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The sport of paintball has it's own vocabulary. Here are some well know terms used in the sport.
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10-Second Silent Count - The
common starting procedure for tournaments. Teams start out touching,
directly in front of, or behind their dead-box. The head referee will
check to ensure each team is ready then commence a 3-2-1 count to the
10-second silent countdown where no verbal count is announced from the
referee. At the end of the silent countdown the referee announces,
"Go!" and play begins.
5-Second Silent Count -
Similar to the 10-Second Count, except that the head refereee will
commence a 3-2-1 count to a 5-second silent countdown, then announce
"Go!" to begin play.
A-B-C:
Agg - Agg, a term coined by the HK Army of SC Village originally meant "cool" or "original".
Backer - A backer is a player
who provides support fire for the rest of his team, suppressing the
opponent as much as he can. He is often the one who is communicating
the most, since he often has a better and larger view of the field.
Baller/ Balla - One who participates in the sport of paintball.
Beavertail - Refers to a guard
at the back of a rear cocking marker. While it helps prevent the
cocking rod from hitting your mask, it was actually intended to prevent
the user from thumping the back of the gun. See also Thumping.
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.
Board - A circuit board which
serves as the central electronic component of any electric paintball
marker. The board contains or receives input from the trigger switch
and controls actuation of the solenoid which commences a firing cycle.
This board allows for a lighter and shorter trigger pull than most
mechanical markers are capable of. Many stock and after market boards
will also allow for different firing modes, such as ramping, rebound
and fully automatic modes. If so equipped, the board will also
interpret a signal from the eyes of a marker and control the firing
cycles accordingly.
Bonus Ball - Hits a player
receives after being eliminated, usually while leaving the field of
play. A player may receive bonus balls due to the fast rate of fire of
markers in tournament play, by walking through a line of fire, or
occasionally by being intentionally shot by an opponent. Sometimes
referred to as "Extra Love" and "Bonus Ball Loving". Usually occurs in
tournament settings and may result in penalties. Also used to prevent
Dead Man Walking.
Bounce (1) - When a paintball
makes contact with a player but does not break. Such paintballs usually
'bounce' off and do not count as an elimination.
Bounce (2) - A term referring
to a trigger set-up which causes more than one firing cycle to occur
with only one pull of the trigger. This can be caused by electronic
signals being misinterpreted by the board as more than one trigger
pull, or by the trigger mechanically actuating the switch more than
once. Excessive trigger bounce is banned by most sanctioning bodies,
and during tournaments markers are repeatedly tested to ensure that
bounce is not present, with players violating the bounce rules
receiving penalties or disqualification.
BPS - Acronym for Balls Per Second, which refers to a markers rate of fire.
Break (1) - The start of the
game. It is usually signaled by the referees calling out "Go go go!",
blowing a whistle or something similar. Getting Shot off break is a
term used when a player is shot out right after the game starts,
usually by an opponent sweet spotting their line of movement.
Break (2) - A situation where
a paintball breaks in the barrel of a marker. This is usually due to
the paintball being defective or too old. Broken paint in the barrel is
considered by players to be very bad as the loose fluid can affect the
accuracy of the following shots.
Bunker (n) - An obstacle on the field of play used to block opposing players' view and field of fire.
Bunkering (v) - 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.
Bunker Hugging - Keeping the
barrel of a marker pressed against the side of a bunker to create the
smallest possible profile while still allowing the player to shoot.
Works best with longer barrels (usually 16"). Most professional players
back off the bunker to limit their exposure by decreasing the time it
takes to pop out.
Bunker Tag - When one player
runs up to a player hidden behind a bunker and tags the bunker. This
results in the player who is behind the bunker being called out. This
rule is rarely used, and never at the tournament level.
B.Y.O.P. - Short for "Bring your own paint."
Camping - A strategy whereby a
person will sit hidden in a single place for most or all of the game.
This allows the player to eliminate any opposing players that may pass
his or her location. This strategy is generally associated with newer
players.
Can - A paintball bunker which is tall and cylindrical in shape. Also known as a "stand-up", "Beer Can", "Tower", and more.
Car wash- A paintball bunker that has a rectangular shaped bottom and a curved top.
Center 50 - The center of the paintball field.
Cheater board - A term used to
refer to altered or specifically programmed marker electronics which
allow ramping. This was a common name for ramping software when ramping
first came onto the paintball scene- roughly in 2001-2002. Be aware
ramping is not always considered cheating. Some tournaments allow
ramping, such as the PSP, NXL and CFOA.
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.
Chopped Ball - 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 mess
of paint that may prevent the marker from shooting accurately until
cleaned.
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.
Cocker - Slang for any autococking marker, generally any Worr Games Products Autococker.
Condom - Also referred to as
the barrel condom, 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.
