Brevity codes
From EVE University Wiki
Terms in Bold are EVE University Fleet Terminology
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- +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!”
- Align [destination] (A destination)
- Align to the specified destination. Usually a gate, may also be a station, planet, etc.
- Anchor/anchored
- Orbit about a specific point
- In fleet call “Anchor Aldrat gate, defensive gate camp”
B
- Bandit
- A contact identified as corporation enemy but not in wardec. The term does not necessarily imply direction or authority to engage.
- Red solid square on overview.
- 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.
- 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”
- Brevity
- Mumble is becoming saturated and briefer transmissions must follow.
- In fleet call “Fleet, Brevity!”
- Broke lock
- Loss of target lock
- 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]”
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 Mumble.
- Clean
- 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/Decloak 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
- 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
- Continue
- Continue present maneuver; does not imply clearance to engage or expend ordnance
- Continue dry
- Ordnance release not authorized
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.
E
- Engaged/Engaging
- Maneuvering with the intent to kill; this implies on-grid acquisition of target
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.
- Holding hands [at]
- Regrouped, all members on grid
- Advisory/informative call
- 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
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.
K
- Kill
- Clearance to fire.
- In fleet call “Kill the <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.
L
- Leaker(s)
- Threat has passed through a defensive layer. Call should include amplifying information
- In fleet call “Fleet, JoePilot, Leakers heading towards Logi”
- 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
N
- 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).
O
- Off (direction)
- Informative call indicating attack is terminated and maneuvering to the indicated direction
- In fleet call “Fleet, JoePilot. Moving off to POS”
- Offensive / Defensive Gatecamp
- You can find more details about Gatecamps here.
- Opening
- Increasing in range
- In fleet call “Fleet, JoePilot. Vagabond is opening”
- 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”
- 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.
- 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”
S
- Scatter
- If you hear this, select your Pod Saver tab on your overview and warp away to a random planet. 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
- Indication of a threat in Local
- Status
- Request for tactical situation
- Stranger
- Unidentified traffic that is not associated with the action in progress
T
- Tumbleweed
- Indicates limited situational awareness; no joy, blind; 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.”
U
- Unable
- Cannot comply as requested/directed
W
- Warning (color)
- Hostile attack is
- RED imminent or in progress
- YELLOW probable
- WHITE improbable (all clear)
- Hostile attack is
- 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
- 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