This project is read-only.

This is the latest of several plannned military symbology code drops corresponding to the various appendices in the MIL-STD 2525C standard. For those interested in symbology in general, the APP-6A Wikipedia article is a good introduction to military symbology.

The code in this C# project will now work in WPF as well as Silverlight dependencies have been isolated to specific XAML files.

This code drop covers Appendices A, B, C, D, E and G. This effort is ongoing so those with an interest in military symbology may want to follow the project.

For reference, the appendices are:

Appendix Description Status
A C2 Symbology for Units, Equipment, and Installations Complete
B C2 Symbology for Military Operations Point symbology and some multi-point symbology
C Meteorological and Oceanographic Symbology Point symbology only
D Signals Intelligence Symbology Complete
E Stability Operations Symbology Complete
F Use of Warfighting Symbols in Pseudo-Three-Dimensional Displays Not applicable
G Emergency Management Symbols Complete

Appendices A, B, and D cover symbology that has primary applicability to military operations.
The symbols in appendices C, E, and G have broader applicability.

Appendix F simply describes different ways to use or display symbols in a 2.5D or 3D display. In the case of Silverlight, adding a skew transformation to a symbol for a 2.5D display is straightforward. Only the scale and rotate transforms are exposed in the MilSymbol interface for this release. The MapTest application, as shown in Figure 1, demonstrates the use of a translate transform.


  1. Multi-point tactical graphics symbology (in progress)
  2. ESRI WPF and Silverlight map support
  3. A symbology editor/composer
  4. Label management as a function of visualization parameters
  5. Symbol clustering/arrangement as a function of visualization parameters
  6. Symbol templated maneuvers


  1. The error handling in this version is incomplete (and is being reworked) and will likely change before a final release. Most error handling is silent (or not present). Methods for viewing error messages depend on the browser. For example to view errors in Internet Explorer choose the Developer Tools (F12) option, the Script tab, and the Console button. There is currently no error handling in the WPF version.
  2. The unit tests are incomplete and will be completed and automated before a final release.

How Does It Work?

The workhorse of this application is a ResourceDictionary of ControlTemplates (subject to future optimization) representing base symbols. A symbol code specifies a control template that is then rendered using either default or user-specified brushes for fills and outlines. The resulting symbol is then overlaid with label, echelon, mobility and other symbol decoration. The result is returned as a MilSymbol object whose base class is Canvas. The interesting symbology parameters are exposed as dependency properties.

The Classes


The main class, MilSymbol, is in MilSymbol.cs. The sample test programs illustrate three different ways to create a military symbol:

1. Calling a constructor with arguments – as in GraphicsTest. All arguments, except for symbolCode, are optional

var ms = new MilSymbol(symbolCode, scale: scale, labelString: labelString, lineBrush: lineBrush, fillBrush: fillBrush, labelStyle: labelStyle);

2. Setting properties individually – also in GraphicsTest, for example

var ms = new MilSymbol
    SymbolCode = symbolCode,
    Scale = scale,
    LabelString = labelString,
    LabelG = labelG,
    LineBrush = lineBrush,
    FillBrush = fillBrush,
    LabelStyle = labelStyle

3. Binding through XAML – as shown in BindingTest, for example

<DataTemplate x:Key="SymbolItemTemplate">
    ToolTipService.ToolTip="{Binding Name}"
    SymbolCode="{Binding SymbolCode}" 
    Angle="{Binding AngleDegrees}"
    Canvas.Top="{Binding Position.Y}"
    Canvas.Left="{Binding Position.X}"
    LabelH="{Binding AngleDegrees,Converter={StaticResource DoubleConverter} }"

The important MilSymbol properties are:

