New Pilots & Interface // Reference · Terminology

CMDR's Lexicon Glossary

Series Systems Updated 2026-06-25
Field Briefing

Every acronym a pilot hits in the first thousand hours, decoded in one line

From FSD to FA-off, HazRES to o7 — this is the site's single source of truth for what the words mean, and each term is wired to the guide that goes deep. Definitions are verified against the community glossaries and Frontier's own guides cited at the foot of the page; where a term describes content that has since changed or retired, it is flagged in place. Terms are grouped by domain and run alphabetically inside each group; community slang is labelled as such — it is not official Frontier nomenclature.

One line, one link

A plain-English definition, then the single deepest guide on the topic. No over-linking.

Era-flagged

Retired war-state and Trailblazers-era terms are marked, not silently presented as live.

Slang labelled

Community jargon is separated from official terms so new pilots know which is which.

01

Core Concepts & the Game Loop

Foundations

The words that frame the whole game — who you are, where you fly, and what you are chasing.

TermMeaning
CMDR / CommanderYour player character. Every pilot is a Commander; the friendly salute between them is o7.
The BubbleThe human-inhabited core of the galaxy around Sol — the original starting region and where the Background Simulation runs hottest.
ColoniaThe player-built second hub, ~22,000 ly from Sol, anchored by Jaques Station. See system colonisation.
Credits (CR)The galactic currency. Large sums abbreviate as kCr (thousand), MCr (million), GCr (billion).
FDevFrontier Developments — the studio that makes Elite Dangerous.
GalnetThe in-game news network that drives the live-story narrative and signposts community events.
Loop / Game loopA repeatable money or progression cycle — a trade loop, a bounty loop, a mat-farm loop.
MetaThe community-agreed optimal build or tactic for a given task at the current patch.
NPCNon-Player Character — any AI ship, station contact or on-foot actor.
PvEPlayer vs Environment: fighting and interacting with the game's NPCs and world.
PvPPlayer vs Player: direct interaction or combat between two commanders.
RebuyThe insurance cost to recover a destroyed ship — 5% of the ship + modules value. You cannot fly until it is covered, so never carry less than your rebuy in liquid credits.
SolEarth's system and Federation capital — permit-locked, not freely accessible.
SquadronAn in-game player organisation (up to 500 members) with shared comms, ranks and a faction allegiance.
WingA group of up to 4 ships flying together with shared comms and objectives — the basic co-op unit.
02

Game Modes & Multiplayer

Modes

The same galaxy, three ways to play it — and the crime layer that follows you across all three.

TermMeaning
Open / Open PlayShared instances with any other commander present; PvP is possible anywhere.
SoloA private session with no other players — but your actions still move the shared BGS.
Private Group (PG)An invite-only session. The large PvE-only group Mobius is the classic example.
BlockPreventing a specific player from instancing with you again.
InstanceThe local server slice you currently share with nearby players and NPCs.
Legacy / Legacy ModeThe frozen v3.8 (Horizons-era) build — the only version on console (PS4/Xbox) and a separate launch option on PC. No new content since Update 14 (2022): no Odyssey, Powerplay 2.0, Colonisation, or any ship added since. The frozen counterpart to Live.
Live / Live ModeThe current v4.0 (Odyssey) build — every new ship, Powerplay 2.0 and Colonisation land here. PC-only, and what this manual targets. Its frozen counterpart is Legacy.
C&P / Crime & PunishmentThe crime system: offences generate bounties, fines and Notoriety. Tied into the BGS.
NotorietyA 0–10 heat level earned by committing crimes. High values summon ATR and block paying bounties via Interstellar Factors until it decays.
Gank / GankerCommunity term for a player killed — or the killer — while not seeking PvP, typically near a busy hub.
Combat Logging / CloggingDisconnecting to escape a fight. Menu-logging is tolerated; task-killing the process to dodge damage is against the rules.
PMFPlayer Minor Faction — a minor faction created and run by a player group inside the BGS.
03

Flight & Navigation

Flight

Getting from A to B without bouncing off a star. Distances, drives and the supercruise dance.

