Paintball Glossary

Paintball Glossary

Paintball Glossary. A complete list of paintball terms. It is ideal for beginners to understand the language used on the paintball field. We think this list is pretty comprehensive, but if you know of a term we don’t have listed below, please let us know and we’ll add it.

  1. 360 – A trick move where a player spins around completely to disorient opponents or dodge incoming paint.
  2. 50-50 – A balanced strategy where half of the team focuses on offence and the other half on defence.
  3. Action – The live gameplay in a match.
  4. Agg – Slang for “aggressive”, often referring to equipment or playing style.
  5. Airball – Is a paintball game played on a field with inflatable bunkers.
  6. Anti-Chop System (ACS) – A feature in some markers to prevent paintballs from being chopped by the bolt.
  7. Angel is a brand of high-end electronic paintball markers.
  8. Action Shot – A photo taken during a paintball game that captures a player in action.
  9. Air Ball Field – A paintball field that uses inflatable bunkers.
  10. Backspin – When a paintball is spinning backwards as it flies
  11. Autococker – A type of mechanically operated paintball marker.
  12. Back Player – The player positioned in the back of the field, often providing cover fire for the front players.
  13. Ballistic Coefficient – A measure of a paintball’s ability to overcome air resistance in flight.
  14. Blowback – A type of marker operation where some of the air from firing is used to recock the marker.
  15. Breech Sensor – A sensor that detects whether or not a paintball is in the breech.
  16. Barrel – The part of the paintball gun where the paintballs are shot out from.
  17. Barrel Bag – A safety device that fits over the barrel to stop any unintentional paintball discharge. Also known as barrel sock.
  18. Blender – A marker that frequently chops paintballs.
  19. Breakout Pattern – The planned moves and routes a team takes at the start of the game.
  20. Ball Lock – When a paintball is lodged in the marker’s feed system, causing a jam.
  21. Beavertail – A part on some markers that prevents the bolt from hitting the player in the face.
  22. Barrel Plug – A safety device placed in the barrel when the marker is not in use.
  23. Blind Firing – Shooting without looking where you’re aiming. This is generally considered unsafe and is often not allowed.
  24. Bounce – When a paintball hits a player but doesn’t break.
  25. BPS – Balls per second, the rate at which a marker can fire.
  26. Breakout – The start of the game when all players leave the start base.
  27. Bunker – An object on the field that players use for cover.
  28. Bunkering – The act of rushing an enemy’s bunker to eliminate them.
  29. Barrel Break – When a paintball breaks inside the barrel instead of when it hits the target.
  30. Barrel Sock – A safety device placed over the barrel to prevent accidental discharge in safe zones.
  31. Blind Shooting – Firing without looking, often considered dangerous and against the rules.
  32. Bonus Balling – Shooting a player who has already been hit and called themselves out. This is generally considered poor sportsmanship.
