A lot of roles (RTOs, vehicle commanders, pilots to name a few) will need to be familiar with a handful of simple terms and systems to better get elements and weapons into the correct locations. A few of these are laid out in simple terms below:
A location can be described by a simple set of coordinates, which is handy to make sure everyone is talking about the exact same place. These can be communicated in a number of methods, with the first numbers showing x or longitudinal position, and the second showing y or latitudinal position:
Grid Image - 3x3 grid showing numbers 7,8,9 / 4,5,6 / 1,2,3 with 0 below
Generally speaking, callsigns will be structured as "element name: number-number". For example, Anvil 2-1. In this example (taken from Operation Tidebreaker), Anvil indicates a M1 Abrams, 2 indicates it as a member of the second section and 1 indicates it as the first tank of that section. This can be applied to basically all elements (except for some rare command/support assets which won't have a number, ie Overlord for command or Steel Rain for artillery).
Extending off the end of a callsign you may also occasionally encounter suffixes, which indicate a specific member or asset within an element. The most common ones are:
When talking over radios, it can often be easier to use established terms to avoid confusion. For example, "alpha" rather than the letter A, "bravo" rather than the letter B, so on. Here's an easy chart for the standard NATO Phonetic Alphabet:
| A - Alpha | J - Juliet | S - Sierra |
| B - Bravo | K - Kilo | T - Tango |
| C - Charlie | L - Lima | U - Uniform |
| D - Delta | M - Mike | V - Victor |
| E - Echo | N - November | W - Whiskey |
| F - Foxtrot | O - Oscar | X - X-ray |
| G - Golf | P - Papa | Y - Yankee |
| H - Hotel | Q - Quebec | Z - Zulu |
| I - India | R - Romeo |
You don't always have to use these exact terms ("apple" can be a good substitute for A for example), but it helps a lot as most experienced radio operators will be familiar with them.
Similarly, NATO brevity terms will often come over radios as they're a very quick way to describe what people are talking about.This stuff isn't super necessary but can help. Some common terms you'll hear in this unit are:
| Term | Meaning |
|---|---|
| Danger close | Used to describe heavy ordnance (air strike, artillery) landing within 500m of friendly forces |
| Wilco | "Will comply", I acknowledge and will follow previous command |
| Oscar Mike | "On the move" |
If you want more of this sort of stuff, follow this link. Note that this isn't required reading; it's just handy knowledge.
One last tip: "repeat" and "say again" are not the same thing. Repeat means "please do what you just did again" (ie do that fire mission again), say again means "I need you to transmit your last message again".
The Automatic Rifleman's (AR) job is to provide sustained suppressing fire on targets to better enable the riflemen in their element to manoeuvre/engage the enemy. To that end, they'll generally be the base for assaults to start from, and are additionally instrumental in defending a fixed position. The Machine Gunner (MG) is a heavier version of this; generally utilising a GPMG firing heavier rounds. The primary difference between these two is that usually the MG is the centrepiece of a weapons squad, whereas most rifle squads will have an AR. MGs will generally have dedicated assistants which stick with them at all times, whereas ARs will often just have ammo distributed through their element.
Important keybinds:
The most important thing to remember as the AR/MG: you are there to suppress the enemy. Don't try to squeeze off single rounds, even if you've got an optic - the riflemen can do that, but they can't send 100-200 rounds before reloading. Fire rapid 5-10 round bursts to force the enemy to get their heads down (and if they don't, you'll kill them).
Tips:
The Assistant AR/MG is there to ensure their gunner stays effective and to better enable them to engage hostiles. This happens through two ways - they keep the gun up and running, and they spot targets.
Important keybinds:
As the gunner fires and depletes their belt, the assistant (provided they're carrying spare ammo belts) can ACE interact with the gunner's weapon itself (not the gunner) to link belt, which tops up their current belt from the assistant's inventory. Keep an eye on the gunner's ammo through the same Weapon ACE interact, and if it falls below 25-50% consider linking - note that it doesn't stop them firing.
Assistant's perspective of ACE Weapon options on gunner's M240B
The second thing to manage for an MG assistant is barrel heat. As the barrel heats up from sustained fire, two things occur: the weapon becomes less accurate, and the jam chance increases. To get around this, most MG assistants carry a spare barrel. ACE interact with the weapon to check the heat, and if it's starting to get above 50%, ask your gunner if they want to change it over. Remember that, unlike belt linking, swapping the barrel will stop the gunner firing. Once the barrel is swapped, the temperature will be reset. The old barrel will show as a spare barrel in your inventory and will slowly cool.