TermMeaning
BoostDumping ENG distributor energy for a short burst of speed past your normal top.
cThe speed of light. Supercruise speed is quoted in multiples of c.
ClicksSlang for kilometres — "5 clicks" = 5 km.
DropLeaving supercruise into normal space.
FA / Flight AssistThe flight-assist system that auto-dampens momentum, holding your ship to your throttle and stick.
FA-OffFlying with Flight Assist off — full Newtonian manual control, used for the tightest combat manoeuvres. See the combat playbook.
FSD / Frame Shift DriveThe drive that powers both supercruise and hyperspace jumps. The single most engineered module in the game.
Fuel ScoopA module that skims hydrogen from a star's corona to refuel for free — mandatory kit for exploration.
High WakeThe wake left when a ship hyperspaces to another system. Trackable, but it leaves the instance.
HonkThe Discovery Scanner's system-wide ping on arrival, mapping the body count. Core of the explorer loop.
HyperspaceFSD travel between star systems — the "witchspace" tunnel.
Interdiction / InterdictForcibly pulling a ship out of supercruise into normal space. Win the tug-of-war to evade, or submit to recharge faster. See combat.
Jet Cone / Neutron BoostCharging through a star's jet cone to supercharge FSD range~4× at a neutron star, a smaller, riskier boost at a white dwarf — at the cost of FSD damage. An exploration staple.
Loop of ShameThe long supercruise turn-around after overshooting your target — the price of too much speed on approach.
Low WakeThe wake left when a ship drops into supercruise within the same system.
Ls (light-second)The in-system distance unit; 1 Ls ≈ 300,000 km. Stations are quoted at "N Ls from arrival".
Ly (light-year)The inter-system distance and jump-range unit.
Mass LockBeing held out of FSD charge by a nearby large body or ship — kill the lock to jump.
PipOne of the distributor's power allocations split across SYS / ENG / WEP — max 4 to a system, 6 total to spend.
SCA / Supercruise AssistA module that auto-throttles in supercruise and drops you at a chosen target.
SCO / Supercruise OverchargeA recent FSD mode (Update 18) for sustained high-speed in-system supercruise. Era-sensitive — recent live mechanic; not yet covered in depth elsewhere on the site.
Supercruise (SC)Faster-than-light travel within a system, up to multiples of c.
The 7-second ruleCommunity shorthand for a clean supercruise approach: be under ~30 km/s with the timer reading ~7 seconds to target for a smooth drop.
Throttle Blue ZoneThe optimal-speed band on the throttle that gives the tightest supercruise turns.
Wake ScannerA utility that reads a high wake to learn where a ship jumped. Catalogued under modules.
04

Combat

Combat

The vocabulary of ship-to-ship fighting — pips, tanks and the kit that keeps you alive. Deep dive: the combat playbook.

TermMeaning
ATR / Advanced Tactical ResponseElite security units deployed against high-Notoriety criminals — heavy, engineered, and lethal.
BankingUsing a Shield Cell Bank to recharge shields mid-fight.
Boost BleedingCancelling forward thrust during a boost to orbit a target while keeping speed.
Broken / Shield DownA ship whose shields have collapsed — hull is now exposed to damage.
ChaffA utility that spoofs enemy gimballed and turreted weapon lock for a few seconds.
ECM / Electronic CountermeasuresA utility that detonates incoming missiles and mines in a radius.
Gimballed / Fixed / TurretedThe three hardpoint aiming types: track-on-lock, manual-aim, and auto-aim respectively.
HeatsinkA consumable utility that dumps ship heat — also breaks heat-seeking locks and enables silent-running tricks.
Hull TankA build that absorbs damage in reinforced hull rather than shields.
Hybrid TankA build that tanks in both shields and hull.
KWS / Kill Warrant ScannerA utility that reveals a target's bounties in other jurisdictions for a larger payout. See combat.
PeelDrawing an attacker off a wingmate to relieve pressure.
Plasma RamLanding plasma-accelerator hits then ramming for burst kill damage.
Reboot/RepairAn emergency shutdown that restores malfunctioning modules to working order by redistributing integrity — a last-ditch recovery that briefly drops everything offline.
SCB / Shield Cell BankA module that injects a shield recharge on demand.
Silent RunningClosing the heat vents to hide from sensors — at the cost of overheating fast.
TankingDeliberately absorbing damage — shield-tank or hull-tank — rather than evading it.
WantedA pilot carrying an active bounty — a lawful target for any bounty hunter.
05

Anti-Xeno & Thargoids

Anti-Xeno

The language of fighting the Thargoids. Deep dive: the AX playbook · ship picks: AX role ladder.

