Brevity Codes

#

* **+1/-1**
	+ One to several ships (typically fast Interceptors or Frigates) who are one jump ahead (+1) or one jump behind (-1) of the current system the fleet is operating in or moving through. The purpose of the +1/-1 is to provide fleet intelligence instead of or in addition to fleet scouts.

A

* **Aborting/aborted/abort**
	+ Directive/informative call to cease action/attack/event/mission
* **Action**
	+ Directive to initiate a briefed attack sequence or maneuver
	+ In (stealth bomber) fleet call “Ready… ready… action!”
* **AFW**
	+ Amarr Faction Warfare
* **Align [destination]** (A *destination*)
	+ Align to the specified destination. Usually a gate, may also be a station, planet, etc.
* **Alpha Status**
	+ Status of ship to continue attack or mission. FC, JoePilot, Alpha two, need about 3 minutes to regenerate shields.
		- Alpha one - No or minimal damage. Able to continue the fight.
		- Alpha two - Damage requireing time/repair but able to fight at a degraded capacity. Shields or armor require regeneration. Modules have been overheated but usable.
		- Alpha three - Combat ineffective, severe damage requires station repair or significant Logi support. One more hit and the ship is destroyed.
* **Anchor/anchored**
	+ Orbit about a specific point
	+ In fleet call “Anchor Aldrat gate, defensive gate camp”
* **ANI or Annie**
	+ Augoror Navy Issue
* **Arty Fit**
	+ Artillery Weapons are being used on the ship.

B

* **Battle Comms**
	+ Clear Comms of unnecessary chatter, listen to FC and only speak up to provide relevant information, for example calling a local spike in the next system or as a logistics pilot informing the FC that reps are/aren't holding.
* **Best speed to [destination]**
	+ Unless told otherwise, use shortest route, and make your best speed (on your own) to the called destination.
* **Bounce**
	+ Warp to safe spot, planet (70 to 100 KM), sun (70 to 100 KM), or other safe celestial (not a moon), and then come back to last fleet location or new location provided by squad commander, wing commander, or fleet commander.
* **Blue**
	+ Allies, don't shoot them.
* **Blow through**
	+ Directive/informative call that indicates ships will continue straight ahead at the merge and not turn with target/targets.
	+ In fleet call “Fleet, FC, Blow Through targets at gate, Jump on Contact”
	+ see also Jump Through
* **Break Break**
	+ This is given by someone who wants Mumble communications to cease so he or she can report something important. If you hear this, do not speak on Mumble.
	+ Replaces obsolete term Check Check
* **Brevity**
	+ Mumble is becoming saturated and briefer transmissions must follow.
	+ In fleet call “Fleet, Brevity!”
* **Broke lock**
	+ Loss of target lock
	+ "Jammed me" or "Damped me" or "Target/He warped off" or "Target/He jumped" added as amplification
* **Buddy spike**
	+ Friendly ships appearing in Local.
* **Bugout [to destination]**
	+ Scatter and make best speed to destination system
	+ In fleet call “Fleet, Bugout [to destination]
* **Button**
	+ The range-sensitive capture point within a PLEX, pilots must stay within 30K to receive LP/count the timer down.
* (Free) **Burn [to destination]**
	+ Travel to the specified location.
	+ In case of 'Free Burn' travel to specified location at best speed, keep going regardless of if your fleet is falling behind or is ahead of you.
* **Boosh**
	+ Command Destroyer with Micro Jump Field Generator (Area of Effect MJD)
	+ To jump a target away, for example "Boosh their logi wing"
	+ 'Booshers' Multiple Boosh's.

