Said when becoming aware of hostiles, or people who may be
hostile, as part of a contact report. "Soft contact" indicates
that they are not aware of you, "Hard contact" indicates that
they are.
Say again? / Resend
Used to request that the last speaker repeat the most recent
thing they've said.
Stepped On
A command or question could not be heard due to other
communications or noise ("Say again, you were stepped on.")
Copy / Heard
Used to indicate that a communication was heard and understood. A
"neutral acknowledgement".
These are all synonyms for "positive acknowledgement"; the
communication was understood, a command is intended to be
followed, a positive answer to a question, etc.
Negative
A "negative acknowledgement". The communication was understood,
but the answer is 'no'.
Stand by
An element should wait until further notice
Eyes On / Seen / Heard
A referenced location or object has been seen or heard by the
speaker.
Break, break!
Used to indicate other speakers should clear the radio
Used to indicate a continuation of a radio message through a pause
(similar to a paragraph break)
Grenade!
Used to alert nearby friendlies that a grenade has landed nearby.
Bad Frag!
Same as above, but said when it was a misjudged throw by a friendly
EI
Short for "Enemy Infantry"
Cresting
To become visible over top a terrain feature
Skylining
To be visible due to contrast with the sky
Personal
Up / Down / Dead
Used to indicate the general capability of a unit.
A person is "up" when they are conscious and capable of
general tasks such as movement or firing; similar for vehicles.
Bearing / Azimuth
The relative compass direction from one point to another,
almost always in degrees
Heading
The relative direction of movement
Frag Out
Said before throwing an explosive grenade. "Grenade!" should be
reserved for alerting people that a grenade has landed nearby
Frag In
Said before throwing an explosive grenade into a structure or
container
Smoke out
Said before throwing a smoke grenade
"Magazine!" / "Box!" / "Belt!"
When said alone, these are synonyms for "Reloading!"
Green / Yellow / Red / Black
Indicates a rough status of supplies, i.e. ammo, medical:
"Good", "Could use more", "Will need more", "Barely have any".
Teams
Red / Green / Blue / Yellow / White
May be used as shorthand for assigned color teams
On, e.g. "On Me"
Units should form up with the indicated unit leading
Step off / Move
Indicates a period of movement
Front / Left / Right / Rear
Directions relative to the facing of the team or squad.
Front-left and front-right may be used for precision,
corresponding to 45° offsets.
Vehicles
Index
The direction of the front or nose of the vehicle
Embark
Unmounted persons should mount the vehicle
Go, go, go! / Disembark
Embarked infantry should disembark promptly
Bail! Bail!
All crew and passengers should eject immediately
Quarter / half / full left / right
A 22.5°, 45°, or 90° turn.
Steady
Stop turning
Orient
Rotate, or orient the vehicle to the given bearing or relative direction
Infantry
Squad
A basic organizational unit, consisting of anywhere between five
and fifteen individuals
Team / Fireteam
An ad-hoc organizational unit consisting of around four individuals.
AR / Autorifleman
A role corresponding to the capability of high-volume fire,
through a machine gun or light squad weapon
AAR / Assistant Autorifleman
An AAR carries spare ammunition for the AR
Combat Life Saver
AKA a medic, it is the responsibility of a CLS to treat the wounded
Squad Lead
The most senior individual in the squad, their role is to direct
all other squad members
AT / LAT
A unit equipped with anti-tank capabilities
Ammo Bearer
A unit who carries extra ammunition for other
Grenadier
A role corresponding to the use of long range grenades to damage
and disrupt key targets
SDM / Designated Marksman
A squad-level attachment, the Designated Marksman positions themselves
separately from the rest of the squad in order to eliminate high threat targets.
FTL / Fire Team Lead
Sometimes, an individual will be designated as being as
explicitly in charge of a given fireteam / color team.
Indirect Fire
Any incoming or outgoing fire where there is no line of sight
from origin to destination, e.g. artillery.
Formation
Any one of a number of templates where each unit positions
themselves in a fixed position relative to each other unit.
Wedge
A formation where units position themselves to the rear and to
either side of the lead, forming two legs of a triangle, with the
direction of movement being towards the angle
Column
A formation where units position themselves into two staggered
files behind the lead
File
A formation where units position themselves in single-file behind
the lead
Line
A formation where units position themselves laterally,
perpendicular to the direction of facing
Vee
A formation where units position themselves to the front and to
either side of the lead, with the direction of movement being
away from the angle.
Tactics
Defilade
To be positioned such that terrain provides cover, and, in the
case of infantry, the direction of fire is perpendicular to the
longest axis of the element
Enfilade
To be positioned such that an element is exposed to fire along its
longest axis
Reverse slope
A defense tactic wherein attackers must crest a terrain feature
in order to reach the defenders position
Peel
A technique where each unit moves away from a threat, one or
two at a time, while the others lay down supporting fire.
Bound
An element should move forward while another provides cover or security.
"Bound past" is used to indicate the element should move past
the covering element and get set in a forward position.
Base of fire
A position where one element is able to provide sustained
supportive fire on an enemy position while another element
maneuvers
Overwatch
Units observing and covering for another element
Terrain
Depression
An area that is lower than its surroundings
Draw
Sloped ground that is lower than the ground around it. Similar to
a valley, but sloped.
Clearing
An area with less vegetation than its surroundings
Contour Lines
Map markings which indicate terrain of the same elevation; can be used to
determine terrain features.
