Glossary
This glossary explains the terms a player meets in the game and on this wiki. Each entry gives a short meaning, and the last column links to the article that covers the term in full. The meanings are taken from those articles, so a number here is the same number you will find there.
A
| Term | Meaning | Read more |
|---|---|---|
| Adrenaline Pen | A non-healing item that gives unlimited tactical sprint for 60 seconds. | Adrenaline Pen |
| Aim down sight (ADS) | Aiming through the weapon’s sights, which removes hip spread. | Spread and Recoil |
| Armor | Vests and helmets that absorb part of the damage from a hit. | Armor |
| Armor-piercing (AP) | Ammunition built to get through armor. It does about 0.8 times standard damage, but it does more than standard against medium armor on rifle calibers. | Ammunition |
| Artillery | Long-range fire missions from the SPH-2 gun, aimed with map coordinates, a bearing and mils. | Artillery |
| Assault | One of the six roles. It was called Infantry in the game data and is titled Assault on this wiki. | Assault |
B
| Term | Meaning | Read more |
|---|---|---|
| Bearing | The compass angle, measured clockwise from north, from your position to a target or to the gun. | Artillery |
| Bearing tape | The scale across the top of the SPH-2 gun sight. It shows the gun’s compass bearing, with a tick every 3 degrees. | Aiming the SPH-2 |
| Bipod | An attachment that steadies a weapon when it is deployed and limits how far the weapon turns while mounted. | Bipods |
| Bleed-out | The timer a downed player has before dying. It is 360 seconds and drains at half speed, so it lasts about 12 minutes. | Downed and Revive |
| Build Supplies | The resource that powers hammers. Players buy it and spend it to build structures. | Supplies |
| Buildable | Any structure built with a hammer, such as a wall, door, bunker or station. | Buildables |
C
| Term | Meaning | Read more |
|---|---|---|
| Calibers | The bullet types a weapon fires, such as 5.56x45mm or .308 Win. | Ammunition |
| Cash | The currency earned in matches and spent on gear, weapons, vehicles and skills. | Cash and Rewards |
| C4 charge | A strong blast that a player places and sets off from a distance with the Remote Detonator. | C4 Charge |
| Challenge | An objective tracked across matches that pays rewards when completed. | Challenges |
| Claymore | A placed anti-infantry mine that fires when a player or vehicle walks into the area in front of it. | Claymore |
| Control Zone | The zone that teams try to hold in King of the Hill. It is a cylinder with a Hot Zone inside. | Control Zone |
| Crouch | A stance that is slower than standing, but harder to hit with spread. | Movement |
D
| Term | Meaning | Read more |
|---|---|---|
| Demolition | Breaking a prop with explosives or vehicles, which depends on the prop’s rule set. | Destruction |
| Downed | The state a player is in when health reaches 0. The player is on the ground, cannot fight, and can be revived before the bleed-out timer ends. | Downed and Revive |
| Driver | One of the six roles. | Driver |
E
| Term | Meaning | Read more |
|---|---|---|
| Explosives | Grenades, mines and charges. | Grenades and Explosives |
F
| Term | Meaning | Read more |
|---|---|---|
| Factions | The three teams in the game data: Lonestar, Valkyra and Manticore. | Factions |
| Fall damage | Damage taken from a hard landing or a fall from height. | Movement |
| FMJ (full metal jacket) | The standard ammunition type and the baseline for damage. | Ammunition |
| Forward Operating Base (FOB) | The main player-built base. Most structures must be placed inside its radius. | Forward Operating Base |
G
| Term | Meaning | Read more |
|---|---|---|
| Garage | The vehicle shop where vehicles are bought. | Shops |
| Gold Bars | The premium currency. Cosmetics are priced in Gold Bars on the Gold Market. | Currencies |
| Grenade | A thrown explosive. | Grenades and Explosives |
H
| Term | Meaning | Read more |
|---|---|---|
| Hammer | The tool that builds structures. There are Small, Medium and Large hammers, and each one can build a different set of structures. | Hammers |
| Headquarters | Where a player respawns after bleeding out. | Downed and Revive |
