Sterling
Paintball
Rules
Paintball Markers must have a barrel blocking device (plug or sock) inserted in barrel at all times, except while on the playing field.
During a game, full face masks are to be worn at all times and never removed for any reason.
A player is out of the game if they are hit by a paintball and it breaks on
them, this includes their clothing and equipment. It doesn't matter whether the
player is shot by an opposing player or a teammate (friendly fire).
Splatter from a paintball hitting a tree does not count as a hit. Splatter
from a grenade or other paint propellant (claymore, mines, etc) counts as a hit
if the splatter is the size of a dime or consists of several tiny splatters
covering a large area on the player.
Once marked, call yourself out by yelling "I'm hit!" or "I'm out!". Put your barrel plug/sock on, raise your gun over your head, and walk to a safe area. Do not intentionally shoot players who are already out.
If a player calls "Out" even though no paintball broke on them, they are still out. No takebacks.
If there is question as to whether a player has been marked, call for a "Paint Check"... that's what the referee is for. When a Paint Check is called, all players involved remain where they are at until the referee clears the problem and restarts the game. Note also that during a Paint Check all players remain where they are when the Paint Check was called and by leaving that position during a Paint Check they can be called out by the referee or by a player reporting their movement to the referee. If the game does not have a referee, another player may perform the paint check. BE HONEST!
"Dead Man Silent" is when a player gets hit and walks out of the field. During this walk they are not allowed to speak to any of the players. A marked player is to walk out of the field of play and may observe from a safe distance. “OUT” players are not allowed to hand out their leftover equipment; this means keep your paint and air to yourself. Rooting and cheering is allowed, but tips are not.
During the playing of a game, any players caught outside of the boundaries are out of the current game. Any and all shots fired from outside the Boundaries do not count. No leaving and returning to the playing field during a game. Once you’re outside the Boundaries you’re out of the game.
If players get within 20 feet of each other, the attacking player can call the defender out by asking them to "Call out". The defender must answer yes or no. Their answer cannot be to shoot back. If the defender moves anything other than their head, the attacker has the right to shoot. It is forbidden to shoot from a distance under 6 feet. Due to the firing speed, this may lead to injuries. If the distance between two rival players is less than 6 feet, the attacker will call the defender out.
If a player taps another player with their barrel, that's called a barrel tap and is an instant out. The tapped player calls out and leaves the field. They DO NOT tell their teammates anything other than that they are out.
Building special paintball equipment? Special rules may apply. See the FAQ for details. If you have a question, please ask. Don't assume it's ok just because it's not listed.
Frequently Asked Questions
Expand / CollapseCommon upgrades:
Bolt - Some companies claim that their bolt will increase your range or accuracy. This is false. A bolt can help with your rate of fire, how loud your gun is, and overall weight. Most stock bolts are metal, which is heavy. Many aftermarket bolts are made of a plastic call Delrin. This plastic is self-lubricating and do not require O-rings. Because of the loss of weight and less friction, your bolt will cycle faster.
Barrel - The most common first upgrade. A stock Tippmann 98 will come with an 8" barrel. For most players, this simply isn't good enough. If you're looking for better accuracy and a quieter gun, look for a 14" barrel with a decent amount of porting. You should also buy paint that matches the size of your barrel. Paint comes in different sizes? Yes, and it has the biggest effect on your accuracy. If your paint is too small, it might roll out the end of your barrel or cause FPS spikes. If it's too large, it will be more prone to break in your barrel. The length of a barrel only affects the accuracy and range to a point. As a general rule of thumb, any barrel over 14" just gets in the way. Long barrels might look cool, but think about lugging that thing through the woods.
Flatline Barrels - The best range extender I've seen is the Flatline barrel, available for Tippmann markers. It will extend your range about 50', but getting the proper paint-to-barrel match is even more critical. Smaller paints work better in Flatlines. Another factor in Flatline performance is your gun's velocity. Even though your field limit might be 285fps, your Flatline's sweet spot might be 265fps (like mine).
Triggers & Handles - This is 100% personal preference. Triggers come in single or double triggers, electronic or mechanical, or hinge or slide triggers. Slide triggers aren't seen hardly at all anymore, except on older model Autocockers. If you like the idea of an electronic trigger, you might also like a double trigger so you can fan your index and middle fingers on it to increase your rate of fire. Personally, I'll go for a single, mechanical trigger. No batteries, less maintenance, no hassle. But for a higher rate of fire without electronics, a response trigger works wonders.
Air Supply - While CO2 is the most common source of air used, it's by no means the best. Most markers can use either CO2 or HPA, but high-end markers will only work with HPA. HPA stands for High-Pressure Air, basically it's the same stuff you're breathing only compressed. The problem with CO2 is it's very cold in its liquid form, which is how we store it. This can cause your gun to freeze and damage electronics. The good thing is it's cheap and works for most guns. HPA tanks are pretty expensive and it's not easy finding a place to get refills.
FYI - We only have CO2 available when we play. So if you have an HPA tank and plan on using it, you'll want to bring extra tanks and/or a scuba tank for refills.
Expansion Chambers & Regulators - I find this to be one of the most worthwhile upgrades, as far as safety and efficiency goes. An Expansion Chamber allows the liquid CO2 from your tank to 'expand' into its gassy form before it reaches your gun. Your marker will thank you for this. It also keeps your pressure from ramping, which causes FPS spikes and could potentially hurt another player. Trust me, I've been hit in the neck by a gun that 'cooked' for a few hours.
Regulators are similar, but different. They have an internal chamber that can allow for CO2 to expand, but its primary goal is to regulate the pressure it outputs. When set up properly, a Regulator will keep your FPS steady and help improve your accuracy. It also elimates FPS spikes since the regulator's relief valve will open up if the pressure gets too high.
Expansion Chambers are only for players using CO2, but a Regulator works on any gas type. Some Regulators have trouble with CO2, so do some research before buying one.
Pods - Unless you plan on only shooting 200 balls per game or mooching off everyone, you'll want some pods to carry extra paint. Pod packs come in all shapes and sizes and can face pretty much any direction you can think of. So take your time and look at all your options. Most packs are fairly cheap, but really good ones might be pretty expensive.
Automated Turrets
Automated turrets need at least three (3) targets that when one is hit, it will
disable the turret. These targets should be at least 3" in diameter, clearly visible, and painted a bright color.
Turrets may not be completely automatic. All firing controls must be
manual, but may be remote-controlled. You should be no more than 50 feet
away from your device. In the event of a malfunction, disarm your device
IMMEDIATELY.
Devices can only be set up during game play. Only when playing a defensive
role (base defense, snipers on Ho-Chi-Minh, etc.), you may set up devices
anywhere in the field prior to starting the game.
Automatic turrets will also be set to a lower velocity. At least 250fps, maybe lower depending on the rate of fire.
Fireworks
No noisy or sparky fireworks. Smoke bombs are ok, but we reserve the right
to not allow these based on how dry the area is. If you use smoke bombs,
you will be in charge of cleaning up after yourself. Don't ruin this right
for the rest of us by being a slob.
Mines, Claymores, etc.
Mines and Claymores can only be fired once per game. Example: Don't set up
something on a trip wire (of some sort) that can be tripped more than once.
When the first person trips it and they're hit, that's it. It can't be
used again in that game. Real mines are a one-use device.
Use only paintball-approved liquid paint... and not too much. A small
splatter is all it takes to get someone out.