  33. Borrowed Time – When a player has been hit but continues to play until a referee notices.
  34. Break Shooting – Firing at the other team’s starting position right at the start of the game.
  35. Chrono, Chronograph – A device used to measure the speed of a paintball when it leaves the barrel.
  36. Center Flag – Is a game where teams compete to capture a single flag in the middle of the field.
  37. Cycle Rate – The speed at which a paintball marker can fire and re-chamber a paintball.
  38. Camper – is a player who stays in one spot for most of the game, often for defensive purposes.
  39. Chopping Paint – When the marker’s bolt cuts a paintball in half, usually because of a jam or misfeed.
  40. Chrony – Short for chronograph, a device used to measure the speed of a paintball.
  41. CO2 Burst Disk – A safety feature on CO2 tanks that bursts when the pressure gets too high.
  42. Cup Seal – A part in the marker that helps control the flow of air.
  43. Cake – A type of bunker that is short and round. Staple diet of an airsofter.
  44. Car Wash – A type of bunker that players can go inside.
  45. Closed Bolt – A type of marker design where the bolt is in the forward position when at rest.
  46. Crawling – Moving on your hands and knees to stay low and out of sight.
  47. CO2 – Carbon dioxide, a gas used in some paintball markers.
  48. Dead Man’s Walk – A tactic where a player acts as if they are out to fool the enemy team.
  49. Dimple – A small indentation in a paintball that can affect its flight path.
  50. Drop Forward – A piece of equipment that moves the air tank forward to change the balance of the marker.
  51. Deadbox – The area where players go after they’ve been eliminated.
  52. Double Tap – Firing two quick shots in succession.
  53. Direct Feed – A type of hopper connection that feeds paintballs directly into the marker’s breech.
  54. Dead Man’s Zone – An area of the field that is highly exposed and risky to move through.
  55. Double Trigger – A trigger designed for two fingers to increase firing rate.
  56. Dive – A move where a player dives to the ground to avoid incoming paint or to slide into cover.
  57. Dorito Side – The side of the field where the Dorito-shaped bunkers are located.
  58. Dry Firing – Shooting a marker without any paintballs. This is often done to clear out any debris in the barrel.
  59. Dorito – A term for a triangular inflatable bunker, named due to its resemblance to a Dorito chip.
  60. Drop Forward – A component that allows you to move the tank forward and down for a more compact setup.
  61. Elimination – When a player is hit by a paintball that breaks upon impact.
  62. E-marker – An electronic marker, as opposed to a mechanical one.
  63. Expansion Chamber – A section of the marker where CO2 can expand from liquid to gas form.
  64. Electronic Hopper – A hopper that uses electronic mechanisms to feed paintballs into the marker more efficiently.
  65. Facebook – An online platform where paintballers go to argue with each other.
  66. Field Paint Only (FPO) – A rule that players can only use paintballs purchased at the field.
  67. Fill Station – The area where HPA tanks are refilled.
  68. Flag Station – The place where a team’s flag is located at the start of a capture-the-flag game.
  69. Flank – Moving around the side of the field to attack the enemy from the side or behind.
  70. Flag Hang – In capture-the-flag games, the act of hanging the flag at the designated spot.
  71. Forum – A place where paintballers used to go to argue with each other. Now taken over by Facebook.
  72. FPS – Feet per second, a measure of the speed of a paintball when it leaves the marker.
  73. Field Legal – A marker or piece of equipment that meets a paintball field’s specific rules and regulations.
  74. First Strike Round (FSR) – A type of paintball that is shaped more like a real bullet, allowing for more accuracy and range.
  75. Front Player – A player that moves to the front lines of the field to engage the enemy team.
  76. Ghillie Suit – A type of camouflage clothing designed to resemble heavy foliage.
  77. Gogged – Being hit in the goggles by a paintball.
  78. Guppy – Another term for a pod.
  79. Grenade – A device that sprays paint in a radius when thrown.
  80. Ghosting – Moving stealthily on the field to avoid detection.
  81. Gun Hits – When a paintball hits a player’s marker. Whether this counts as an elimination can depend on the rules of the game.
  82. Gun Stand – A stand used to hold a paintball marker when it’s not in use.
  83. Hopper – The part of the paintball gun that holds the paintballs.
  84. HPA – High Pressure Air, a type of gas used in paintball markers.
  85. Hit – When a player is struck by a paintball.
  86. Hang Time – The time a player spends in the air while jumping or diving.
  87. High Pressure System – An air system that operates at a higher pressure, often used for older or less efficient markers.
  88. Hit Indicator – A visible sign that a player has been hit, such as a splatter of paint.
  89. Hyperball – A type of paintball game played on a field with hard plastic pipe bunkers
  90. Hot – When a marker is shooting at a velocity above the field’s limit.
  91. In the Money – In tournament play, finishing in a position that wins a cash prize.
  92. Insert – A part of a barrel kit that can be switched out to better match the size of the paintballs being used.
  93. Laning – Firing continuously down a ‘lane’ to prevent opponents from moving through that area.
  94. Loader – Another term for a hopper.
  95. Lobbing – Firing paintballs in a high arc to hit targets behind cover.
  96. Low Pressure System (LPS) – An air system that operates at a lower pressure, often used for newer, more efficient markers.
  97. Low Impact Paintball – A version of paintball with smaller, lighter paintballs that cause less pain on impact.
  98. Marker – Another term for a paintball gun.
  99. Mask – Protective gear worn over the face during paintball games.
  100. McDonalds – Traditional meeting place for paintballers at 6am on their way to an event.
  101. Milsim – Short for “military simulation”, a type of paintball game that attempts to mimic military combat.
  102. Marker Stand – Another term for a gun stand.
  103. Motorized Hopper – Another term for an electronic hopper.
  104. Matball – A large paintball game with hundreds or even thousands of players.
  105. Mech – A mechanical marker.
  106. Mercy Rule – If a player sneaks up on an opponent, they can offer ‘mercy’, allowing the opponent to surrender without being shot.
  107. Mid Player – A player that supports the front and back players, filling roles as needed.
  108. Neutral Player – In some games, a player who is not on either team and can interact with both teams.
  109. Overshooting – Shooting a player who is already out.
  110. Off the Break – Actions taken immediately after the game starts.
  111. One for One – A penalty in tournament play where a player is removed from the game for a rules violation, along with an additional player from their team.