C

* **Camp a gate or station**
	+ This means the fleet will sit at a station and wait for the enemy to either arrive or undock.
* **Cease fire**
	+ Do not open fire and/or discontinue firing; continue to track/lock target
* **Check Check**
	+ This is given by someone who wants Mumble communications to cease so he or she can report something important. If you hear this, do not speak on comms. Break Break is sometimes used, but rarely.
* **Clear**
	+ No contacts on ships/WT of interest
* **Cleared**
	+ Requested action is authorized (no engaged/support roles are assumed)
* **Cleared hot**
	+ Ordnance release is authorized
* **Cloak/Decloak**
	+ Activate/Deactivate cloaking device. Helps to have Star Trek Klingon or Romulan music playing in background
	+ In (stealth bomber) fleet call “Strikers, Decloak now!”
* **Closing**
	+ Decreasing in range
	+ In fleet call “Fleet, JoePilot. Closing on Vagabond”
* **Cold**
	+ Attack geometry will result in a pass or rollout behind the target and unable to effectively damage
	+ In fleet call “Fleet, this is JoePilot. I am cold on the Vagabond”
	+ Opposite of Hot
* **Copy**
	+ Information/instruction is received, and relayed to underlings. Only used when you have others under your command and are receiving orders that must be relayed to your subordinates. Roger should be used for simple acknowledgement, or Wilco.
* **Comeoff**
	+ Directive to maneuver as indicated to either regain mutual support or to pause fight but maintain lock of target
	+ In fleet call “JoePilot, FC. Comeoff target, return to OGC.”
* **Commit/committed**
	+ Engaging target, aggression countdown in effect
* **Comet**
	+ Short name for Federation Navy Comet
	+ A ball of mostly ice that moves around in outer space.
* **Call Points/Tackle**
	+ Call out when you have a target pointed/tackled, preferrably spread tackle (See Spread Tackle/Points) and inform your FC, for example "Point on Gian in the Mega"
* **Chain Jump/Boosh**
	+ A tactic used to disrupt an enemy fleet by using two Booshes to chain their MJD's. This works in pairs however with some coordination can be scaled up to as many as you want. This is performed by having both Booshers set their velocity low, for example 20m/s, aligning down to a fleet whilst sitting on top of each other, and timing their MJD's, so the second Boosh goes off 1-2 seconds after the first one, meaning the enemy are not able to disrupt the MJD by scramming the Boosher. The only counter to this tactic is Scram Chaining (See: Scram Chaining)

D

* **Defensive**
	+ Ship is in a defensive position and maneuvering with reference to the enemy. Help request is often assumed
	+ In fleet call “Fleet, JoePilot! I am Defensive!”
* **Defensive Modules – Hot**
	+ After uncloaking, turn on defensive modules such as damage control and active hardeners (armor / shield). Shield boosters and armor repair units not included for this command.
* **De-louse**
	+ Directive to identify unknown ship trailing friendly ship. Usually by querying intel mechanisms, WT lists or employment history of unknown
* **Divert**
	+ Proceed to alternate mission or base.
* **Drop/dropping**
	+ Directive/informative call to stop monitoring a specified target and resume other responsibilities
	+ In fleet call "FC, Jackal. Dropping watch on Eygfe gate" when scout warps to safe spot to probe down a hostile.
* **(heavy) Dictor**
	+ Short name for interdictor - A ship class that can deploy warp disruption bubbles.
	+ Heavy Dictor is a short name for Heavy Interdictor, a cruiser class interdictor capable of activating a focused point (Referred to as hic point, infini point) on a target, or activating a bubble.

E

* **Engage, Engaging**
	+ Maneuvering with the intent to kill; this implies on-grid acquisition of target
* **E-WAR**
	+ Electronic warfare, modules that disrupt a ship’s ability to lock targets or perform other functions, generally considered poor sportsmanship, but very effective.

F

* **FNC**
	+ Federation Navy Comet
	+ Friendly
	+ Neutral
	+ Hostile, Bandit, Outlaw
* **Freeburn**
	+ Make best speed to the location. Good FC's will link the destination they want you to travel to in fleet, or, it will be linked in the MOTD. It is a very good idea not to take one's time, as impatient FC's will depart, leaving you behind, if you are tardy.

G

* **Gate Fire**
	+ The noise and flashing animation the occurs around a stargate preceding a ship arriving through or departing through a camped jump gate from the other side. Observed by scout, is advisory/informative to fleet.
* **Gate (Is Green/Red)**
	+ Gate is Green means you are clear to jump gate.
	+ Gate is Red means you are not clear to jump gate.
* **Gudfite or Gf**
	+ A fair, or semi-fair fight.
	+ "GF's in local" means the FC wants you to type gf in local chat, to exhibit good sportsmanship.
* **Gucci**
	+ Good.
	+ A designer brand.

