Compressed Air Paintball

Launching Systems

www.SouloftheWarrior.com

RPG 52mm Sabot Ammunition

Shotgun Round

Grenade Round

Combination Round

Smoke Round

Disc Round

Cup Round

Nerf Round

Launcher Operating Instructions

Frequently Asked Questions

Round Parts:

1.  16 oz plastic mixing bottle

2.  Foam tube (funnoodle)

3.  softside cardboard

4.  Balloons

5.  Paintballs

6.  Tape

Tools:

1.  Tape Measue

2.  2” PVC tube (approximately 12” long)

3.  Scissors

4.  Hand or Hack saw

5.  Glue

These plans will make 10 assorted Sabot rounds. These rounds are based on ones designed by Tippmann Ordnance and released as public information (this is why you were not charged for them!) and the general design is not copyrighted by RPG or TO. These plans may not be reproduced. We have made a few mods to improve the TO rounds, but hats off to them for designing a reliable round! www.TippmannOrdnance.com.

1. Cut out 20 pieces of soft sided cardboard 3” wide by 6” long then cut out ten pieces of soft sided cardboard 3” wide by 7” long. Finally cut ten 1 ¾ “ hard cardboard circular discs.

2. Glue the two shorter cardboard pieces to the hard round base disc. Allow to dry. Hot Glue seems to work best but any will do.

3. Take the 3”*7” soft sided cardboard and wrap it around the round. Tape it (you will have ½” overlap).

4. Slide it over the round. Repeat steps 2-4 nine more times.

5.  Load the round one of four ways:

Left to right

Paintball Shotshell Round

Paintballoon “Grenade” Round

Combination Round

Smoke Round

A. Paintball Shotshell Round.

-  Take the fundoodle foam tube (available at Wal-Marts and pool supply stores). Using the saw cut ½” thick discs from the tube. - Take the 12” PVC 2” pipe, and file the outside edge sharp.

-  Place the foam disc on a hard surface. Using a firm circular motion, twist the sharpened PVC tool you created in the middle of the ½” fundoodle disc until it cuts through.

-  Blow the disc out and save it, discard the “ring”.

-  Load 30 paintballs into a sabot.

-  Place the cut-out foam disc in the top of the sabot.

-  Move the retainer up close to the top. The shotshell is complete.


B. Paintballoon “Grenade Round”: To begin you need to empty the contents of the bottle into the balloon and tie off. To do this, fill the bottle with paint solution and water, blow up the balloon, put the balloon over the top of the bottle and flip it upside down.

These photos courtesy Tippmann Ordnance, www.tippmannordnance.com

- Next place the balloon into the slotted cardboard shell casing (Tie facing towards the bottom).

- With the balloon in the shell casing, slide the cardboard sleeve about halfway up


Photo courtesy Tippmann Orednance

Note: This page and design are not copyrighted by RPG and may be considered public information.

C. The Combination Round:

-  The Combination round presents the best of both the grenade and the shotshell round.

-  Put 15 paintballs into the shotshell. Using a slightly smaller balloon (8-10 ounces), place the balloon in the top of the round.

-  Slide the retainer up to the balloon.

-  Use a different color balloon to differentiate the plain Balloon rounds from the combination rounds!

D. The Smoke Round:

NOTE: Yes it works, but truthfully you can throw it farther than you can shoot it. RPG does not recommend using this round.

-  Put the smoke grenade, pin out, in the sabot.

-  Use the foam ring leftovers from A to cushion the grenade.

-  Tape the ring down to avoid accidental discharge

-  To fire you must pull the ring, load, aim and fire in six seconds. This is potentially hazardous.

E. Disc Rounds:

- To load with foam discs, gently push one disc to the back of the launcher with your squeegee, pour 25-30 paintballs into the barrel and gently push the second foam disc until it stops. This is the simplest method of loading, but is difficult on the field.

F. Cup Rounds:

There are several ways to make styrofoam cup rounds. The easiest is to cut two cups at the point in their diameter where they are 2” wide. Fill both cups and glue them together with white glue. Load and fire. Or use them in a similar fashion to the foam discs.

G. The Nerf Round:

2” Nerf Footballs are perhaps the longest ranged ammo available. A small cut can be made in the nose to allow a paintball of special color for anti tank rounds to be inserted. These rounds shoot nearly 50% further than any other round currently available. Simply shove into the barrel and fire.

RPG General Launcher Instructions

Note: These instructions are general in nature.

Check the exact instructions of your launcher before use.

General Operations

1. Put on your approved paintball goggles. NEVER OPERATE OR WORK ON any paintball device WITHOUT WEARING YOUR APPROVED GOGGLES!