Era note

The Second Thargoid War ended 18 Dec 3310 with the destruction of the last Titan, Cocijo, in Sol. Maelstroms and living Titans are no longer accessible live content — the war-state terms below are kept as lore and historical reference.

TermMeaning
AX / Anti-XenoCombat against Thargoids, which requires specialist AX weapons (Guardian, Gauss, AX multicannon and the like).
AXI / Anti-Xeno InitiativeThe major player group that coordinates AX combat doctrine and builds.
Basi (Basilisk)An interceptor variant — the fastest type, third in the toughness ladder.
CausticA Thargoid damage-over-time effect that eats hull; cleared with a caustic sink or decontamination limpet.
Clops (Cyclops)The most common and weakest interceptor variant.
Cold OrbitA low-heat orbiting technique to stay off an interceptor's targeting and dodge fire.
Dusa (Medusa)The second-toughest interceptor variant.
EMPA Thargoid pulse that shuts down human ship systems — countered by the SFN.
Exert / HeartA Thargoid heart becomes exertable (vulnerable) after enough hull damage; destroying the hearts kills an interceptor.
GoidSlang for a Thargoid.
HydraThe largest, toughest interceptor — eight hearts to kill.
InterceptorThe class of large Thargoid combat ships, scaling Cyclops → Basilisk → Medusa → Hydra.
MaelstromA Thargoid Titan's corrosive storm zone — a war-state feature, retired with the end of the Second War.
NHSS / Non-Human Signal SourceA signal source that spawns Thargoid contacts. Catalogued among PvE combat venues.
ScoutSmall, aggressive Thargoid drones that swarm in groups — soft targets compared to interceptors.
SFN / Shutdown Field NeutraliserA module that protects against the Thargoid EMP shutdown.
Spire SiteA Thargoid surface structure — a source of high-value materials, a war-era feature.
TitanOne of the eight massive Thargoid motherships of the Second War — all destroyed by 3310.
XenoGeneric prefix for Thargoid-related — anti-xeno, xeno scanner, and so on.
06

Trading & Economy

Trade

Moving goods for profit, and the simulation that sets the prices. Deep dive: the trading playbook.

TermMeaning
BGS / Background SimulationThe galaxy-wide economy and politics engine behind markets, states and factions. Full manual: BGS.
CommodityAny tradeable good with a buy and sell price at a market.
CG / Community GoalA time-limited, galaxy-wide objective with tiered rewards. Full manual: community goals.
Demand / SupplyMarket quantities that set price and cap how much you can sell or buy in one place.
Gold RushAny temporary high-profit money-making method — a lucrative mining or trade boom before it is patched or saturated.
HaulingBulk cargo transport between markets.
Loop / Trade LoopA two-port or multi-hop route, bought low / sold high, run repeatedly. See trading.
Rare GoodsLimited-supply local commodities that gain value the further they are carried from source.
SmugglingCarrying stolen or illegal cargo past station scans to a black market.
WMM / Wing Mining MissionA money method: stack wing mining missions, then buy the commodities elsewhere to deliver against them.
07

Engineering, Modules & Materials

Engineering

Upgrading your ship. Deep dives: engineers · blueprints · modules · materials · unlock checklist.