H

* **Heads up**
	+ Alert of an activity of interest
* **Hold cloak** (HC)
	+ When you jump through a gate, you will stay cloaked for 30 seconds as long as you don't move. If you are told to hold cloak, don't move, change speed, change direction, etc. You should always hold cloak after jumping unless given other orders.
* **Hold on Contact** (HOC)
	+ Do NOT jump through the gate you are at or are in warp to. Hold at destination.
* **Hostile**
	+ A contact identified as enemy upon which clearance to fire is authorized in accordance with WarDec
	+ Red flashy square on overview
	+ Synonymous with War Target
* **Hot**
	+ Attack geometry will result in a pass or rollout on the target and able to effectively damage
	+ In fleet call “Fleet, this is JoePilot. I am Hot on the Vagabond”
	+ Opposite of Cold

I

* **In Position**
	+ Informative call ship/squadron/wing/fleet has reached assigned station
	+ In fleet call “FC, Hackal, in position, monitoring gate”

J

* **Jump, Jump, Jump** (JJJ)
	+ Jump through the gate you are at, or are in warp to.
* **Jump on Contact**
	+ (JOC)Jump as soon as you can when you reach the gate.
* **Jump Through**
	+ Directive/informative call that indicates ships will continue straight ahead at the merge and not turn with target/targets.
	+ In fleet call “Fleet, FC, Jump Through targets at gate, Jump on Contact”
	+ see also Blow Through

K

* **Kill**
	+ Clearance to fire.
	+ In fleet call “Kill targetname” or "Kill the shiptype"
* **Kiting Me**
	+ Target is using speed to drag attacker around. Potential setup for counter attack by target.
* **Knock it off**
	+ Directive to cease maneuvers/attacks/activities
	+ Typically used when something bad has happened such as the loss of a key ship.
* **Krab**
	+ Make ISK through PVE activities
* **Khunt**
	+ Correct pronunciation of 'Gian Bal'

L

* **Leaker(s)**
	+ Threat has passed through a defensive layer. Call should include amplifying information
	+ In fleet call “Fleet, JoePilot, Leakers heading towards Logi”
* **Local Spike**
	+ Additional pilots have entered the system - usually hostile or neutral. Often coupled with type, and system, for example "Local friendly spike, TMOCC fleet" or "Local Spike +3 WT Haras"
* **Locked**
	+ Target is on-grid and ship weapon systems are tracking

M

* **Marshal [at destination]**
	+ Regroup at designated celestial/warp anchor
	+ In fleet call “Fleet, FC, Marshal at Umbra gate
* **Marshaling [at]**
	+ Regrouping, not all here yet
	+ Advisory/informative call
* **Minmil** **Minmin**
	+ Minmatar War Target
* **Minmatard**
	+ Minmatar War Target doing something exceptionally stupid, which is pretty much all the time.

N

* **Neut**
	+ Neutral/No set standings, for example a random character no affiliated with known wartargets/pirates. Example when scouting: "7 in system, 3 wts, 2 friendlies, **2 neuts**".
* **New picture**
	+ Used by controller or scouts when tactical picture has changed. Supersedes all previous calls and re-establishes picture for all players
	+ In fleet call “Fleet, FC, New picture, 4 battleships have warped into area.
* **No factor**
	+ Not a threat. Even if a WT (i.e. a WT pod warps in and is unlikely to be caught).
* **Nyan**
	+ A very special slang word in Amarr that can mean many great and powerful things, but for now, it just means lasers. And sometimes cannibalism.

O

* **Offensive / Defensive Gatecamp**
	+ You can find more details about Gatecamps here.
* **(Get) On/Off Grid**
	+ On grid is the area of space that is visible on your overview, for example a ship that is 500km away will be on your overview, so will be On Grid, whereas Off grid is everything beyond the overview.
	+ Get On/Off Grid is a command relayed by the FC. Get On Grid means to warp onto grid, you will usually be given a suitable warp to spot. Get Off Grid means to warp off grid, usually said when disengaging from a fight.
* **Opening**
	+ Increasing in range
	+ In fleet call “Fleet, JoePilot. Vagabond is opening”
	+ also see Kiting Me
* **Open Comms**
	+ Speak freely - when the FC gives this command she is indicating that you may engage in small talk not related to the fleet's operations directly
* **Outlaw**
	+ A contact identified as CONCORD criminal/GCC tag. The term does not necessarily imply direction or authority to engage.
	+ Orange flashy square on overview

P

* **Picture**
	+ Provide tactical situation status pertinent to mission.
	+ In fleet call “Fleet, picture as follows, three thrashers orbiting POS”
* **Plex**
	+ A faction warfare site.
* **Primary**
	+ This is the target the FC wants the fleet to focus on. Generally, this means that tacklers and damage dealers focus on this target. As a rule of thumb, EW usually ignores the primary target and goes for the most dangerous targets or remote reppers. Obviously this doesn't apply if you're target painting.