Tips:
The Anti-tank (AT) Gunner's Job is to provide an infantry element the ability to engage armoured targets. AT tends to be categorised into two groupings, Light Anti-tank (LAT) which consists of primarily disposable launchers, and Heavy Anti-tank (HAT) which consists of heavier launchers capable of engaging all armoured assets (sometimes including launchers that require deployable systems). LAT is often treated as an expanded rifleman role whereas HAT is almost always used as the focal point of a weapons team with at least one assistant.
Important keybinds:
Prior to firing his weapon, the AT gunner needs to ensure that the area behind his weapon that can injure friendlies (Backblast Area) is clear. The AT gunner will call out "Clear Backblast" and only fire after a response is given of "Backblast is clear". Failure to wait for this response can and will injure members of your unit. Additionally firing a weapon with backblast indoors will injure/kill the person firing and anyone else inside the space with them.
Some HAT equipment is run using deployable launchers, these require the gunner and assistant to both place their respective parts of the launcher (ACE interact) before the gunner gets into the weapon to fire it.
In general, anti-tank launchers will fall into one of three categories for weapon guidance. These will be SACLOS (missile systems where you must keep the optic centred on the target for the missile to track), Self Guiding (these require a lock before you fire), and unguided (fired over normal sights, usually fairly short effective range). How to engage with each mode follows:
An anti-tank gunner locks onto a BMP-2 to engage with a fire-and-forget missile. Note the solid crosshair to indicate a good lock.
Some launchers may be able to load different rocket/warhead types as well, such as the SMAW or Carl Gustav M3. A simple understanding for what you'll commonly find issued:
Tips:
The Anti-tank Assistant role exists to improve the effectiveness of the Anti-tank Gunner. They achieve this by providing additional rounds for the AT weapon, spotting targets, and ensuring the AT Gunner is safe to fire.
Important keybinds:
Prior to firing his weapon, the AT gunner needs to ensure that the area behind his weapon that can injure friendlies (Backblast Area) is clear. The AT gunner will call out "Clear Backblast!", at this point the Assistant needs to look at the area behind the gunner and verify the backblast area is clear. If the area is not clear the Assistant should call out "Hold!" until the area has been cleared. When the backblast area is clear, the Assistant will call out loudly "Backblast is Clear!", the gunner will then engage his target.
Visualisation of the backblast area for the Carl Gustav M3 Recoilless Rifle. Not to scale.
After the A/T gunner engages a target with their launcher, the Assistant (provided they have additional rounds with them) can ACE interact with the launcher (not the gunner) from the right side to load their weapon for them, allowing the gunner to continue to track the target they were engaging (and avoiding the delay of transferring rounds between players/manually reloading).
An anti-tank assistant buddy loads his gunner's launcher.
Some HAT equipment is run using deployable launchers, these require the gunner and assistant to both place their respective parts of the launcher before the gunner gets into the weapon (ACE interact) to fire it.
Tips:
This role refers to someone carrying a grenade launcher (GL), be it rifle-mounted or standalone. They assist the squad to lay down area-of-effect fire and provide support such as smoke and illumination.
Important keybinds:
In Arma, a rifle grenade launcher is equipped by simply pressing the change fire mode button to cycle through as if it were another fire mode - you'll see the name of the weapon change in the top right. From here, you'll need to set the range of the target using Page Up/Page Down - either ask your element leader (who should provide the range when they ask you to engage something with the GL), use the map or get good at eyeballing it - this skill will come with time. Place the sight on the target you want to engage and fire. You do not need to aim above the target, nor should you aim below it to better see it while firing. If your shot was long or short, adjust and re-engage.
A US Army grenadier engages a target at 200m using an M203 mounted on an M16A2.
Tips:
The purpose of a Designated Marksman, or DMR, is to supplement their element's ability to engage targets beyond the reach of a rifleman or AR; usually 400-700m away. They shouldn't be confused with a dedicated sniper - they're effectively a rifleman who can reach out further.
Important keybinds:
The 17th uses ACE Advanced Ballistics, which means that a marksman will need to consider not just range but also potentially temperature and wind. Most DMRs carry a range card on them, which will give references for scope zeroing at given distances under given temperatures. To accurately engage a target:
An example of an ACE range card for 7.62 NATO.
