Tippmann A5 Instructions

Tippmann’s A-5 fires up to eight paintballs per second.

The Tippman A-5 is a paintball gun or “marker” that can be powered by CO2, compressed air or nitrogen. It fires standard .68 caliber paintballs at a maximum rate of eight balls per second. The semi-automatic A-5 is fed by a 200-round hopper and has an effective range of over 150 feet. The Cyclone feeder diverts excess air pressure from each shot to reliably feed paintballs into the chamber, avoiding jams that often occur in gravity-fed markers. Its receiver is die-cast aluminum and the barrel measures 8.5 inches in length. Without a gas cylinder attached, the A-5 weighs 3.5 pounds. Available options include the Tippman E-Grip, which offers the option of full-automatic fire, three-round bursts or semi-automatic operation.

Instructions

Installing The CO2 Tank

1. Press the Safety button on the left side of the receiver to lock the trigger.

2. Slide the bolt handle back until it locks into place, then release.

3. Insert the valve end of the CO2 tank into the tank adapter on the end of the pistol grip. Turn the tank clockwise until it stops to lock it into the adapter.

4. Switch the Safety to the “Fire” mode and the gun is ready for operation.

Installing the Hopper

5. Make sure the hopper is free of debris or foreign objects.

6. Push the manual advance lever to verify that the star feeders turn smoothly.

7. Align the tab on the hopper neck with the cutout in the hopper housing and install the hopper on the marker.

8. Fill the hopper with paintballs and push the manual advance lever to advance the first paintball into the chamber.

Velocity Adjustment

9. Adjust the muzzle velocity by using the included Allen wrench to turn the velocity adjustment screw located on the right side of the marker.

10. Reduce the muzzle velocity by turning the adjustment screw clockwise.

11. Increase the muzzle velocity by turning the screw counterclockwise.

Unloading

12. Remove the hopper, point the marker in a safe direction and pull the trigger several times to make sure no paintballs remain in the chamber or feeder.

13. Remove a charged CO2 cylinder by rotating it counterclockwise 3/4-turn. This closes the pin valve in the CO2 tank so no pressure enters the marker.

14. Bleed the residual pressure from the marker by pointing it in a safe direction and pulling the trigger several times until it stops firing.