  • SymbolCode – the 15 character symbol code defined by MIL-STD 2525C. The symbol code is very complex and should be developed in accordance with the standards document. If the symbol code is not recognized, the MilSymbol will return an empty canvas. The Boolean property, Empty, denotes this state.
  • LabelString – a string representing the concatenated labels for the military symbol. For example, "C=23;T=Some Comment;M=Hello World;Q=34;V=". Any non-alphanumeric character can be used for the separators '=' and ';' including the same character for each. The example above includes five fields, C, T, M, Q and V. Add new labels or change old label values by setting LabelString to a new value. In the example, label V is cleared. By default there are no labels for a symbol.
  • FillBrush – the brush to be used to fill the background of the symbol. In the event that this value is null or not set, the default brush for the current color scheme for that symbol code will be used.
  • LineBrush – the brush to be used to outline the symbol. In the event that this value is null or not set, the default brush for the current color scheme for that symbol code will be used.
  • Scale – the size of the symbol relative to its default size of roughly 300×300 pixels. Good map values are typically in the range from 0.1 to 0.2. The default scale of 1.0 is quite large.
  • Angle – the angle at which the symbol is to be rendered, measured in degrees clockwise from map north. The standard requires that symbols be displayed upright except in certain cases but this is NOT enforced in the code.
  • Bounds - a readonly Rect that bounds the symbol and all of its decorations (including labels). The class MapMilSymbol in the MapTest sample application shows how to take this information and enclose a symbol in a polygon that points to that symbol's map location. As the map is resized the symbol and its containing polygon are also resized even as the polygon continues to point to the symbol's location. This example illustrates: adding another child (the enclosing polygon) element to the returned MilSymbol's children collection, setting a translate transform to move the symbol to the correct location within the polygon, and responding to the LayoutUpdated event to ensure that the symbol gets smaller as the user zooms out (using an arbitrary power law). Support for Bounds is incomplete as not all symbols (mostly those in Appendices B and C) compute the correct bounds, yet.
  • LabelStyle - the Style to be used for external labels. Only the Foreground, FontFamily, FontSize, and FontWeight properties are relevant. Setting this value to null restores the default styles as listed in the LabelResources.xaml file. The default font is Arial which is a proportional font. Font sizes up to about 96px will yield reasonable results. These styles are cached so it is a good idea to reuse styles where possible.
  • Label{[A-Z,AA-AZ]} – the individual labels for a military symbol. In the following table the unsupported labels are in italics. This table will be extended to support Appendix B multi-point symbols. Some labels have mutliple values such as W and W1, used to denote a date range. This is most common in Appendix B.

Table 1 Supported and non-supported labels

Label Description
LabelC Quantity
LabelF +=>reinforced, -=>reduced, ±=>reinforced & reduced
LabelG staff comments
LabelH additional informmation
LabelJ evaluation (reliability plus credibility)
LabelK combat effectiveness
LabelL signature equipment (! indicates detectable electronic signatures)
LabelM number/title of higher command, Roman numerals designate corps
LabelN enemy (ENY) for equipment
LabelP IFF/SIF indentification modes and codes
LabelQ degrees measured clockwise from true north
LabelR2 SIGINT mobility (M=>mobile, S=>static, U=>uncertain)
LabelT unique designation (acquisition nummber when used in SIGINT)
LabelV equipment type
LabelW date/time as DDHHMMSSZMONYYYY or O/O
LabelX altitude or depth
LabelY location (DMS, UTM, or MGRS)
LabelZ Speed
LabelAA name of special C2 headquarters
LabelAD platform type (ELNOT or CENOT)
LabelAE equipment teardown time
LabelAF common identifier (e.g., Hawk for Hawk SAM)
LabelAG auxillary equipment indicator
LabelAM distance
LabelAN azimuth
LabelAO engagement bar



MilGraphic is a preliminary class (based on Canvas) that places multipoint tactical graphics on a map. The MilGraphic interface should not change although additional properties, such as labels and additional coordinate support, will be added when needed.

An alternative, hybrid MilGraphic class of text and "map polylines" was also successfully implemented but its drawbacks outweighed its features. For example, multiple map objects (lines and text) must then be generated to support a single symbol code. And the MilGraphic class must then support a method to add these objects to the map on behalf of the user - a variance from the preferred interface contract.

