MAG and Battlefield terms as OpenMAG uses them. Numbers are read from the sim when the wiki is built.
FRAGO
Fragmentary order: the objective a squad leader sets for the squad (MAG). The order snaps to the nearest zone; with no order the squad works the next objective automatically. Bot leaders take a truck for a FRAGO more than 150 m away.
OIC
Officer in Charge: the one commander per side above the platoon leaders (company of 128). Shapes the battle with company abilities (spawn rate, blocking enemy leader abilities, jamming) and the heavy drone wing (DESIGN §5, §7a).
SL / PL
Squad leader (8 soldiers) and platoon leader (4 squads, 32). The SL sets the FRAGO; the PL calls the mortar strike and the UAV sweep, which come from map assets the enemy can destroy.
Damage bar
Domination's last phase: each lettered zone the attackers hold fills the bar (0 to 100) at 100 points per – s, +25 % per extra zone held: two zones fill it in about 19 minutes, all eight in about 2 (objective.rs).
Burn-off / cooling / lettered
The three tiers of Domination zones per sector, taken in order. One attacker takes an uncontested zone in undefined s per tier; each extra attacker adds 0 %, up to ×–.
Bleed-out
Downed, not dead: a medic can revive you until the timer runs out. Players get – s; bots – s plus their PMC's bonus (HALCYON -5 s, VRG +8 s). A frag kill skips the downed state.
Revive
Hold E on a downed teammate within 2.5 m: – s, – s for a medic. Revived at 50 % health (100 % with Adrenaline).
Spawn wave
The dead respawn together on a timer, every – s (defenders – s); in Acquisition attackers ×–, defenders ×–. Minimum – s dead.
Squad spawn
Spawn on a living squadmate who has been out of combat for – s, on a truck, the APC, or the squad's spawn beacon (DESIGN §21.3).
Suppression
Rounds passing within 1.5 m of a soldier add up to 1 each (closer = more), capped at 10, decaying 2/s. Full suppression widens that soldier's own spread ×2.5. Also the name of the kill-race mode (200 kills).
Spotting
Q marks the enemy under the crosshair out to 200 m for – s, for your whole side; a recon spots enemies within 25 m passively. A kill on a spotted enemy pays the spotter an assist. BF4's vehicles: active spot 12 s, passive 1.5 s (reference).
Designation
A recon's laser held 0.5 s on an enemy vehicle within 500 m: rockets do ×2 and the crew is spotted.
Damage ramp
Damage per hit is full up to a start distance, then falls linearly to an end damage at an end distance, and is zero past max range (BF4's shape, our distances).
BTK / TTK
Bullets to kill and time to kill. Target: 4 to 6 bullets at close range in every PMC matchup, ideal TTK 300 to 500 ms (DESIGN §8, §20.3).
Disable threshold
Below 50 % (armour) or 34 % (air, soft vehicles) a vehicle burns, crawls at 30 % speed, cannot regenerate, and dies 20 s later unless repaired (DESIGN §18). BF4 disables at 10 %.
Angle multiplier
Hits on armour are multiplied by the face they hit: front, side, rear, top (DESIGN §18 / §20.2). Within 7 m every face counts ×1.
Uncap
A home base the enemy cannot capture: spawns, AA and the motor pool.
Sector
A 500 × 500 m slice of a map for one platoon a side (32 v 32). Maps are 1, 2, 4 or 8 sectors.
Domination / Sabotage / Acquisition / Suppression
Our modes, after MAG: attack-and-defend through zone tiers to the damage bar; take two uplinks then blow C; steal a vehicle and escort it out; a straight kill race.
PMC
Private military corporation: HALCYON Dynamics, VRG (Volkhov Response Group) and MERIDIAN Security, the three sides of the Grey War (LORE).
last built 2026-10-26 from 2dba433 · generated by tools/wiki-build.mjs · BF4 numbers are observed reference values read into clean-room notes; no BF4 code, data file or asset is on this site · OpenMAG values are proposed until playtests confirm them · OpenMAG home