Broken Arrow Glossary

Game terms explained: KE/HE, armor, doctrines, deployment economy.

KE (Kinetic)
Kinetic energy damage and armor — sabot/velocity-based rounds from tank guns and autocannons. Compared against the target's KE armor at the point of impact.
HE (Explosive)
High-explosive / chemical-energy damage and armor — ATGMs, HEAT and artillery. Reactive armor packages help most against HE.
Directional armor
Each unit has four separate armor facings — front, side, rear, top. Front is thickest; rear and top weakest. Flanking and top-attack exploit this.
Battle Group
Your army deck — the set of unit cards built from one faction and two specializations, spending 9,500–10,000 points.
Doctrine / Specialization
A sub-faction theme that gates which units and modifications you can field. A deck combines two: e.g. USMC + SOF (USA) or VDV + Motorized (Russia).
Sustainable deploy value
Income drops to zero once ~50% of your deck's total cost is deployed, so the army you can keep on the field ≈ deck cost / 2.
Transport
A truck, IFV or helicopter attached to a unit card. Adds its own cost (per transported copy) and changes how the unit reaches the front.
Modification group
An independent set of options for a unit (optics, armor, weapon), each with a cost delta. You pick one option per group.
Availability (count)
How many copies of a card you take. Deck cost multiplies the card cost by this count, so high availability is expensive.
ELO bracket
A skill band used to segment the meta. Faction and unit performance often differ between low, mid and high ELO.
APS (Active Protection System)
A hard-kill defensive system (e.g. Trophy, Arena) that intercepts a limited number of incoming missiles before they hit. Has a charge count and resupply time — once spent, the unit is vulnerable until rearmed.
ECM (jamming)
Electronic countermeasures that reduce the accuracy of guided missiles aimed at the unit. Effective only against guided weapons — dumb rounds and kinetic shells ignore it.
Optics / Spotting
A unit's detection range. Spotting distance scales with the spotter's optics against the target's stealth; forests and buildings shorten it further. Recon units have the strongest ground and air optics.
Stealth
A modifier that shrinks the range at which a unit is spotted. High stealth lets infantry and recon sit in cover and reveal the enemy first.
Decoy / Flares
Countermeasures (flares, decoys) that spoof incoming guided missiles. Limited charges with a cooldown and resupply cost — used reactively when a lock is detected.
Upkeep
The mechanic that lowers your income as you deploy more army value on the field. With the default multiplier, income reaches zero at roughly half your deck's cost deployed — see sustainable deploy value.
Income (supply points)
Points earned over time (per second), used to deploy and reinforce units. Boosted by capturing zones and killing enemies, throttled by upkeep.
Refund / Recycle
Sending a unit back to base returns part of its cost as points, scaled by remaining health. A repurchase delay applies before you can re-buy that card.
Airdrop
Deploying airborne-capable units by parachute from a transport plane (C-130, Il-76) instead of driving them in. Lets airborne doctrines insert behind the front.
Suppression
Incoming fire that pins units — lowering accuracy and movement — without killing them. Artillery and HMGs suppress; suppression-resistant units recover faster.
Top-attack
Munitions (Javelin, top-attack ATGMs, cluster artillery) that strike the thin top armor of a vehicle instead of its thick front — a reliable way to kill heavy tanks.