Contract Killer - A player who
is paid for playing paintball, normally a professional or semi-pro
player. Contract Killer can also refer to a small group of professional
players sponsered by Hybrid Technologies, such as Nicky Cuba and Josh
Davey.
Covering Fire - Occurs when a
player is going to move to another area while enemy sentries are in the
area. The player will likely call out, "Cover me", or "Cover Fire".
This announces that the other teammates need to use suppressive fire
while the player moves to the next area, causing a distraction or
creating suppressing fire upon the opposing players.
Cyclops - Taking a single shot to the goggle lens leaving the appearance of one big blotch, which looks like a single eye.
D-E-F:
Darting - When a player
quickly runs from obstacle to obstacle while under fire by opponents,
often dodging hostile fire in the process.
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.
Dome Shot - Taking a hit to the top of one's head.
Dorito - A paintball bunker shaped like a pyramid. So-named because its shape is reminiscent of Doritos brand tortilla chips.
Drift - When a speedball or tourney player does a long slide on the ground to get to a bunker.
Eating (the) Paint - When a player is shot in the mouthpiece of his mask, sending paint all over the lower half of his face.
Eye/Eyes/ACE/Vision (Anti-Chop Eye) (n)
- A detection system installed on electronic markers. There are three
types; vision, reflective and laser eyes. Break beam incorporates an
infrared or laser beam fired across the breech to a sensor. When a ball
enters the breech of the marker, it blocks the path of the eyes just
like if you were to put your hand in front of your eye, telling the
marker that a ball is in the breech and 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.
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.
Front man - Player who is the
first line of offense. These players need to work their way to the
front line to take hold of key positions on the field, and/or to pull
the flag. Front players rarely go through a round without being
eliminated.
Fully - A full-automatic marker that can hold anywhere from 30, 50, to 100 balls.
G-H:
Ghillie - A camouflage suit that lets a player blend into the enviroment.
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. Also used as a woodsball term to be a more
"politically correct" version of the sniper.
Gogged - An expression describing the state of being hit directly in the mask by another player.
Grilled - Getting shot in the lower part of one's goggles, as if they were hit in the "grill" or mouth.
Groupie - Someone who hangs
out or goes to games with a person or team that paintballs but does not
actually participate. Often has a strong physical attraction to one or
sometimes all players. An avid fan.
Gun Whore - An individual who
collects more paintball markers than he or she uses. He/she usually
buys very expensive guns, sometimes trading it for another almost
immediately after receiving it.
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.
Hammer (2) - Refers to the SpecOps label for the position of Mobile Heavy Gunner
Headcheck - A term used to
describe the tactic of giving a quick look out from protection to get a
better idea of the opponent's position just before shooting. Used often
in tournament play seconds before a snap shot.
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
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").
I-J-K-L:
Insert (1) - Like a mid field
player, an insert is able to work their way around the field,
supporting front players, and taking orders from back players. Inserts
need to listen to not only their backers, but also their front men to
gain insight as to where players are on the field to shoot out.
Insert (2) - A bore-sizing
piece of aluminum or stainless steel in the shape of a tube that is
inserted into a barrel to match the inner bore to the size of paintball
used.
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.
M-N-O:
Marker - See Paintball marker.
Mirror - An opponent in the same bunker as you, on the other side of the field.
Mill, Milled, Milling - Making physical alterations to the marker consisting of an automated mill removing portions of metal to give a new look.
Mod, Mods - Short for "Modifications" of a marker or equipment
Mowed Down - An expression connoting overwhelming victory. It is often used to describe someone who has been marked several times.
Mowin' Faces - Slang referring to when a player is doing particularly well in a paintball game.
Mug Shot - Shooting someone in their goggles.
Noob, Newb - 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.'
P-R-S:
Painting - Short for "Going paintballing"
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.
Paint - Term used in place of "paintballs". Compare "I used a lot of paintballs today" with "I used a lot of paint today".
Pairing - When two people on
the same team are designated as partners and made responsible for each
other. This pair may have a set of objectives or duties and are mostly
effective during woodsball where players can move around without
getting detected. Often, a new player and a skilled veteran will be
paired so that the newbie can learn the basics during play.
Pants - Meant to replace Agg, meaning "cool" or "original" or "awesome".
Pawn - A player who is 'used'
by the rest of the team in situations where his/her value is
insignificant in that particular game. An example would be a newer
player who is 'sacrificed' by being sent to the most dangerous parts of
the field.
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.
Pod stealing - The act of
taking a pod left on the field of play by another player. Generally
considered legal by most players, but is frowned upon by others because
of the fact that pods cost money. The majority of players however,
condone taking pods if left on fields at the end of the day (this can
be compared to taking lost golf balls at a golf course).
Private Label - Abbreviated PL or P/L, refers to special or team editions of markers, distinguished by special upgrades, parts, and milling.
