This is a non-exhaustive list of useful brevity codes. The military has a LOT of brevity and to cover them all would take a very long time, but these should be some of the most important for the average goon.
References:
Unsorted codes
Brevity code |
Meaning
|
Anchor (point) |
Orbit about a specific point
|
Bandit |
An aircraft identified as an enemy
|
Banzai |
Directive call to engage using launch and decide tactics
|
Bingo |
Minimum fuel state needed for a return to base
|
Blind |
No visual contact with friendly aircraft/ground position. Opposite of Visual
|
Bogey |
A radar or visual aircraft whose identity is unknown
|
Bogey Dope |
Request for the closest group's BRAA
|
Bracket (direction) |
Directive call to move in the given direction to position on opposing sides of the target
|
Break (direction) |
Directive call to perform a max performance 180 turn in the given direction and go defensive
|
Brevity |
Directive call to shorten transmissions, as the frequency is becoming saturated
|
Broke lock |
Advisory call indicating a loss of lock on
|
Bugout (direction) |
Directive call to separate from an engagement in the given direction with no intent to reengage
|
Buster |
Directive call to fly at MIL power (no afterburner)
|
Captured |
Aircrew has acquired an air to ground target
|
Cease laser |
Directive call to stop firing laser. Opposite of Laser on
|
Check (number, left/right) |
Directive call to turn a given degrees left or right
|
Cleared hot |
Ordnance release is authorized
|
Closing |
Decreasing in separation
|
Crank (left/right) |
Turn the given direction to place the target at radar gimbal limits
|
Defensive |
Advisory call that the speaker is under attack and is maneuvering defensively
|
Extend (direction) |
Maneuver to gain energy, distance, or separation with the intent of reengaging
|
Fence (in/out) |
Set the cockpit switches as appropriate for entering/leaving the combat zone
|
Joker |
Fuel state above Bingo where separation/bugout/event termination should begin
|
Laser on |
Directive call to begin lasing
|
Merged |
Informative call that friendlies and targets have arrived in the same visual arena and their radar returns have come together
|
No Joy |
Aircrew does not have visual contact with target. Opposite of Tally
|
Opening |
Increasing in range
|
Push (waypoint) |
Proceed to the given waypoint
|
Roger |
Indicates aircrew understand a transmission. Does not indicate compliance
|
Shooter |
Aircraft designated to release ordinance
|
Short Skate |
Informative or directive call to execute launch and leave tactics and leave no later than minimum abort range
|
Skate |
Informative or directive call to execute launch and leave tactics and leave no later than minimum out range
|
Splash |
For air to air, indicates the target has been destroyed. For air to ground, indicates a weapon impact
|
Tally |
Aircrew has visual contact with target. Opposite of No Joy
|
Target (target) |
Directive call to engage the given target
|
Tied |
Positive radar contact with element or aircraft
|
Unable |
Cannot comply as requested
|
Visual |
Bisual contact with friendly aircraft/ground position. Opposite of Blind
|
Wilco |
Will comply with received instructions. Implies Roger
|
Weapon Release Codes
Brevity code |
Meaning
|
Bruiser |
Launch of an anti ship missile (like the AGM-84)
|
Fox One |
Launch of a semiactive radar guided missile (like the AIM-7)
|
Fox Two |
Launch of an IR guided missile (like the AIM-9)
|
Fox Three |
Launch of an active radar guided missile (like the AIM-120 or AIM-54)
|
Magnum |
Launch of an anti-radiation missile (like the AGM-88)
|
Rifle |
Launch of an air to surface missile (like the AGM-65)
|
RWR Calls
Brevity code |
Meaning
|
Buddy spike (direction) |
RWR indication of a friendly aircraft in track
|
Mud (direction) |
RWR indication of a ground thread with no launch indication
|
Nails (direction) |
RWR indication of an air to air radar in search
|
Spike (direction) |
RWR indication of an air to air threat in track or launch
|
Enemy Aspects
Brevity code |
Meaning
|
Hot |
Group is moving towards you or is on an intercept vector. 160 to 180 degrees of aspect
|
Drag(ging) |
Bandit group is moving away from you. 0 to 60 degrees of aspect
|
Beam(ing) |
Bandit group is moving perpendicular to you. 70 to 110 degrees of aspect
|
Flank(ing) |
Bandit group is moving diagonally towards you. 120 to 150 degrees of aspect
|