2. Point the device in a safe direction, and open the firing valve. Once the valve is opened, visually inspect the barrel to ascertain if a round is loaded. To clear the barrel, use your squeegee to remove the round. You may now perform maintenance or reload to fire. Remove the spent CO2 Cartridge from the Quick change or hose from the ASA connection. Place the quick change cartridge holder in your pocket. Never screw on the QC Cartridge holder onto the device unless you intend to charge and fire the device.

Firing Instructions:

1. With the firing valve open, insert your round(RPG 52mm Ammunition, "Styrofoam Cup Rounds", or Shotgun rounds with the enclosed foam discs, etc.).

2. A. To load with the foam discs, gently push one disc to the back of the launcher with your squeegee, pour 25-30 paintballs into the barrel and gently push the second foam disc until it stops.

B. To load Cup Rounds, Balloons, or any of RPG's 52mm Rounds, gently insert the rear of the round into the muzzle of the launcher. Insert it manually as far as it will go, then gently push the round all the way into the launcher with a ramrod or squeegee. NOTE: The valve must be in the open position when you load!

3. Close the firing valve.

4. Remove the CO2 QC Cartridge holder from your pocket, insert a CO2 Cartridge or screw in the CA hose. Screw the CO2 QC onto the expansion chamber until you hear the "hiss" of CO2 charging or open the remote valve. Wait 30 Seconds to allow maximum expansion. Do not charge until you have acquired a target and intend to fire the device.

5. Flip up the sighting system (if any). Aim the launcher in a safe direction or at your target. To fire the device quickly open the firing valve with a flick of the wrist. Accuracy will come with practice.

LEAVING THE CO2 QC OFF THE DEVICE UNTIL YOU CHARGE AND FIRE ALLOWS YOU TO KNOW AT A GLANCE IF THE DEVICE IS LOADED. ALWAYS ASSUME ANY DEVICE WITH A VISIBLE ATTACHED QC OR REMOTE HOSE IS LOADED!

Maintenance:

RPG Devices need only limited maintenance. Cleaning can be done with warm soapy water. After cleaning the device, spray the metal parts of the launcher liberally with WD-40. In addition, squirt 4-5 drops of gun or silicon oil down the barrel and flip the firing valve several times. The valve is very stiff, but will loosen up with time.

FAQ’s:

Q: The M72 sighting system is complicated. How do I use it?

A: I find it easier to just use the front sight. You may want to drill out the hole in the center of the front sight and use the hole as an iron sight. The spread of the weapon more than makes up for the inadequacies of the flip up sights.

Q: The M72 sling links are weak. What should I do to strengthen them?

A: Remove them and use a 1/8” bolt to replace the plastic link. Another option is to use key chain rings to thread thru the holes of the sling holder.

Q: How do I increase FPS?

A: Allow thirty seconds to a minute after charging before firing to get maximum expansion. In cold weather you may want to wrap a hand warmer around the expansion chamber to increase expansion. USE CAUTION! Pressure can rise too high and cause the pipe to explode. RPG does not recommend heating the expansion chamber. To date, no RPG weapon has exploded. Let’s keep it that way. On regulated CA Devices you can control fps by pressure.

Q: What is the maximum range?

A: Depends on the launcher. The RC-1 Recoilless Rifle and the Mortars can fire (via ARC) 250 to 300 feet. The M72 and AT203’s are limited by barrel length to 150 and 100 feet respectively.

Q: My expansion tube is leaking, what do I do?

A: Use Teflon GASLINE (Yellow) tape to reseal the joint.

WARNINGS:

RPG Devices are EXTREMELY realistic looking replicas of military devices. DO NOT carry them in public or in an area where it is not expected. They MAY be considered replica firearms in some states, and specific laws may apply. Use them responsibly.

Your RPG Launcher does not look like a typical paintball “gun” or device and may not be allowed at some fields. RPG assumes no liability for the end use or misuse or damages caused by the use of RPG Devices.

If you are following a set of plans or building rounds, They and these devices should not be constructed by anyone under the age of 18 unless under the direct supervision of an adult. RPG plans license the user to build ONE set of the launchers indicated on the front page of the plans. Additional constructions must be individually licensed by RPG/SOTW or they will constitute copyright infringement. Ammo Plans may be reused indefinitely by the purchaser of any RPG system.

NEVER pressurize the PVC areas of the launcher. All pressure bearing areas of this device use steel or brass. Regulator systems must not allow more than 600 PSI into ANY area of the launcher.

Do not fire anything except paintballs and balloons on approved paintball fields during authorized paintball games. Hard objects launched from the device will cause harm, injury, or death. These are IMPROPER uses of the RPG Paintball Launcher and will be the sole responsibility of the end user.

Use extreme caution when assembling and operating the marker. Never brandish your RPG at any public place where it is not expected.

Never point your launcher at anyone not participating in and properly equipped for a paintball game. Always wear goggles and a full head mask when participating in paintball games or firing a paintmarker