Pwn - 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.
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.
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.
Rollie - A can bunker placed horizontally on the ground.
Rolling your gun - When a player gets his/her gun firing at a decent rate of fire and keeps it going.
Roping Paint - When a player, usually a back player, shoots a nonstop stream of paint down a lane.
Run through - A strategy
whereby a player runs down the field and tries to bunker other players
before getting eliminated. The player is often eliminated at the end of
his run but will have taken out several opponents if the run was
successful.
Right thirty - a bunker that is 30 degrees ahead of back right.
Right fifty - a bunker that is 50 degrees ahead of back right.
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 shook 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.
Snake - a paintball bunker
that usually has a long narrow bunker laying "north to south" and then
a shorter more taller bunker laying between 2(two) of the longer
bunkers. The shorter bunker is also perpendicular to the longer
bunkers.
Snap Battle - Term describing the two players who are trying to snap shoot each other.
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.
Soger - a player of extreme talent who causes fear in other players, mostly due to extremely aggressive play.
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. See also, stock-class or Stock
paintball.
Streetball - A term used to
describe paintball played by those who do it simply for the love of the
sport. It refers to those who go out every weekend to play with friends
and have a good time, regardless of their skill level or status.
String - Describes the stream
of paintballs that result when a player shoots a lot of paintballs in a
short amount of time. See also Roping Paint.
Superman Dive -The head first dive made by a paintballer, usually to make it to a bunker faster.
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.
Surrender (2) -A game type in
which players play where they can be hit more than one time and call
themselves out when they can either no longer see cause they were hit
in the mask or cannot take the pain anymore
Sweet Spotting - A strategy
commonly used in tournament paintball, where a player shoots a string
of paint into an open area or a lane (usually in the start of the
game), with the hope that an opponent moving to a bunker will run into
the line of fire and be eliminated. The effect of this tactic is to
prevent an opposing player from moving to a bunker that he or she
wants. Also a term used for players who have a response trigger who can
make their gun virtually automatic by finding the exact pressure to
apply to the trigger.
T-U-V-W:
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 (see Remote).
Tape - the sides of the field running from one team's side to the other.
Tape Man - Player who lanes (shoots) the tape side(s) of a field.
Timmy - Slang for a Bob Long Intimidator marker.
Tippy - Slang for any Tippmann
marker, generally a 98 Custom or A5 model marker. Other models include
the X7, C3, and the Triumph models.
Tourney Play - Competition at the tournament level.
Tricked out - A term used to describe a marker with numerous upgrades and enhancements.
Throwin' Ropes - Firing your marker at high rate of speeds. See Laning
Thumping - The act of slamming
the cocking rod/knob of your marker at just the right moment resulting
in one really high velocity shot.Generally can only be done on a WGP
Sniper/Autococker with the beavertail removed
Turner Effect - A tendency to
leave by example (yes. .. leave). A leader whom becomes a lone wolf by
choice. A direct effect of having the Tuner Gene.
Ups - Short for "upgrades," same as "tricked out" or "mods" (modifications).
Vitals - A game where only
hits to the mask, back or chest count as eliminations. Hits to the
legs, arms or shoulders do not count. Commonly played in Woodsball.
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 12-20 balls per second, depending on the player's
speed.
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.
Wrapping around - When a
player wraps around the side of his/her bunker to get a clean view/shot
of different angles on the field. Often causes the player to expose
him/herself to opposing players.
Scenario terms
Scenario games have their own set of terms 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.
BBD - Barrel Blocking Device.
Another term for a barrel sock (barrel condom), although this term can
be used in a more general sense to describe any device that catches the
paintball when a marker is accidentally fired off the field.
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.
Hammer - A term for paintball guns
that have more than one barrel. They are usually capable of shooting
over 30 balls per second consistently. The most common type is two
Tippmann A5's connected together ("Double Trouble"). The original
"hammer" is the Nasty Typhoon, manufactured by Palmer. The biggest one
currently functioning is the Tippmann Triclops (Area 51 Paintball), and
the biggest one ever made is the Hell Hound (Made by Tippmann, now at
Hell survivors).
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.
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.
Squad Commander - Also known as
Unit commanders or just Commanders for short, they often receive
mission info from the General and will form up a make shift squad or
unit to help them go complete an objective. Their other jobs are to
help organize different groups for different missions or, should the
General not be available and neither is the XO (or there is no XO for
the game) for any reason such as being sent to the rejuv center by
normal or special ways (Example a person roleplaying a character
getting bribed to walk on into the CP and place a Satchel charge
there.) Then a Squad Commander will take things over at the CP until
the General returns.
XO - Executive Officer. Second in command to General. The job of the XO is to be the eyes and ears of the General.
OG - Original Gangster. The founder of the paintball team. Usually the oldest and most respected member.
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