Alright, I’ve noticed loads of confusion around the forum and in talking with many of the new pump players we have popping up at scenario games in understanding the differences between different “Classes” of pumps. Now, I’m not proclaiming to be a Pump Guru by any means, nor will I claim that the exact lingo I use will be used nation wide, but this little article will hopefully clear up some confusion.
Stock Class
I’ve heard many different extremes of “Stock Class” but for the most part, the following is generally acceptable.
- Marker can only fire 1 shot per pump stoke.
- No auto-triggers allowed.
- Must be powered by a 12gram.
- The 12 gram changer must be turned at least 1 full 360 degree turn before releasing the 12 gram. (No quick changers allowed.)
- The paintball feed tube must be parallel to the barrel; requiring the player ro rock the marker forward or back wards to load the next shot.
- No check valves allowed.
- The feed system can not hold more than 20 balls.
(Another rule I have heard but never seen enforced is that no porting or muzzle brakes are allowed either.)
So if no Auto-triggers are allowed, is my Phantom Stock Class? The Stock Class Phantoms are openly accepted as being Stock Class even though they do have an auto-trigger ability. The parallel feeding system required in stock class play makes the auto-trigger nearly unusable (except when aiming down hill.)
Modified Stock Class
With Stock Class markers being a very limited market and 12 grams being relatively wasteful and expensive, many players want less restrictions placed on their markers. Modified Stock Class is very possibly the most popular form of pump play today.
1. Constant air systems are allowed.
2. A stick-feed system allowing multiple balls to be stacked over the chamber to alleviate the need to “Rock & Cock” is also allowed.
3. Auto-triggers are allowed.
Some variants of these rules make may involve:
1. Allowing hoppers or stick-feeds
2. Having to choose between stick-feed/hopper or a constant air system.
3. No auto-triggers.
Pump (AKA: “Super Stock” or “Open-Pump”)
Almost everything goes in Pump play.
1. Hoppers allowed.
2. Constant air systems allowed.
3. Check valves allowed.
4. Auto-triggers allowed.
5. Most other modifications allowed provided you have to pump the marker before each shot.
There are only two possible constraints that I know of in this category:
1. No Pneumatic Assist Pumps/Hybrids
2. No multi-barreled markers.
Open Pump
If the two above constraints apply, then you may see the words “Open Pump” used to identify the ability to use ANY marker so long as you have to pump it. Multi-barreled markers may still be band, normally because of field issuance policies that normally say something like, “One ball per trigger pull.” Not like multi-barreled marker are common place items though.
Hopefully, the above information has helped some of you out. The unfortunate part is that there is a large amount of gray-area/variations of the above categories of play. I’ve even noticed different terminology being used to name the above categories. I’m not sure if these variations are based on regions of the country or other factors. In the end, the fine details don’t really matter as long as you have a “working knowledge” of the different options out there and can use that knowledge to ask the appropriate questions when needed.
If you don’t understand some of the above terms like “Auto-trigger,” “Pneumatic Assist,” or “Sick-feed” just hang tight, there are more short pump articles to come that should clear up these questions.