| Health (HP) | The points of health a player or structure has. A player is downed at 0 HP. | Health and Damage |
| High arc | A steep, slow artillery shot, used from about 610 to 1,390 mils. | Artillery |
| Hit registration | The rule that decides when a shot counts as a hit. | Hit Registration |
| Hot Zone | The inner zone of a Control Zone. Holding it pays more than holding the outer zone. | Control Zone |
I
| Term | Meaning | Read more |
|---|---|---|
| Improvised explosive device (IED) | A placed charge that a player sets off from anywhere with its trigger, 3 seconds after the trigger is pressed. | Improvised Explosive Device |
| Infantry | The former name of the Assault role. | Assault |
K
| Term | Meaning | Read more |
|---|---|---|
| Killfeed | The list of recent kills on screen. A setting filters which kills appear. | Controls and Settings |
| King of the Hill (KOTH) | The main three-team mode, played around a Control Zone. | King of the Hill |
L
| Term | Meaning | Read more |
|---|---|---|
| Low arc | A flat, fast artillery shot, used from about 20 to 600 mils. | Artillery |
M
| Term | Meaning | Read more |
|---|---|---|
| Mastery | A role’s level, from 0 to 100, that rises as the role earns XP. | Cash and Rewards |
| Medic | One of the six roles. | Medic |
| mil | The angle unit for artillery. One mil is a true milliradian, so 1,000 mils is 57.3 degrees. | Artillery |
| Molotov | A thrown incendiary that leaves a fire area for 45 seconds that burns players and vehicles. | Molotov |
P
| Term | Meaning | Read more |
|---|---|---|
| Parachute | Deployed to slow a fall. | Parachutes |
| Penetration | A bullet passing through a surface and carrying on, with less speed and less damage. | Penetration and Ricochet |
| Pilot | One of the six roles. | Pilot |
| Prone | The lowest stance. It is the slowest, and it is the hardest to hit with spread. | Movement |
| PvE | Missions played against AI squads instead of other players. | PvE Scenarios |
R
| Term | Meaning | Read more |
|---|---|---|
| Recoil | The kick of a shot, which moves the aim after firing. | Spread and Recoil |
| Recon | One of the six roles. | Recon |
| Remnant | The pieces that stay on the ground when a demolished prop breaks. | Destruction |
| Revive | Restoring a downed player to health, done by a teammate. | Downed and Revive |
| Ricochet | A bullet bouncing off a surface. The chance is 0% to 80%, set by the surface material, and bodies and heads never ricochet. | Penetration and Ricochet |
| Role | One of the six classes, Assault, Driver, Medic, Pilot, Recon and Support. Each role has its own mastery and skills. | Progression and Economy |
S
| Term | Meaning | Read more |
|---|---|---|
| Shop | Where players buy gear, weapons, vehicles and supply crates. | Shops |
| Skill | A role-level tweak, such as how fast a weapon comes up or how much recoil it kicks. | Skills |
| SPH-2 | The tracked artillery vehicle that fires 155 mm shells on fire missions. | SPH-2 |
| Spotting | Marking an enemy so it shows on the map. Spotting pays cash. | Spotting |
| Spread | How far shots scatter from the aim point. | Spread and Recoil |
| Stamina | The pool that sprinting, jumping and tactical sprinting drain. | Movement |
| Status effects | Conditions such as downed, bleeding, burning and movement penalties. | Status Effects |
| Supplies | Ammo, Fuel, Mechanical and Build Supplies, used at a Forward Operating Base. | Supplies |
| Support | One of the six roles. | Support |
T
| Term | Meaning | Read more |
|---|---|---|
| Tac sprint (tactical sprint) | A faster sprint that drains stamina. It needs at least 20% stamina to start. | Movement |
| Tracer | A visible-trail version of each bullet type. It does the same damage as its base type. | Ammunition |
X
| Term | Meaning | Read more |
|---|---|---|
| XP | The experience a player earns in a role. It raises that role’s mastery. | Cash and Rewards |
Z
| Term | Meaning | Read more |
|---|---|---|
| Zeroing | Setting a sight to the range of the target. Page Up and Page Down change it by default. | Sights and Optics |
Sources
- The game-mechanics, weapon, equipment, vehicle and progression articles linked above, which hold the data behind each term
- Settings and Input Actions, for the default keys