R

* **Reapproach the Gate**
	+ Move back into jump range (less than 2500m) of the nearest gate. Larger (slower) ships may accomplish this faster by bouncing off a near by Celestial, preferable a planet or asteroid belt, not a moon.
* **Red**
	+ Do not proceed. Often used in tandem with stargates. "Gate is Red" means do not jump the gate until told to do so.
* **Reset**
	+ Proceed to a pre-briefed position, area of operation or last formation (i.e. OGC)
	+ In fleet call “Fleet, FC, reset to Aldrat gate”
* **Resume**
	+ Resume last formation/station/mission ordered
	+ In fleet call “Fleet, FC. Resume Defensive Gate Camp”
* **Roger**
	+ Understood - fleet members often erroneously use "Copy" in place of Roger.

S

* **Scatter**
	+ If you hear this, select your Pod Saver/Warpout tab on your overview and warp away to a random planet or other celestial and/or safespot. Continue to warp around the system until told to do something else, like go to a gate and leave the system, or the FC tells you to warp back to him. If you scatter, don't warp back to the FC to see what's going on unless you were told to. Keep moving. Stay alive. Don't get into fights. Let your aggression timer expire so you can leave the system if necessary.
* **See Flashy, Shoot Flashy**
	+ Indicates that the fleet's rules of engagement allow you to attack any legitimate (flashing in the overview) target that shows up on grid without waiting for the FC to command it.
* **Spike**
	+ Usually said as "Local Spike", this means there is a sudden increase in players entering local, try to estimate how many to relay to your FC, for example "FC local spike, +20 Ushra Khan"
* **Stabbed**
	+ Warp Core Stabilizers are being used on the ship in question.
* **Status**
	+ Request for tactical situation
* **Starburst**
	+ If you hear this, select your Probe Scanner window as well as your Pod Saver/Warpout tab on your overview, and select a site to go to. Continue to warp around the system until told to do something else, like go to a gate and leave the system, or the FC tells you to warp back to him. If you scatter, don't warp back to the FC to see what's going on unless you were told to. Keep moving. Don't get into fights without permission, or killed by rats.
* **Stranger**
	+ Unidentified traffic that is not associated with the action in progress
* **Spread Tackle/Points**
	+ Usually commanded in fleet fights to ensure as much of the enemy fleet is held on grid as possible, pick an enemy on grid and point it, a good way to decide which to point to ensure good spread of tackle is to pick a target with a similar name to you, or a target whose begins with the same letter as yours.
* **Scram Chaining**
	+ Similar to Cap Chaining in the regard that you are assigned a buddy to Warp Scramble, whilst this sounds strange to disrupt a friendly, it ensures that if an enemy manages to successfully execute a Boosh on your fleet, the Scrams applied in pairs negates the effect, meaning no one gets jumped.

T

* **Temp Blue**
	+ A neutral corp that another corp (usually your own) sets blue, temporarily for structure bash cooperative efforts, for example.
* **Tumbleweed**
	+ Indicates limited situational awareness; a request for information
	+ Reinforcements often call Tumbleweed when arriving but not knowing exactly where needed
	+ In fleet call “Fleet, Rescue. Tumbleweed, say location, status.”
* **TFI**
	+ Tempest/Typhoon fleet issue, Minmatar navy issue battleship.

U

* **Unable**
	+ Cannot comply as requested/directed

V

* **VNI**
	+ Vexor Navy Issue

W

* **Warning (color)**
	+ Hostile attack is
		- RED imminent or in progress
		- YELLOW probable
		- WHITE improbable (all clear)
* **War Target**
	+ A contact identified as enemy upon which clearance to fire is authorized in accordance with WarDec
	+ Synonymous with Hostile
	+ Red flashy square on overview
	+ Abbreviated to 'WT' in chat
* **Warp to top station or top belt**
	+ refers to the first station or belt on the pull down menu when an area of space is right clicked and the appropriate station or belt menu is selected.
* **Warp to x**
	+ Where x is typically a person on your Fleet Watch Lists; please note when warping to an Intel person, never warp at 0.
* **Warp yourselves at optimal**
	+ Warp yourself to the target at the optimal range for your ship's "primary role." If you are ewar and have guns, but your primary role is ewar, warp at the optimal range of your ewar equipment.
* **Weapons ()**
	+ FREE at targets not identified as friendly in accordance with current WarDec
	+ TIGHT at targets positively identified as War Targets in accordance with WarDec
	+ HOLD in self-defense or in response to a formal order
* **Wilco**
	+ Will comply

X

* **X up**
	+ Used as a headcount by FC or other leaders, more context would be given however, for example "X up in fleet chat if you're ready to go", "Logistics pilots, X up in fleet chat"