Aerospace-Craft Communications Protocols
The purpose of establishing uniform communications procedures is to limit unnecessary or uncommunicative messages being passed in the relatively high-risk, high-stress environment of fighter and small-craft operations. Particularly in combat or other threat environment situations, intentions and actions need to be communicated swiftly and accurately to avoid confusion which could give rise to surrendering the tactical advantage or even create a blue-on-blue situation.
Networks and Channels
Depending on the size and make-up of the particular group of small-craft operating together, there can be a variety of different networks and channels set up for the purpose of communication and information sharing. The basic concept is that every operational unit will have its own network, from a wing-wide channel, to a squadron-wide channel, to dedicated wingmen channels. Information broadcast on specific channels should be sent keeping in mind all of the parties who will be hearing it. For instance, squadron-specific instructions do not need to be broadcast over a wing-wide network. In all cases, communications should be brief and precise to avoid confusion and to prevent the networks from being clogged with unnecessary traffic. The exceptions to this are intra-wingmen channels and private channels; off-topic and more casual communication is permissible here, with the provision that it not interfere with operations.
Message Protocol
The standard message contains several key components. The first is the designation of the calling station and the intended receiving stations. This can be given in several formats, including:
“[receiving station], [calling station]”
“[receiving station], this is [calling station]”
“this is [calling station], calling [receiving station]”
Then follows the message traffic. The body of the message ought to be as short as possible. Leaving out unnecessary grammatical features is acceptable, even preferable, as long as the meaning of the message remains clear. Particularly long message out to include a pause, in the event that other critical traffic can be heard across the network. This pause is signaled by saying, “break,” followed by dead air before the message is resumed. Finally, the end of the communication ought to indicate the intention of future communication. If the calling station expects a response or thinks that a response is likely, the communication should be finished with “over.” For messages bearing critical or complex instructions that require concrete confirmation, the phrase “confirm copy” can be given before “over,” with the expected response being “I copy all,” “solid copy,” or some other form of confirmation. If the calling station is concluding an exchange or is given some general information that will not require or likely elicit a response, the communication should be finished with “out.”
Numbers and Letters
To avoid confusion with other words or codes, numbers and letters have to be stated far more clearly than they would in plain speech. For instance the letters AYN, referred to as ey-why-en, would be pronounced Alpha-Yankee-November. The number 150.3, usually read one-hundred-fifty-point-three, would be read One-Five-Zero-Decimal-Three.
Call Signs
In the military world of unit names, nicknames, numeric designations, etc. how exactly to refer to a calling or receiving station can be problematic. As such, the simple expedient of pre-arranged call signs helps simplify and specify origins and intended recipients of communications. Call signs can be selected and distributed in any number of ways, but the key element is that they are universally acknowledged and consistently used. In this case, call signs do not refer to the nicknames given to pilots. This nicknames can be appropriate to use in confined or private settings, such as a private or wingman channel; their use on larger networks would only be confusing, particularly if dealing with units unfamiliar with each other and their respective pilots' nicknames.
Generally, the smallest coherent tactical unit, typically a specific squadron or flight, will receive the call sign. Units below that element may receive numeric suffixes to that call sign. Command elements above the squadron or flight level will have their own call signs, as well as numeric designations for staff elements. Carriers or other bases, while “mother” to those units call them home, will likely have different callsigns, as will other fleet or ground assets that have comms with aerospace units.
As an example, take the case of a squadron known as the “Royal Maces.” Their call sign could be anything from a plain designation like “bravo” to a nonsensical codeword like “blue knife” to a more creatively titled call sign like “basher,” playing off of the mace in the squadron's nickname. The squadron may have sixteen fighters, split into eight wings with two four wing elements. Orders or information passed to “Basher” or “all Basher elements” would be interpreted as applying to every member of the squadron. Messages to “Basher Actual” would be to the commander of the squadron. The two elements might also be given designations, as “Basher-1” and “Basher-2,” with “actual” again referring to the commander of the respective element. There could be designations within the elements as well, with “Basher-1-6” referring to the sixth unit in the first element of the squadron.
Codes and Phrases Glossary
A
AAA - Anti-Aerospace Artillery
Abort – call to cease all action and any attacks, events, or missions
Active – an emitter that is radiating
Angels – denoting altitude (angels three being 30,000 feet)
As fragged – the unit or element will be behaving precisely as tasked
Authenticate – to request or provide a response for a coded challenge
B
Bandit – an identified enemy, without necessarily indicating clearance to engage
Bingo – power state needed for recovery
Bird – friendly surface- or ship-launched anti-aerospace missile
Blue on blue – friendly fire
Bogey – a contact whose identify is unknown
Break [direction] – a maximum performance turn in the indicated direction
Bruiser – friendly fighter- or bomber-launch anti-ship missile
Bugout – separation from a particular engagement/attack/operation with no intention to re-engage
Bulldog – friendly surface- or ship-launched anti-ship missile
Buster – fly at maximum continuous speed
Buzzer – electronic communications jamming
C
Cease fire – do not open fire or discontinue firing, complete intercept if weapons are in flight
Check fire – do not open fire or discontinue firing, send self-destruct codes to weapons in flight
Clean – no contacts of interest
Cleared – requested action is authorized
Cleared hot – ordnance release is authorized
Closing – decreasing in range
Cold – aspect pointed away from anticipated threats
Commit/committed – fighter intent to engage/intercept
Contact – sensor contact at stated position
Contact bearing [information] – more specific location description given as degrees of bearing on the horizontal plane (from 1 to 360 degrees), degrees of bearing on the vertical plane (from 1 to 90 degrees high and from 270 to 359 degrees low), and range
Continue – continue present maneuver
Continue dry – ordnance release not authorized
D
Dash [number] – aerospace craft position in a flight if call sign unknown
Data – data of some sort is being sent to accompany the message
Defensive/Defending - aerospace-craft is in a defensive position and is maneuvering in with reference to the stated condition
Deploy – maneuver to briefed position
Divert – proceed to alternate mission, ship, or base
Driver – a pilot
Duck – a fighter launched decoy or the launching thereof
E
Element – a group of friendly fighters, based on briefed assignments
Emitter – a source of detectable sensor emissions
Engaged – maneuvering with intent to kill
Extend – short term maneuver to gain energy, distance, or separation with an intent to re-engage
F
Father – Tactical Aerospace Navigation (TACAN) station
Fox [number] – launch of weapons
ONE – semi-active guidance
TWO – infrared/passive guidance
THREE – active guidance
FOUR - guns
Float – expand the formation laterally within visual limits. Used commonly to initiate a “bracket” or to force a commit from a trailing bandit.