Currently, adding a MilGraphic to the Bing map looks like this:

var ml = new MapLayer();
var pg = new MilGraphic { SymbolCode = sc, Anchors = lc };
ml.Children.Add(pg); // pg.Add(ml) would have been required if a hybrid class had been adopted

The Anchors establish the position for the graphic. Placing the graphic someplace else by calling the AddChild method of a MapLayer (with a position) will result in an incorrectly behaving graphic. The UpdateLayout event is processed whenever the map is zoomed to ensure that the correct scale factor is applied to the graphic. This approach depends on the fact that updating a simple scale transform is sufficient to maintain the correct appearance (location) of the graphic at varying zoom levels.

A different mapping system might require a more complex transformation as will moving the graphic across the landscape (which will be supported through binding the Anchor collection).

In the current MilGraphic class, a ControlTemplate is transformed according to the user-supplied Anchor points. An artifact of the original approach to the transform was that line widths did not scale evenly in all directions. So all geometries were converted to PathGeometries to eliminate the line width scaling issue. However future changes may be required to reduce rendering artifacts on text or other graphics primitives. The proper scaling of line widths remains under investigation.

As previously mentioned, the MilGraphic class scales properly, and smoothly, when zooming. The setup matrix and map transformation computations to get to this point are messy and will be streamlined at a later date.

The standard often uses the third specified point in a tactical graphic to set a length rather than to set an exact point. The code has been modified to use projected lengths in many places.

As described above, the MilGraphic user interface is quite simple (also uses optional arguments):

var ms = new MilGraphic
    SymbolCode = symbolCode,
    Anchors = anchors

The important MilGraphic properties are:

  • SymbolCode – the 15 character symbol code defined by MIL-STD 2525C. The symbol code is very complex and should be developed in accordance with the standards document. If the symbol code is not recognized, the MilGraphic will return an empty canvas (future). The Boolean property, Empty, denotes this state (future).
  • Anchors – an array of Locations representing the points specified by MIL-STD 2525C to anchor the given graphic. Currently only some two and three point graphics are supported. Currently there is no support for MGRS or DMS coordinate input - only abstracted collections of latitudes and longitudes.

Two point objects (there are many in Appendix B) are generally simpler than these three point objects. Deciding on proportionality remains an issue. For example, should a long arrow have a bigger head than a short arrow drawn at the same zoom level? The current approach is to scale the entire two point object proportionally, but that may change.

Many multipoint objects (e.g., weather fronts) are really just complex line styles. The rendering approach includes a hybrid of templates and code. Axis of advance is a good example.


The MilBrush class provides access to pre-defined static solid color Brushes as specified by MIL-STD 2525C. These are useful for filling symbol backgrounds.

MilBrush supports the ColorScheme property. ColorSchemeProperty supports an enumerated set of color schemes – Dark, Medium and Light. Once set, new symbols are drawn using that color scheme. The default color scheme is Light.

Table 2 ColorSchemes with matching brush names

Color Scheme Available Brush Names
Dark DarkYellow, DarkPurple, DarkGreen, DarkRed, DarkBlue
Medium MediumYellow, MediumPurple, MediumGreen, MediumRed, MediumBlue
Light LightYellow, LightPurple, LightGreen, LightRed, LightBlue


Symbol Code Descriptions

The symbol code descriptions are static methods that return user-friendly descriptions based on the symbol code.

Table 3 Methods that support user-friendly descriptions of military symbol codes

Class.Method(string symbolCode) Returns
MilAppendix.Description Nested description of core symbol
StandardIdentity.GetName Standard identity and exercise amplifying descriptor
StatusOperationalCapacity.GetName Status/operational capacity
OrderOfBattle.GetName The order of battle
Countries.GetName The name of the country
CombinedModifierCode.GetName Mobility, echelon, headquarters, feint dummy, task force
CodingScheme.GetName The coding scheme


The Test Programs


This is the most comprehensive visual test. It runs through many of the code paths and generates four basic charts. The program can compute a chart image checksum and compare it against future chart image checksums, but currently there is no initial checksum. The Check button computes the checksum and does the comparison. This is currently the only test that runs in both WPF and Silverlight.

  • GraphicsTest opens with a simple example of a single rotating military symbol that changes its symbol code periodically. It also displays its current angle. Click on any of the chart buttons to terminate this test.