  112. Paint Check – Requesting a referee to check if a hit
  113. Paint Grenade – A device that, when thrown, sprays paint in an area.
  114. POV – Point of view, often referring to videos filmed from a player’s perspective.
  115. Paintball Harness – A belt or vest used to carry extra pods of paint.
  116. Pump Marker – A type of marker that requires the player to manually rechamber each paintball by using a pump action.
  117. Pinching – Shooting an opponent who is behind cover by hitting both sides of their bunker.
  118. Playing On – Continuing to play after being hit and marked by a paintball. This is considered cheating.
  119. Playing Tight – Staying close to cover and minimizing exposure.
  120. PSP – Paintball Sports Promotions, an organizer of professional paintball tournaments.
  121. Paintball – The ammunition used in the game, a round gelatin capsule filled with water-soluble dye.
  122. Pod – A container used to carry extra paintballs during a game.
  123. Pod Pack – A belt or harness used to carry pods.
  124. Ramping – A feature on some electronic markers where the firing rate increases the longer the trigger is held down. Mainly used by kids with no skill.
  125. Regulator – A device that controls the air pressure in a paintball marker.
  126. Rolling the Gun – Rapidly pulling the trigger to achieve a high rate of fire.
  127. Running and Gunning – Moving quickly while also shooting.
  128. Rate of Fire (ROF) – The speed at which a paintball marker can fire paintballs, often measured in BPS.
  129. Ref – Referee, the person who enforces the rules in a paintball game.
  130. Remote Line – A hose that connects a marker to an air tank carried in a pack, allowing the marker to be lighter.
  131. Safety – A mechanism on a marker that prevents it from firing.
  132. Scenario Game – A large-scale paintball game often based on historical events or movies.
  133. Safety Kill – Eliminating an opponent by getting close and offering them a chance to surrender.
  134. Sight Rail – A rail on top of the marker where a sight or scope can be mounted.
  135. Silent Kill – Eliminating an opponent without alerting other enemies.
  136. Standoff – A situation where two players are in cover and trading shots without moving.
  137. Stock Marker – A marker that hasn’t been modified from its original factory condition.
  138. Snake – A low, long bunker on the field.
  139. Spool Valve – A type of paintball marker design known for its smooth firing cycle and quiet shot.
  140. Shooting Lanes – Firing across the field to prevent opposing players from moving forward.
  141. Sliding – A move where a player slides along the ground to move quickly into cover.
  142. Staging Area – The area where players prepare before a game and rest between games.
  143. Stock Class – A type of paintball game with restrictions on equipment to create a more level playing field.
  144. Sup’Air – A brand of inflatable bunkers, often used in tournament play.
  145. Squeegee – A tool used to clean the barrel of a marker.
  146. Snap Shooting – Quickly leaning out from behind cover to take a shot and then immediately ducking back behind cover.
  147. Speedball – A fast-paced form of paintball typically played on a small, symmetrical field with inflatable bunkers.
  148. Splat – The mark left by a paintball when it breaks upon impact.
  149. Surrender Rule – If a player gets within a certain range of an opponent, they can offer ‘surrender’, allowing the opponent to admit defeat without being shot.
  150. Sweet Spotting – The act of firing at a specific spot where you expect an opponent to appear.
  151. Tank – The container that holds the air or CO2 used to propel paintballs out of the marker.
  152. Tactical Reload – Reloading your marker with a new pod while retaining any leftover paintballs in the current pod.
  153. Thread Adapter – A piece that allows a barrel with one type of threading to be used on a marker with a different type of threading.
  154. Tournament Grade Paint – High-quality paintballs that are more consistent in size and less likely to break in the marker.
  155. Tourney Lock – A feature on electronic markers that prevents settings from being changed during a game.
  156. Walk-On – A player who shows up to a field without being part of a pre-arranged group or event.
  157. Wet Willy – A means of eliminating a player. One player sneaks up behind another player, licks his finger and places his wet finger in the front players ear.
  158. Woodsball – A type of paintball game that is played in the woods or has a similar setup with natural cover.
  159. Walking the Trigger – Using a technique to quickly alternate between two fingers to fire the marker more rapidly.
  160. Warp Feed – A device that moves paintballs from the hopper to the marker using forced air.
  161. Wiping Hit – Illegally removing paint after being hit, an act considered cheating.
  162. Wrap – Moving to the side of a bunker to get a better angle on opponents.
  163. Wiping – Illegally removing paint after being hit, an act considered cheating.
  164. X-Ball – A tournament-style game with fast-paced rounds and a focus on strategy.
  165. XO – Short for “executive officer”, the second-in-command in a scenario game.
  166. Zig Zag – A method of movement used to make a player a harder target to hit.
  167. Zone – An area of the field that a player is responsible for covering.

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