TermMeaning
A–E RatingModule quality grades: A is best performance, E is cheapest and lightest-tier. See modules.
AFMUAuto Field-Maintenance Unit — repairs other modules in flight, deep-space lifeline.
Core InternalsThe mandatory ship slots: power plant, thrusters, FSD, life support, distributor, sensors, fuel tank.
Dirty Drives (DD)The common Dirty Drive Tuning thruster blueprint, traded for raw speed.
Distro / Power DistributorThe core module managing power flow to SYS / ENG / WEP. See modules.
EngineerAn NPC who applies module modifications at their workshop, once unlocked. See engineers.
EngineeringModifying modules to change their stats — the core ship-progression layer.
Experimental Effect (Exp / Special)A secondary effect added on top of a blueprint (e.g. Thermal Vent, Reverb Cascade). See blueprints.
FSD BoosterA Guardian module adding flat jump-range. Catalogued under modules.
G1–G5Engineering modification grades 1–5 (the term also covers material grades). See blueprints.
G5 Dirty DragShorthand combo: Grade-5 Dirty Drives plus the Drag Drives experimental, for maximum speed.
HGE / High Grade EmissionA USS that drops high-grade encoded and manufactured materials. Farm guide: high-grade emissions.
LR / Long RangeThe Long-Range weapon blueprint — extends damage falloff distance.
Mat Trader / Material TraderAn NPC who exchanges materials across grades and types at a ratio. See materials.
MaterialsRaw / Manufactured / Encoded crafting components for engineering and synthesis. See materials.
MRPModule Reinforcement Package — soaks module damage; GMRP is the Guardian variant. See modules.
OptionalsThe non-mandatory internal slots — cargo, shields, SCBs, scanners and the rest.
Pin / Pinned BlueprintPinning an engineer's blueprint to apply G1 rolls remotely at any workshop.
Reverb CascadeAn experimental effect that damages a target's shield generator directly.
SynthesisField-crafting ammo, fuel, AFMU refills and SRV repairs from raw materials. See materials.
Tech BrokerAn NPC who unlocks Human and Guardian tech modules for materials plus commodities. See modules.
Thermal Vent (TV)A beam-laser experimental effect that dumps heat — the enabler for cold builds.
Utility MountsSmall external slots for chaff, heatsinks, scanners and point defence.
Material FarmA repeatable location for grinding materials — e.g. Dav's Hope, Crystalline Shards, the Jameson Crash Site.
08

Exploration & Exobiology

Exploration

The long black — scanners, body classes and the genetic-sampling trade. Deep dive: the exploration playbook.

TermMeaning
Beagle PointAn iconic system near the far galactic rim, ~65,000 ly from Sol — a deep-range pilgrimage.
The BlackSlang for uninhabited deep space — everything beyond the Bubble's lights.
CodexThe in-game discovery log; the first to log a species or feature for a region is credited.
DSS / Detailed Surface ScannerA module that maps a body's surface and pinpoints bio/geo signals for bonus credits. See exploration.
ELW / Earth-Like WorldA rare, high-value Earth-like planet class (a natural Earthlike Body, distinct from terraformable worlds) — a prized scan.
ExobiologyScanning surface flora (three samples per species) and selling the genetic data. See exploration.
FD / First DiscoveredBeing the first commander to scan a body — your name attaches to it.
First Footfall / First MappedBeing first to land on or map a body. First footfall stacks a sizeable bonus onto the exobiology sampled there.
FSS / Full Spectrum System ScannerThe in-system scanner used to resolve every body and find signal sources. See exploration.
HMCHigh Metal Content world — common and material-rich, a reliable surface-prospecting target.
Sag A*Sagittarius A*, the supermassive black hole at the galactic centre — the symbolic core destination.
Tourist BeaconA scannable POI describing a historical or lore event.
Vista GenomicsThe station contact that buys exobiology genetic samples. See exploration.
WW / Water WorldA high-value ocean planet class.
09

Powerplay, BGS & Politics

Politics

Factions, influence and the weekly cycle. Deep dives: Powerplay · BGS · superpower rank.

TermMeaning
BGS StateA minor faction's current condition — Boom, War, Famine, Lockdown and the rest — driving its markets and missions. See BGS.
CC / Command CapitalPowerplay's per-cycle budget resource for controlling systems. See Powerplay.
CyclePowerplay's weekly reset (Thursday), when merits, control and undermining tally. See Powerplay.
Empire / ImpsThe Imperial superpower and its aligned players and NPCs. See superpower rank.
Federation / FedsThe Federal superpower and its aligned players and NPCs. See superpower rank.
Fortify / Undermine / ExpandThe three core Powerplay actions on controlled and contested systems. See Powerplay.
Influence (INF)The percentage stake a minor faction holds in a system — the lever BGS players push. See BGS.
MeritReward points earned for Powerplay actions, gating module access and standing. See Powerplay.
PledgeCommitting to a Power to earn merits and unlock its modules. See Powerplay.
PowerOne of the named galactic leaders you pledge to in Powerplay (Aisling Duval, Zachary Hudson and others). See Powerplay.
Powerplay ModuleA pledged-Power weapon or module — e.g. Prismo (Prismatic Shields), Paci (Pacifier Frag Cannon), Hammer (Imperial Hammer), Grom Bomb (Containment Missile). See Powerplay.
TickThe roughly daily BGS update when influence and states recalculate. See BGS.
10

Stations, Ports & Locations

Places

Where commanders dock, scan and get shot at. Deep dives: docking · PvE venues · combat zones · colonisation.