A marksman checks the air temperature.
Standard scope adjustment turrets; top is elevation, right windage.
Tips:
The Radio Telephone Operator (or RTO)'s job is to link the squad to other elements in the battlespace. They do this primarily through the long-range radio they carry, but in some missions will also be key to calling in fire support. A good RTO is a massive force multiplier and can assist the squad to punch well above its weight.
Make sure you read the communication section at the top so you're up on what to actually call people/respond to on the radio.
Important keybinds:
How to call in ALiVE support (transports, support vehicles):
How to call in artillery/air support using support request system:
An RTO using the ALiVE Combat Support interface to call in an artillery fire mission.
Tips:
One of the long range radio configuration screen (accessible by hitting Alt+P).
You can mouse over the function keys in-game to get a tooltip saying what they do.
Both Ground and Air Crews have access to Info Panels on the left and right side of the screen. Use Left and Right Square Bracket, '[' and ']', to cycle through the types of info panels, and CTRL + [ or ] to cycle between the modes of each panel. Panel types are listed below
Gif of the Panel types
Most missions include a rearm, refuel and repair zone, which will automatically perform these actions for you. For missions that do not include this zone, or when you can't access this zone, it is normally done through ACE interactions between the vehicle and/or a resupply object nearby.
In a combined arms environment, dedicated vehicle crews support the primary fighting unit (generally infantry) to better accomplish their objectives. This can happen a number of ways, but primarily can be divided into integrated (IFV/APCs which stay close to/directly support infantry) and standalone (tanks, SPAA which are designed to combat enemy vehicles/perform specific roles).
While each player may fill a certain role in the vehicle, you shouldn't limit what you do to the role you are slotted into. Work together by providing input into decisions such as navigation and positioning. You may know something that someone else doesn't that could affect the decision making of any of the other roles, be it terrain, vehicle, or target knowledge.
In almost every mission the 17th runs, vehicle crews will find themselves working alongside infantry elements. It's important to play to the respective strengths and weaknesses of both elements. Keep in mind:
When a vehicle loses a track or a wheel to incoming fire or running into something, you will need to replace them. To do so, do the following:
While moving the wheel/tire be extremely careful not to hit the vehicle, players, or other simulated objects as the physics engine will freak out and likely kill you/others.
Your job is to ensure the vehicle gets from A to B in a timely but safe manner. While the commander will overall be directing the vehicle to fighting positions/objectives, the driver is the one directly assessing the immediate route ahead and how best to manoeuvre over/around terrain and obstacles.
Important keybinds:
The commander should start any commands directed at you with "driver". When you hear this switch on as they may need you to carry that out immediately. The most common commands will be the move up a route of advance at either slow, medium/standard or fast pace. Slow means use Ctrl+W, standard means just hold W (or match the convoy speed), fast means use Shift+W for the highest speed the vehicle can move. If you get an order to move at a fixed speed, use the ACE Speed Limiter controls to match the commanded pace. Note that you'll still have to hold W while doing this; it just stops you going over a given speed.
Tips:
Your role is to operate the vehicle's primary weapons systems which may also be paired with advanced optics (including capability such as high zoom, night vision or thermal imaging). While the commander will sweep the battlefield for targets, once they're assigned to you, they become your domain.
Important keybinds
There are a lot of different weapon types you might use. Often, they'll also share ammo types. There are many permutations and small changes, but the standards across a lot of main vehicle weapons are:
The various weapon types will often use different ammo (as above). Vehicles are often intended for a given role, and the main/secondary weapons onboard will reflect that. Generally speaking, these can be broken down into the following categories:
→ Anti-air vehicles will often sport autocannons with proximity-fused ammo.
→ Some vehicles also have laser-guided missiles which require a laser-designated target to engage (your commander or other elements may provide this). Press R to lock onto this lase.
→ AA vehicles often carry surface-to-air missiles (SAMs) to engage distant/manoeuvring targets. Ensure your radar is turned on (if equipped with one), then lock onto your target before firing. These missiles will only be effective at engaging aircraft.
When in combat, your commander will allocate targets for you to engage. Unless the vehicle is threatened, wait for them to give you clearance to fire. They may also give you directions on round types/weapons to use.
Tips:
A US M1 Abrams gunner engages a Russian T-55A tank.