Escarpment
A long, steep slope or cliff dividing areas of two different elevations
Grid
A square section of a map and its corresponding numerical coordinates, often
100mx100m or 1kmx1km
Gully
Eroded ground with steep sides, and a width of a few metres
Ridge
A series of connected elevated points, such as a mountain range
Ridgeline
The line formed by the connection of highest points in a ridge
Saddle
A flat area which is the lowest point along one axis and the highest along
another
Spur
A ridge jutting out of sloped land.
Valley
A long, mostly flat area with upward slopes on either sides
Equipment
.50, 50 cal'
A large caliber of round. Usually indicates a heavy round that is
deadly to thin-skin vehicles, and infantry.
40mm
One of several grenade cartridges intended to be fired from
grenade launchers
5.45x39mm
An intermediate cartridge. Used in more recent Soviet and Russian
weapons, such as the AK-74.
5.56mm
Usually, 5.56x45mm, which is a standard intermediate cartridge
used in many weapons manufactured in NATO nations.
5.8x42mm
The Chinese standard intermediate cartridge.
6.5x39mm Caseless
An intermediate round used in the MX and KH2002 series of rifles.
7.62x39mm
An intermediate cartridge. Used in post-WWII Soviet and Russian
weapons, such as the AK-47 and SKS, succeeded by 5.45x39mm. Also
called "7.62 Soviet"
7.62x51mm
A full rifle cartridge. Used in many battle rifles and machine
guns. Also called "7.62 NATO"
7.62x54Rmm
A rimmed, Russian rifle cartridge. Very similar to 7.62x51mm, not
used in vanilla Arma. Also called "7.62 Russian"
AA / AAA / Triple-A
Weapon systems with the capability of destroying or disrupting
enemy aircraft from the ground. AAA refers specifically to ballistic
weapons, rather than guided missiles.
AP
When used in the context of anti-armor munitions,
indicates APFSDS or APDS rounds
APC
Armored Personnel Carrier: A vehicle with some armor and weapons
designed to protect an infantry squad during transportation
APDS
Armor Piercing Discarding Sabot: Rifled anti-armor munitions,
some are available for anti material rifles.
APFSDS
Armor Piercing Fin Stabilised Discarding Sabot: Anti-tank
munitions designed to be fired from a smooth bore cannon
(typically, a tank gun)
AR
Autorifle, Autorifleman: An infantry rifle that has been
augmented with the capability of sustained fire. Can also be used
to indicate the role associated with such a rifle.
AT
Anti Tank
ATGM
Anti Tank Guided Missile
AV / Alpha-Victor
Armored Vehicle
Backblast
A pressure wave produced by various cannons and launchers that
can harm or kill infantry, especially in enclosed areas.
Ball
In the context of cartridges, indicates a lead bullet coated with
a metal jacket.
CSW
Crew Served Weapon: Any weapon system that must be operated or
transported by more than one unit e.g. statics, vehicle mounted
weapons, mortars
Carbine
A rifle with a shortened barrel, making it easier to use in close-quarters
and slightly lighter at the cost of muzzle velocity
Caseless
A type of cartridge whose body is made entirely of propellant; no
empty case exists to be ejected after a caseless round is fired.
FMJ
Full Metal Jacket: See "Ball"
GMG / MGL
Machine Grenade Launcher: A crew-served grenade launcher capable
of high rates of accurate fire.
HE
High Explosive: Indicates a detonating explosive round, effective
against unarmored targets
HEAT
High Explosive Anti-Tank: An explosive round with a second stage
anti tank round.
HEDP
High Explosive Dual Purpose: A 40x46mm grenade augmented with an
anti-armor charge. Can disable some light-skinned armor.
HOT
Haut subsonique Optiquement Téléguidé: Wire guided ATGM
IFV
Infantry Fighting Vehicle: An armored vehicle with a heavy
weapons platform and the capability to carry and support an
infantry squad
LMG
Light Machine Gun: A belt fed, man-portal machine gun
firing intermediate cartridges.
MBT
Main Battle Tank: Refers to all tanks in current use, except for
the Wiesel AWC, a tankette.
Missile
Munitions with an explosive payload, propellant, and guidance
system
MMG / GPMG:
Medium Machine Gun / General Purpose Machine Gun: a belt-fed, man
portable machine gun firing full-sized rifle cartridges.
Mortar
Man-portable high-angle artillery
MP
Multi Purpose: Usually in reference to cannon rounds, indicates a
mix of anti-armor, anti-infantry, anti-structure etc. ability
Recoilless Rifle
A launcher or artillery gun that fires self-contained cartridges
with an explosive payload; propellant gas is ejected out of the
rear, causing no recoil (e.g. RPG-42). The projectile has no
propellant of its own.
Rocket
Munitions with an explosive payload, propellant, but no guidance
system
SPG
Self Propelled Gun: Vehicle mounted artillery
SPG-9: A Soviet recoilless rifle
Sabot
Specifically, a device used to encase projectiles in flight.
Generally, any round which uses a sabot. Usually refers to one of
APFSDS or APDS rounds, designed for heavy penetration
Static
Any weapon designed not to be moved during a firefight, usually referring to
an HMG or MGL on a tripod
Tracer
Indicates a round with a pyrotechnic powder that burns visibly in
order to aid in spotting and aiming. Sometimes indicated by
suffixing "T" or "-T" to a round name, e.g. "MP-T"
Wire Guided
A missile guidance system that uses a reel of copper wire from
the launcher to missile to deliver guidance information. The wire
is not simulated in game.