TermMeaning
CNB / Compromised Nav BeaconA nav beacon overrun by pirates — a combat and scan site. See PvE venues.
CZ / Conflict ZoneAn active battle site between two factions; pick a side for combat bonds. See combat zones.
HazRESHazardous Resource Extraction Site — best bounties, no system-security backup. See PvE venues.
HighRESA high-intensity RES with system-security support on hand. See PvE venues.
HotspotA ring overlay marking concentrated mineable material (Painite, LTD and the like). See mining.
MailslotThe letterbox entrance to an enclosed starport. See docking.
Nav BeaconAn in-system POI at the main star that downloads system data on scan.
OutpostA small orbital port — medium pad maximum, no large ships. See docking.
POIPoint of Interest — a surface or space location worth investigating.
RES / Resource Extraction SiteAn asteroid-belt zone for mining and bounty hunting. See PvE venues.
StarportA large orbital station accepting any ship size (Coriolis, Orbis, Ocellus). See docking.
ToastrackThe exterior framework around a starport's mailslot — the bit you scrape on a bad approach.
USS / Unidentified Signal SourceA transient supercruise contact — cargo, combat, materials or Thargoids until resolved.
System ColonisationTrailblazers-era system claiming: pick an unpopulated system within 15 ly, deploy a Colonisation Beacon within 24 h to become System Architect. See colonisation.
Exclusivity PeriodThe anti-sniping window on a new colonisation build site: yours alone for ~30 min, then your squadron for ~24 h, then open to all. Solo builders should form a one-person squadron. See colonisation.
11

Ships & Hull Nicknames

Ships

The slang names for the fleet, each linked to its dossier. Full picks: ship-role matrix · rating methodology.

TermMeaning
AspXAsp Explorer — the classic mid-range explorer. Dossier.
AspSAsp Scout — the cheaper, weaker sibling. Dossier.
ChallyAlliance Challenger — the tankiest of the Alliance trio. Dossier.
ChiefAlliance Chieftain — the agile AX workhorse. Dossier.
CondaAnaconda — the long-serving big-three multipurpose hull. Dossier.
Corvette / VetteFederal Corvette — the Federal capital-grade combat ship. Dossier.
CutterImperial Cutter — the Imperial flagship, fast and huge. Dossier.
DBXDiamondback Explorer — the cold, long-range budget explorer. Dossier.
DBSDiamondback Scout — the small, cool combat hull. Dossier.
FASFederal Assault Ship — the hard-hitting Federal medium. Dossier.
FDLFer-de-Lance — the dedicated dogfighter with a huge hardpoint. Dossier.
FDSFederal Dropship — the Federal medium combat/transport base. Dossier.
FGSFederal Gunship — the turret-heavy Federal brawler. Dossier.
Krait / K2Krait Mk II — the versatile multipurpose favourite. Dossier.
PhantomKrait Phantom — the long-range exploration variant of the Krait. Dossier.
PythonPython (Mk I); PMk2 is the newer Python Mk II. Dossier.
SideySidewinder Mk I — the free starter ship. Dossier.
SuicidewinderUsing a cheap Sidewinder to self-destruct back to the Bubble — a fast (if undignified) trip home.
T6 / T7 / T9 / T10Type-6 Transporter / Type-7 Transporter / Type-9 Heavy / Type-10 Defender — the Lakon haulers and the T10 gunship. Type-9 dossier.
VultureVulture — the small, agile heavy fighter. Dossier.
SLFShip-Launched Fighter — a small craft deployed from a fighter bay.
SRVSurface Recon Vehicle — the Scarab or Scorpion surface buggy.
FCFleet Carrier — a player-owned capital ship and mobile base. See fleet carrier.
12

On-Foot (Odyssey)

On-Foot

Leaving the cockpit — suits, tools and the settlement loop introduced by Odyssey.