Note the fixed range in the top-right as well as the "0795 RDY" in the centre indicating the Fire Control System has correctly adjusted the gun.
The commander is arguably the most important member of the tank crew - not only are they directing the rest of the crew the same way a team lead would, they're also usually coordinating with other elements. On top of that, they may be running a section or even a platoon of other vehicles. This section will focus on how to effectively command your own vehicle.
Important keybinds:
It's important for a commander to be aware of not just the threats they're going to be engaging/working around but also friendly units. It's vital to stay in communication with both your crew as well as other elements (be they attached or under separate callsigns), and ensure you're communicating effectively. When addressing crew members or issuing orders, ensure you precede the order with who it's going to, then be clear with the order. For example:
When considering where to position your vehicle, remember that different vehicles have different environments/conditions they do well in. If moving into an urban area, always talk with nearby infantry on how they're going to help secure your flanks/intersections. If there aren't any friendly infantry in a built-up area, you shouldn't be going there. If you know there's an enemy tank watching your area and you're in an APC, you shouldn't drive into the open. Use common sense on what you can effectively engage/be engaged by when making your decisions; positioning is a massive part of what will keep your vehicle kicking. When in doubt, play it safe. Erring on the side of caution means you're not putting the vehicle into dangerous situations you can't find a good way out of, which means the elements you're working alongside/supporting can rely on you.
Something to keep in mind here are your vehicle's countermeasures (most vehicles will be equipped with smoke dischargers). If you get engaged by something you either can't identify/find or can't fight back against, there's zero problems with popping smoke and retreating to a safer position to either call it in for friendly forces or reengaging from a better spot.
As the commander, you'll also be the primary user of the vehicle's long range radio (which should be your link to other elements). Ensure you're only responding to/calling out information on long range which is relevant to others on that net. Take note of and know your callsign, especially if you're attached to an infantry element as their callsign victor.
Tips:
It's important to play to the strengths and weaknesses of your vehicle type when planning, moving or engaging targets. This affects more than just the commander. Keep these basics in mind to better perform as a crew.
The primary purpose of a transport vehicle (see examples above) is to deliver infantry to the battlefield, then withdraw. Alternatively, infantry may self-transport in them then dismount. Weapons they're equipped with are purely for self-defence/immediate support within that role - these assets aren't meant to stay in protracted fights except in very specific circumstances. They're generally not armoured enough to take a hit from more than HMG/grenade launcher fire outside of particular vehicles. After delivering any infantry from these vehicles, you should immediately look to relocate to a safer location and either provide support from there or start on your next objective. Some type-specific examples of transports are:
Whereas transports are only meant to move infantry, fighting vehicles are there to support them directly on the battlefield. They may also transport infantry to and from the area, but generally are inferior to transports in this respect due to lower passenger capacity. With that said, they pack far more firepower. Upon arriving near an objective (and disembarking infantry if necessary), fighting vehicles should be looking to directly engage the enemy - for tanks this could mean taking on enemy armour formations, for recon vehicles this could mean scouting flanks or calling in fire missions, for IFVs this could mean attaching to their infantry element and escorting them to/supporting them in contact. Some type-specific examples of fighting vehicles are:
This section assumes that you know the basics of flying either helicopter or fixed wing aircraft in Arma; it does not function as a tutorial. Note that the 17th uses standard (basic) flight model for all operations/missions; advanced flight model is absurdly broken in many places. The following info is to teach you how to better operate/"fight" the aircraft in combat and integrate with other elements on the battlefield.
In a combined arms environment, the job of aircraft is to support ground forces through either attacking enemy formations (Battlefield Air Interdiction) or as directed by infantry (Close Air Support). Additionally, they may also engage enemy aircraft to keep the battlespace secure. When crewing aircraft (either solo or multi-crew) it's important to make sure you're communicating effectively with ground/air elements as well as any other crew/passengers in your bird. Generally speaking, keep the following in mind:
Important keybinds:
While there are some obvious differences between an attack or transport helicopter, or fixed wing aircraft, the primary job of any pilot is to execute the mission and bring the bird home in one piece. As a pilot, you'll be responsible for positioning/manoeuvring the aircraft to avoid ground fire, then putting it in place to deploy weapons/shift infantry. Weapons deployment is primarily the job of the gunner in multi-crew aircraft, but pilots may also have access to forward-firing guns, missiles, rockets etc. These weapons can vary greatly, so make sure you look into not only how they function guidance-wise but also what the intended targets are.
