Since the 2006 Intimidator line is a bit different from the other generations of Intimidators, I thought that I should make a thread about the Generation 4 Intimidators.
2 LBS 1 OZ. with barrel and 1 LB 13 OZ. without barrel.
Rate Of Fire:
Modes Of Fire:
capped semi, uncapped semi, capped ramping, and various types of uncapped ramping.
Stacked tube, ram-driven poppet-valve with hammer.
The board that is installed into the 2K6 Empire and Infamous Intimidator is the Infamous/Empire 1.5 board.
The manual for this board can be found here
If you would like to copy or save the link it is located here
Frenzy Software & Operation
For those of you too lazy to read the manual or who cannot understand it, here is the low down on the new board. In short, it simply has more modes than 127.4 and word has it that it has better eye logic, but no substantial proof has been given that I have come across.
NOTE: This is a quick run-down for a better look at the manual.
To turn it on, press ON and to turn it off, press and hold OFF.
To enter the menu display, press and hold buttons 1 and 2. Then to cycle through the options, press 1 and to select a menu press 2. Using button 1, change the value of that setting and save it by pressing button 2. You still have all the basic features and some new ones here is a quick over-run of them.
Adjusts how long the selenoid stays open and thus how long bolt says forward and thus how long the poppet is engaged and thus how long air is released to push the ball.
Marker will fire if and when it sees a ball. It will not fire a shot if it doesn’t see it.
Marker will not fire a ball if it doesn’t see a ball. Until 1 second later, in which it will fire anyway whether or not it detects a ball.
Formerly known as Dry-Fire mode. It will fire when the trigger is pulled with or without paint. Never use this as an actual eye mode setting for play.
Stands for Ball In Place. It determines the amount of time the marker waits after it sees a ball to fire. The higher the setting, the slower the marker is. In other words, once the eyes see a ball, it will wait X amount of time to actually fire. Once it gets the go ahead, this is to prevent chops from a ball bouncing in the breach. In force-fed loaders, this can be lowered because they apply a good amount of pressure to the ball stack. In non-force fed loaders or an Evolution II, set this higher to allow for some bounce.
The amount of time after the firing of a shot that the eye sensor is ignored. This allows the bolt to travel forward and backward without the eyes thinking it is paint. Setting too low can cause dry-fires.
This determines when the ramping will start, adjustable to 4,5 and 8 bps once you pull the selected value here, marker is allowed to ramp and if it is pulled faster marker can add shots depending on what mode it is in. Only used in Com Mode.
: This determines if the gun will follow PSP cap/ramping rules.
No cap and no psp ramp marker will ramp first trigger pull and go as fast as possible.
Marker will only ramp after 4 trigger pulls and will only ramp to the set number allowed.
Marker will ramp after first trigger pull but will only ramp to set number allowed
Marker will only ramp after 4 trigger pull and will ramp as fast as possible.
Adjustable between 10 and 18. It determines how fast marker will fire when cap is on.
Determines trigger ramp modes.
Ramps after 4th trigger pull and will ramp when trigger is held down. (will ramp to specified BPS assuming you are using a cap)
Once the trigger is rapidly pulled marker will fire 3 shots.
Same as Ramp 3 but it will fire 2 shots.
Marker will fire 3 shots per trigger pull.
Marker will fire 2 shots per trigger pull.
Marker will ramp accordingly to speed being pulled and time between pulls.
One shot per trigger pull.
Adjusts to allow for mechanical kick causing illegal trigger pulls. 0 is off and the higher, the more decreased the sensitivity is.
Determines how long after trigger pull that switch is ignored. Adjusted in mili-seconds.
The Generation 4 Intimidators are almost the same as any other Generation, except for a few parts.
06 Trigger Frame:
The trigger frame is smaller and has a lip at the bottom.
There is new milling and it is 1.5 inches shorter.
06 Clamping Feedneck:
There is no need for an aftermarket feedneck now. These feedneck will allow any hopper to fit on your 2K6 Intimidator.
06 Ram Cap:
Bob moved the threads for the ram cap outside of the ram-sleeve. So, the ram doesn’t have to move over threads anymore, resulting in a smoother motion.
06 Poppet-Valve Assembly:
This is the key to the design. It allows for the ultra-low pressures. The valve is a bit delicate, so be careful. Also, word has it that Bob may be working on a better valve that doesn’t have the same alignment issues and isn’t so delicate.
Internals of the LPR are much smaller than that of other Intimidators.
Milled more than other stock Intimidator rams.
Milled more than other stock bolts and has detent slots.
Intergrated Rail System:
There is an intergrated rail on the bottom of the grip frame.
Angled Barbs & Rear Barb Block:
The barbs are angled at about a 35 degree angle to the ram sleeve. There is also a rear air-barb block.