Standing Fleet: A fleet that occupies a pocket, or a section of space, with the scope of protecting it of threats. Helps ratters and miners in distress.

Response Fleet: A fleet that usually upgrades from a Standing Fleet once a big threat is detected in the surrounding space. It forms in order to eliminate the enemy fleet and restore harmony.

Anchor: Keep your anchor (generally the FC) at range, orbit, or approach.

Generally, a range will be provided.

Whelp (a fleet): The FC makes a decision that ends up killing every member of the fleet, by a long shot of success.

FC: Fleet Commander. The leader of your fleet.

X up: Type “x” in chat if you fall under a specific category.

Applies for other letters as well.

WWW: Warp, repeated three times. In fleet chat, it represents a pilot in distress, which other fleet members should warp to.

AAA: Align, repeated three times. Generally commandeered after jumping a gate, it signifies aligning to a point in space, usually precised after the command.

JJJ: Jump, repeated three times. It emphasizes that the fleet jumps the gate immediately.

RRR: Rats, repeated three times. In fleet chat, it represents a pilot is under overwhelming NPC attack, and he requires assistance.

Used in Standing Fleets.

In gate: The gate you use to enter a system, belonging to a destination.

Out gate: The gate you use to exit a system, belonging to a destination.

Hold gate: Stay still on the gate, without jumping it or moving away from it.

Gate is red is also used to eliminate any confusion from “do not jump“, as some people could perceive it as “jump“.

Hold cloak: After jumping, do not align or move. Keep your gate cloak active.

Jump on contact: Once you land on grid, spam the jump button in order to jump as soon as you are able to.

Shotgun: Once you jump a system, pick a cosmic anomaly and warp to it.

This technique is used in slightly larger fleets, to spread across all over a system and tackle ratters/miners.

Tackle: Disabling a ship’s warp drive.

Point: Disabling a ship’s warp drive by using a Warp Disruptor.

Scram: Disabling a ship’s warp drive by using a Warp Scrambler.

The difference is important, thus bolded. Warp Disruptors disable one point of stability, whereas Scramblersdisable two by default. Warp Scramblers can also disable the activation of a Microwarpdrive. Don’t get them mixed up together!

Web: Slowing down a ship by using a Stasis Webifier.

Never web a ship without establishing at least a point. Ships need to reach 75% of their maximum velocity to warp. By webbing a ship without a point, you are making it get away faster by lowering its maximum velocity.

Don’t be bummed out if a ship gets away when you’ve pointed him. People can have warp stabilizers fitted, and that’s completely fine. At least you tried!

Starburst: Spread out by manual piloting in random directions, or warp out (if told to do so).

Check-check: Clear communications for intel that is vital for the fleet.

Break-break is also used.

Battle communications: The FC transmits that no one that isn’t fulfilling a specialized role (such as hunting, tackling, or probing) is to keep silent and keep the communications clear for important information. That means that onomatopoeia, coughing, sniffing, laughing, or other comments are to not be present.

Inty or ceptor: Short for interceptor.

Dictor: Short for interdictor.

Logistics: Ships that have the ability to repair other ships.

Primary: The target everyone should be attacking.

Secondary: The target everyone should attack instantly after primary dies.

Tertiary: The target everyone should attack instantly after secondary dies.

The chain usually ends at “tertiary“.

+1: A pilot, generally in an interceptor or a fast ship, which will always be one system ahead of the fleet over the course of a destination.

This is done to make sure the way is clear, without any threats ahead.

-1: A pilot, usually an interdictor, which remains one system behind the fleet, laying down bubbles or verifying the way. This term is very rarely used.

The same term is used when referring to a fleet member loss.