Some aircraft also carry a copilot, who is distinct from the gunner in a couple of ways. Generally their job is to help shift some of the workload from the pilot on basic tasks such as using radios, navigating and maintaining situational awareness. They also often have access to optics such as thermal imaging suites. Use these to check for threats, scout landing zones (LZs) and get positive ID on contacts.
When playing as a pilot in a multi-crew aircraft, you are effectively the commander of the vehicle, which means the gunner/copilot etc. should be taking their cues from you. This means that you should be talking with them often so you can both be aware of info only directly available to one of you. This also means that as the pilot, you should be completely aware of both your callsign as well as the rules of engagement (ROE). In 17th missions, air support assets should NEVER engage ground targets unless specifically cleared to by the ROE or ground controllers.
Tips:
While the pilot primarily flies and does a small amount of weapons employment in multi-crew aircraft, the gunner's combat focus is to find contacts, identify and engage them.They help the aircraft maintain situational awareness through their optics package (most attack aircraft have thermal optics). Depending on the platform, they'll almost always have access to missiles (which may be laser, radar or infrared-guided) but may also have access to an autocannon for engaging point targets as well.
While you're the one who will be firing the gun, launching missiles and generally identifying targets, do keep in mind that final authority to fire still rests with the pilot as commander of the aircraft. If you want to engage something, ask for clearance from them first. At the same time, you'll have better eyes on targets than they will - if you think they're ordering you to engage civilians, friendlies or any other kind of invalid target, double-check with them first. As is stated in the Pilot section above, in 17th missions, air support assets should NEVER engage ground targets unless specifically cleared to by the ROE or ground controllers. Your pilot should clear everything with ground elements first (or you'll have been briefed on what you can independently engage prior to contact).
Tips:
The primary purpose of transport/utility helicopters is to move infantry/vehicles/cargo in and out of the battlefield. While they may be equipped with weapons such as doorguns or rocket pods for self-defence/light support, they're not meant to be engaging high threat targets such as tanks or AA vehicles. Outside of low-intensity environments, after delivering any infantry/cargo from these vehicles, you should immediately look to relocate to a safer location and either provide support from there or start on your next objective. Some type-specific examples of transport aircraft are:
Dedicated attack helos are designed to provide direct support capability over the battlespace. Generally speaking, true attack helos will field multiple weapons systems and have a robust optics package to better facilitate target ID/weapons delivery. Some attack helos are armoured and designed to absorb hits from small arms, HMGs or even lighter autocannons but generally speaking pilots should do their best to avoid all hostile fire (even if the aircraft is rated to deal with it). Some type-specific examples of attack helicopters are:
Multirole is a term generally applied to aircraft which can either fly multiple mission types at once, or alternatively may be reconfigured between sorties to fly different mission profiles. In Addition to roles like transport and attack, they may also fly in roles such as reconnaissance, search and rescue and more. Some type-specific examples of multirole aircraft are:
Whereas helicopters are able to loiter over the battlefield but are limited in their area of operations (AO) due to speed, fixed wing aircraft are comparatively extremely fast and can transit in and out of the battlespace quickly. Due to their much higher speed, most fixed wing aircraft will need to enter high altitude orbits when attempting to find targets on their own, which may place them at risk from enemy AA. Due to this, it's generally more effective to hold at a stand-off point and have infantry/other elements acquire targets for you, then enter the AO at maximum weapon delivery speed so as to minimise the time you're exposed to enemy fire. While their anti-tank payload is comparatively lower, they can still carry optics and can carry individually heavier weapons such as laser guided bombs, and are additionally often capable of air to air combat. Some type-specific examples of fixed wing aircraft are:
Leading in the 17th Pathfinders is something that we in the admin team are usually very selective about. We have an important reason for this: if someone isn't a good element leader (for any given reason), it can have a very noticeable negative effect on the people working within that element. As such, we have both experience and attitude expectations for leaders that go beyond our regular playerbase. For the latter, you need to be willing to not just effectively lead your team to accomplish the objective, but you need to be following the general rules we lay out for the unit so you're setting the right example. Consistent actions that benefit the experience of the group are a prerequisite for consideration for command roles. As such, actions that harm others' experience may preclude you from command roles. The former of those requirements was experience. This doesn't necessarily mean you need to have a leadership background, but it helps a lot. As such, we've got a rough pipeline of roles that'll help slowly ease someone into a leadership position (assuming someone is fairly new to the unit here):
This pipeline isn't really a fixed thing; it's just a good way to work your way up and get the proper experience.
