. This typically
means the newer electro-pneumatic markers.
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Bounce: When a paintball fails to break upon hitting a player.
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Max: When one team in a tournament scores the maximum possible points against another team.
Usage: Blue team Maxed Red team.
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Grab or Flag Grab: To obtain the flag. This is usually worth an immediate score increase.
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Hang or Flag Hang: Taking the flag to the appropriate goal. Again worth points. Not
the same as 'Maxxed'. It is possible to 'Hang' without 'Maxxing'.
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H.P.A. or High Pressure Air: New method of powering paintball guns. Atmospheric air is
compressed to very high pressure and a regulated flow is directed to the gun valve. Much more temperature
stable than CO2, results in improved performance.
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N2 or Nitrogen: Another method of powering paintball guns. This term is often used interchangably
with HPA though technically it means something somewhat different. Nitrogen is a stable inert gas but
not breathable.
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CO2 or Carbon Dioxide: The primary power source for paintball markers. CO2 is an
inert gas but it is not stable. Subject to fluctuations in pressure due to changes in temperature.
It cools down rapidly upon expansion resulting in a degradation of performance.
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Splooge: Describes a paintball breaking within the owner's gun barrel. A splooge is
highly detrimental to accuracy and usually means that the player must stop to clean the barrel before
being able to effectively contribute to the game again.
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Tapeman: A team player whose designated job is to guard the tapeline. Often this player
will be expected to attempt to outflank the opposing team should the opportunity present itself.
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Floater: A team player whose job it is to move to any location where he or she is needed.
Either by bolstering a defense or reinforcing a 'push'.
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Crawler: A team player whose job is to advance down the field at all costs. This person
will literally crawl across all but the most open terrain in order to gain advantage on the other team.
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Push: An aggressive team assault.
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Slot: The middle of the playing field.
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Tapeline: The boundary of the field.
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Wire: Same as Tapeline, the field boundary.
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Dump: When a player continues firing even after receiving a hit but before a referee
has a chance to call the player out. Thinly disguised as being inadvertant by many tourney players.
"Gee, I didn't know I was hit. . ." The idea is to eliminate opponents before leaving the field so
as to even the odds. Illegal in most tourneys as it is 'playing on after an obvious hit.' But difficult
to enforce.
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Dead Man's Walk: Another cheesy tournament player's cheat. To pretend to be eliminated
by standing up and raising one's hands or gun and walking toward the field exit. When a position of
advantage is reached the player drops the ruse and re-enters play. Universally outlawed now.
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Wiping: The dirtiest word in paintball. Just what it sounds like, to wipe off a hit
so as not to be eliminated from play. Some pretty elaborate techniques have evolved for this. Such
as diving, rolling, rub-checking, and elbow stroking. Still I think that there are far more accusations
of wiping than there are real instances of it.
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Barrel Plug: A safety device for preventing the accidental discharge of a paintball gun
while it is being carried in neutral areas. Usually a plastic device with o-rings for sealing it into
the gun barrel and a port for allowing firing gas to escape should the marker be discharged.
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Hopper: Device attached to the top of the paintgun for holding paintballs.
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Guppy: A tube-like device holding paintballs used to refill the paintgun's hopper.
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Pod: Same as Guppy. A device for carrying quantities of paintballs.
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12 Gram: Specifically, a CO2 powerlet or cartridge. The original power source for paintball
guns. A small cylinder that held, by weight, 12 grams of compressed CO2. The term 12 gram is now
used frequently to refer to the style of play wherein all markers are powered exclusively by 12 gram
cartridges. A limited firepower format. A 12 gram cartridge will provide a paintgun with between 20
and 50 shots depending on the markers gas efficiency.
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Stock: A class of play wherein markers must be powered by a 12 gram CO 2 cartridge and
have a horizontal feed arrangement. Pump or lever action only. Play emphasizes skill over firepower.
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Speedball: A format where a short time limit is given. Play is usually on smallish, open
fields with artificial cover only. This is the current rage in paintball play and not likely to be dethroned
any time soon.
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Loader: Same as hopper. A device affixed to the top of the paintgun for holding paintballs.
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