Zuru X-shot Chaos, Orbit 2-pack review My ProChrono Digital chronograph measured the speed of the Chaos Rounds (aka Rival Rounds) fired by these X-shot Orbit blasters of the new “Chaos” line at an average of 98 feet per second (FPS) and a lot lower at 80 FPS using Nerf Rival Rounds (it is mainly compatible with the Chaos ball type ammo that it comes with). The standard average velocity of a Nerf Rival blaster is 100 FPS so the Orbit does clock in at a slightly lower velocity than it’s competition. I am thinking that X-shot wanted their product to be strong enough to hit hard, yet easy enough for most people to be able to physically handle the draw-weight of the prime (so that more able-bodied users can enjoy operating it). As for my test results, I feel they were a mixed bag; The Orbit didn’t always get consistent velocity readings. A few were in the 70-80 FPS range even with the ammo that it came with, others came in with triple digit readings. The Orbit occasionally had a double-feeding issue where only one ball popped out at 20 FPS and the other rolled out of the barrel, so they were far from perfect. I will not cut Zuru and X-shot some slack despite this being their first try at a Rival ball ammo type blaster, because they should have done adequate testing of their product well before it reached the sales floor. They had a lot of good ideas, like the Chaos line’s (Orbit and Meteor, respectively) quick-reloading feature that requires a “follower” retention spring lever to be retracted all the way to the back of the reload tract. The ammunition may be reloaded through the one-way tract on-the-fly as long as the spring release button located on the upper left rear side of the Orbit is pressed so that the ammunition feeds properly when you prime the pump slide priming handle. Well, in theory anyway. Obviously there are still ammo feeding and seating issues. It’s probably going to take some re-tweaking before this blaster becomes a viable contender to Nerf. As far as the design, it could benefit a user in battle once the user is acclimated to the operation (especially so for those minimalist type “run-and-gun” kind of players who like to scavenge ammo off of the ground while running about). Looking at the design of the reloading tract, it is possible that X-Shot will later release a speed-loader accessory, allowing some potential for even faster reloads. The ergonomics of the pistol grip feels okay, no complaints there. There is a hollow “safety” trigger-lock in front of the trigger (a bit too far away from the trigger for people with smaller hands), but you have to activate it from the left side. Deactivating the trigger lock is simply pressing that hollow button back from the right side. However you go about doing is up to you. There is a lock-release switch above the trigger on the right side just in case of an accidental locking mechanism activation (seizing up the blaster and halting operation until the lock can be disengaged; when stuck, the lock release switch allows you to un-stuck it). You can also double-pump balls using the lock release, but as you may recall, any double-loading will “Nerf” your shots (@ around 20 FPS). Until the Orbit is primed, expect this switch to flop around because it is loose and slides about. There is a space on the top front of the Orbit that looks like a wide tactical rail but does not look like any attachments will be able to fit on it, nor does it seem like anyone would want to put anything on it anyway, but it is there. For anyone who cares, there is a very wide yet very small sling mount opening at the base of the handle. There is a jam-access door that also serves as an emergency quick reload port that allows the user to load a single round and fire it (without having to go through the trouble of pulling back the follower, loading, and then pressing the release button before priming and only then being able to fire). The built-in holographic sight (white crosshairs on a transparent plastic panel) looks pretty fantastic IMHO. It’s just hard to aim down your sight line without the butt of the blaster being in your face. Did I mention that these blasters come with a sheet of sticker decals? They totally let you decide how to trick it out. Extra points there for customization and personalization with little extra cost to the manufacturer (I hope other companies are watching Zuru and taking notes). Lastly, you can visibly see your ammo (to an extent) through slits in the side of the Orbit, but expect easy access for dirt and debris to visit the internal parts. In conclusion, it is only after having tested both Chaos and Rival ammo long enough from both of my Orbits where I could calculate the varied results. In the end, all the strings started to add up and it finally made more sense to me after I was able to see the bigger picture. To reiterate, I do acknowledge that for Zuru and X-shot’s first try at a Rival ammo type ball blaster, it may not be without some deal-breaking hiccups but I do believe the Chaos line is a learning experience for Zuru. I see the Chaos line as a failed attempt, aka “Chaos” for Zuru. But perhaps it is only a matter of time before they can make a Rival blaster that is properly cross-compatible with their ammo type. With the addition of newer overpowered full auto flywheel blasters, like Nerf’s Perses, the way of the pump-action springer is becoming more and more of a disadvantage. I can see a place for budget blasters from different brands that use the same ammo, and we should always welcome competition on the market as well as competitive pricing. So I say bring us more options at lower prices, all under one ammo type, and let the Chaos ensue.