| Term | Definition |
|---|---|
| APFSDS | Armour-Piercing Fin Stabilised Discarding Sabot - the most common main gun round used by tanks for engaging other heavily armoured targets such as enemy tanks. |
| APC | Armoured Personnel Carrier - focused around infantry transport; usually lightly armed and armoured. Generally only armed with MGs. |
| Backblast | The cone-shaped overpressure zone created behind a rocket launcher/recoilless rifle upon firing, generally in a ~120 degree arc. To avoid injury due to backblast, the anti-tank gunner/assistant should be checking that no friendlies are in rear quarters of the launcher/rear of the gunner's 3/9 line. See Assistant Anti-tank. |
| BLUFOR | Blue Forces; NATO/friendly forces - Generally speaking, most of our missions have us playing as BLUFOR. |
| Concealment | Objects (bushes, thin walls) which can break line of sight with the enemy to hide an element. Note that concealment cannot absorb fire and should not be confused with cover (see next). |
| Cover | A hard barrier that can absorb fire and break direct line of sight with the enemy. It is always better to fight from cover. Cover can also be concealment. |
| CPG | Copilot Gunner - another term for a helicopter gunner. WSO may also be used. |
| CSAR | Combat Search And Rescue |
| Defilade | Describes using terrain such as hills, depressions, craters, earthworks etc. to break line of sight between a position and the enemy. Defilade is good cover. |
| Fire superiority | To fire with greater effect than the enemy. May refer to volume of fire or accuracy. |
| Friendly fire | (Isn't) - used to describe when allied forces fire on each other. May also be called blue-on-blue. |
| GPMG | General Purpose Machine Gun - also just called a machine gun; specifically fires a full-size (~7.62) as opposed to intermediate (~5.56) cartridge. |
| Helo/Heli | Short for helicopter |
| HMG | Heavy Machine Gun - fires a large round such as .50 calibre. |
| IFV | Infantry Fighting Vehicle - focused around directly supporting infantry, both through direct-fire support as well as transport. Generally armour is fairly light. Usually armed with autocannon/MGs/missiles. |
| IR | Infrared |
| Lase (Laze) | The act of pointing a laser onto a target - This can mean a few different things; laser designation for weapons is the most common but could also mean to laser range find a target to engage with a cannon/autocannon/MG or to simply point a rifle laser at for visual designation. |
| LOS | Line Of Sight. Describes the direct field of view from a position as unbroken by terrain, buildings, cover, concealment etc. |
| LZ | Landing Zone |
| MBT | Main Battle Tank - specifically describes an armoured, tracked vehicle which has access to a large calibre gun. |
| Medevac | Medical Evacuation - describes removing a casualty from a given area and moving them to a treatment location such as a hospital, FOB or trauma unit. |
| MRAP | Mine Resistant Ambush Protected vehicle - often interchangeable with armoured car. |
| OPFOR | Opposing Force; may also be called REDFOR - used as a catch-all term to describe the enemy. |
| PID | Positive Identification - identifying a contact (friendly, enemy, civilian, doesn't matter) with absolute certainty. |
| Prosecute | To engage/attempt to neutralise a target. |
| Recon | Reconnaissance - the act of scouting an area to determine the best way to deploy follow-on forces or fire support such as artillery, air power etc. |
| ROE | Rules Of Engagement - the rules surrounding what targets you can engage at any time |
| RTO | Radio Telephone Operator - synonymous with just radio operator or radioman. |
| Sabot | Shorthand for AP or APFSDS - generally used by tank crews for clear gunnery instructions. |
| SACLOS | Semi-Automatic Command to Line Of Sight - Describes a missile targeting system where the gunner only needs to hold their reticle over the target and the missile will guide itself there. |
| SPAA | Self-Propelled Anti Air |
| Suppression | The act of putting large amounts of fire into the vicinity of the enemy to force them to take cover and reduce their ability to return fire/fight. While machine guns are better at this, it's everyone's job in a fire team. "Hey! It's a machine gun! It's a machine gun." |
| WSO | Weapons Systems Officer - refers to the multi-crew aircrew member who operates weapons, sensors etc. separate from the pilot. Generally exclusive to fixed wing aircraft. |
Good luck, Pathfinder!