TermMeaning
Apex InterstellarThe on-foot shuttle / taxi service for getting around without your own ship.
Artemis SuitThe exploration suit, built around the Genetic Sampler for on-foot scanning.
ConcourseThe walkable interior hub of a station — bar, vendors, mission board.
Dominator SuitThe combat suit — extra weapon slots and grenade capacity.
EnergylinkAn on-foot tool to power or drain settlement devices and recharge them.
Frontline SolutionsThe sign-up vendor for on-foot Conflict Zones — mercenary infantry work.
Genetic SamplerThe Artemis-suit tool used for on-foot exobiology sampling.
Maverick SuitThe scavenger suit — Arc Cutter and the biggest backpack, built for settlement raiding.
On-Foot CZAn on-foot Conflict Zone — a settlement infantry battle between two factions.
Profile AnalyserAn on-foot tool to clone access permissions from NPCs for restricted areas.
SettlementA planetary surface base you explore, raid or defend on foot.
Flight SuitThe default starter suit worn in the cockpit — no upgrade slots.
13

UI, HUD & Units

Cockpit

Reading the cockpit — panels, pips and the units on your readouts. Deep dive: HUD colours.

TermMeaning
Auto-DockA module that auto-docks and launches the ship for you.
Codex (UI)The in-game discovery and knowledge database panel.
GraphicsConfig / HUD MatrixThe XML colour matrix used to re-tint the HUD. Full walkthrough: HUD customisation.
HUDThe Heads-Up Display — the whole cockpit interface. See HUD customisation.
kCr / MCr / GCrThousand / million / billion credits.
Mm (Mega-metre)A distance unit of 1,000,000 m, used at close in-system ranges.
PanelsThe four cockpit UI panels: Nav/Target (left), Comms/Contacts (top), Internal/Systems (right), Role (bottom).
Pips (UI)The SYS / ENG / WEP power bars in the bottom-left panel.
14

Community Slang & Salutes

Slang

How commanders actually talk. These are community usage, not official Frontier nomenclature.

TermMeaning
o7 / o7oThe salute emote — "o" is the head, "7" the raised arm. The standard friendly sign-off.
<o / <0 / ZOAlternate salute variants typed in chat.
Fly SafeThe standard community farewell.
Git GudA tongue-in-cheek "improve your skill" reply, mostly from the PvP scene.
GrindRepetitive activity for rank, credits or materials.
Murderwinder / Murder-XA cheap, stripped hull built purely to gank.
NoobulaSlang for the new-player restricted starter region.
SaltCommunity term for player frustration or complaint, especially after a gank.
Space LegsCommunity nickname for on-foot / Odyssey gameplay.
Thargoid HugSarcastic term for being caught in caustic / Thargoid damage.
15

Tools & Third-Party Ecosystem

Tools

The apps commanders run alongside the game. Full directory: third-party apps.

TermMeaning
Coriolis / EDSYBrowser ship-outfitting planners — design a build, share it as a URL. See third-party apps.
EDDB / Inara market toolsTrade-route, commodity and station finders (EDDB now folded into Inara). See third-party apps.
EDDiscovery / EDMCCompanion apps that read your journal for exploration and market data. See third-party apps.
EDSMElite Dangerous Star Map — the crowd-sourced system and exploration database. See third-party apps.
INARAThe community hub — profiles, market data, engineer and material references. See third-party apps.
Journal / Player JournalThe local log file Frontier writes that every third-party app parses.
SpanshThe dominant route plotter — neutron highway, exobiology, road-to-riches. See third-party apps.
16

Sources

Verification

Definitions on this page are verified against the references below; era-sensitive terms (SCO, Titan/Maelstrom war-state) are flagged in place.

newp.io — ED GlossaryPrimary community glossary — ship nicknames, flight/combat/AX/trade slang, units, signal sources and POIs.newp.io/glossary
Fandom — Acronyms & SlangCanonical community acronym and slang list, cross-checked term by term.elite-dangerous.fandom.com/wiki/Acronyms_%26_Slang
Frontier — Odyssey GuideOn-foot suits (Maverick, Artemis, Dominator), Apex Interstellar and Frontline Solutions.elitedangerous.com/en-US/news/odyssey-guide