Friendly – positively identified friendly contact
Furball – a turning fight involving multiple craft with friendlies and bandits mixed
G
Gate – fly as quickly as possible, with afterburners/maximum power
Gorilla – large force of indeterminate numbers and formation
Grand slam – all hostile aircraft of a designated track or targets of a mission tasking are shot down
Greyhound – friendly ground-attack weapon
Guns – alternative to FOX FOUR
H
Hard [direction] – high-g, energy sustaining turn in designated direction
Hard deck – an established minimum altitude (sometimes referring to the point of re-entry for a large body in space)
Heavy – a group or package known to contain three or more entities
High – target altitude at 30,000 feet MSL
High warble – Unduly annoyed or provoked, indicating the state of a friendly or a target
Holding hands – craft together in a coordinated visual formation
Hot – aspect pointed toward anticipated threats
I
ID – directive to identify a target
In [direction] – turn to a hot aspect
Intercept – move to within range of a target
Interrogate – similar to ID
J
K
L
Laser on – designate a target
Leaker(s) – threats have passed through a defensive layer
Locked – targeting system have acquisition of the target
Lost contact – sensor contact lost with target
Lost lock – targeting system has lost acquisition of the target
Lost the bubble – loss of situational awareness or forgot whats happening; usually a request for status update
Low – target altitude below 10,000 feet MSL
M
Master-Arm - or master safety (set to on infers weapons are now live)
Merge/merged – friendlies and targets are arriving in the same area
Monitor – maintain awareness of or assume responsibility for a specific target or targets
Mother – parent ship or base
Mud - emission warning receiver indication of surface threat
Music – electronic sensor jamming
N
Nails – emission warning receiver indication of threat scans in search mode
Naked – no emission warning receiver indications
New picture – new tactical picture, supersedes all earlier instructions
No factor – not a threat
No joy – no confirmation of a contact
O
Off [direction] – attack is terminated with maneuvering in the indicated direction
On station – arrival at the assigned station
Opening – increasing in range
Out [direction] – turn to a cold aspect
P
Package – isolated collection of groups/contacts/formations
Painted – recognised under IFF, usually denoting that you've been spotted or scanned
Picture – tactical situation status pertinent to mission
Pan, pan, pan - Announcing a state of urgency but no immediate danger, usually followed by an announcement. Generally used as an international emergency radio communication, indicating an emergency has been encountered but not dead and that additional surveillance capabilities or backup may be necessary.
Ping – paying special attention or scrutiny to someone or something
Playmate – cooperating craft or ship
Playtime – amount of time unit can remain on station
Popup – contact that has suddenly appeared within a certain range, usually a defensive layer
Post attack – direction to maneuver after completing an interception/engagement
Press – continue the attack, calling station will support
Push [channel] – go to designated frequency/channel/network
Pushing – leaving designated position
R
Resume – resume last formation/station/mission ordered
Retrograde – withdraw from present position or area of operation in response to a threat
Rider – a bogey conforming to safe passage routing/course/speed procedures
RTB - Returning to base.
S
SAM [direction] – confirmed hostile or unidentified ship- or surface-launched anti-aerospace missile
Saunter – fly at best endurance
Scram – emergency egress for defensive or survival reasons
Scramble – takeoff as quickly as possible
Separate – leave a specified engagement
Shadow – follow indicated target
Shooter – unit designated to deploy ordnance
Shotgun – weapons state at which separation/bugout/event termination should begin
Single – Marked unit is a single target, not a group
Skate – execute launch and leave tactics
Skosh – out of or unable to employ missiles
Spike – emission warning receiver indication of threat scans in track, launch, or unknown mode
Splash – target destroyed or weapons impact
Split – flight member is leaving formation to engage a threat
Strip – individual fighter/element is leaving to pursue separate attacks
Sweet – up and working/functioning as expected
T
Tally – confirmation of a contact
Terminate – cease local engagement without affecting overall situation
Threat – untargeted hostile/bandit/bogey within pre-briefed range/aspect of a friendly
Tiger – enough power and ordnance to commit
Tracking – stabilized gun solution
Trashed – missile(s) have been defeated
Trail – a formation of two or more craft following eachother
Trailer – specifically the last unit in a formation or trail
Trespass – flight is entering the threat ring of a specific system
U
V
W
Warm Fuzzy – denoting confidence is high (that the quality of intelligence or situational awareness is good) or that there's a sense of security. For example, when an AWAC is on station.
Warning [color] – hostile attack
RED – imminent or in progress
YELLOW – probable
WHITE - improbable
Weeds – low altitude flying, often beneath the hard-deck
Weapons [state] – ordnance release conditions
FREE – fire at targets not identified as friendly within ROE
TIGHT – fire at targets positively identified as hostile
SAFE – do not fire
Wilco – will comply
Winchester – no ordnance remaining
Working – executing electronic identification of targets
X
Y
Z
OOC