Figure 1 Rotating military symbol illustrating one dynamic label

  • The Labels button exercises all of the currently supported labels. The test uses the Arial and Times New Roman fonts. The symbol arrows correspond to a Q field numeric value. Because Silverlight supports very feature rich tooltips, the need for a symbol to display more than a cursory amount of data is diminished. A future implementation will provide a mechanism for controlling the visibility of all the labels so that the user can choose to display labels only at certain zoom levels.

Figure 2 Sample symbols illustrating label positions (this image is from a recent drop of the software)

  • The Miscellaneous button draws a variety of symbols including various brushes for the interiors and edges of the symbols. Various echelon markings are also displayed.
Column Description
1 A custom “linear blend” fill brush with a custom outline color
2 The Dark ColorScheme
3 The Medium ColorScheme with a custom outline color
4 The Light ColorScheme which is also the default
5 The Damaged symbol overlay
6 The Destroyed symbol overlay
7 The Unknown battle dimension
8 The Civilian order of battle for an Unknown battle dimension. The standard calls for the use of purple on civilian order of battle objects with the exception of the hostile or suspect standard identities

Figure 3 A collection of miscellaneous symbol properties

  • The Appendices combo box supports rendering all of the base symbols in the available appendix resource dictionaries. There are gaps because the standard has some symbol codes that lack any representation. The symbols are arranged in a hierarchy and the parent nodes of some hierarchies lack any generic symbol. The black band across the top of some symbols indicates that the symbol is for Space. The same symbol without the black band is for Air. These symbols are drawn in the same order as they are in their respective MIL-STD 2525C appendices.

Figure 4 Some symbols in Appendix D (this image is from the first drop of the software)

Figure 5 Some symbols in Appendix C (this image is from a recent drop of the software)

Figure 6 Some symbols in Appendix B (this image is from a recent drop of the software)

  • The Mobility button illustrates the use of Modifier codes


Row Column Description
1 1 Wheeled (Limited Cross-country)
1 2 Wheeled (Cross-country)
1 3 Tracked
1 4 Wheeled & Tracked Combination
1 5 Towed
1 6 Railway
1 7 Over-Snow (Prime Mover)
1 8 Sled
1 9 Pack Animals
1 10 Barge
1 11 Amphibious
2 1 Towed Sonar Array (Short)
2 2 Towed Sonar Array (Long)
2 3 Installation
2 4 Feint Dummy Installation
2 5 Headquarters for Team/Crew
2 6 Task Force Headquarters for Section
2 7 Feint Dummy Headquarters for Company/Battery/Troop
2 8 Feint Dummy/Task Force Headquarters for Regiment/Group
2 9 Task Force for Division
2 10 Feint Dummy for Army
2 11 Feint Dummy/Task Force for Region

Figure 7 Sample mobility, headquarter, task force, feint dummy and echelon markings

Weather Symbols Requiring Altitude or Depth

Some symbols in Appendix C require either an altitude or a depth value. The label field X (Altitude/Depth) was chosen to hold this value as a string representing meters. The following symbols use this value when plotting:

  • The tropopause low symbol WAS-PLT---P---- (parsed as a double rounded to the nearest integer for display purposes)
  • The tropopause high symbol WAS-PHT---P---- (parsed as a double rounded to the nearest integer for display purposes
  • The tropopause level symbol WAS-WST-LVP---- (parsed as a double rounded to the nearest integer for display purposes
  • The freezing level symbol WAS-WSF-LVP---- (parsed as a double rounded to the nearest integer for display purposes
  • The soundings symbol WOS-HDS---P---- (parsed as the double meters.decimeters – only the first digit after the decimal point is displayed)

See the Appendix C frame in GraphicsTest for examples.

Tropical Storm System Weather Symbols

The Miscellany frame in GraphicsTest includes examples of the tropical storm system symbols WAS-WSTSD-P----, WAS-WSTSS-P---- and WAS-WSTSH-P----.

These symbols must be render-able in red (current), purple (future), or black (past) – this is accomplished by using the fill and line brushes that are available as optional arguments to MilSymbol (if the brushes are null then the default value red is used).

Additionally, the storm fins for these symbols must reverse direction when in the southern hemisphere – this is accomplished by placing a negative sign on the MilSymbol scale parameter (this will left-to-right reverse any symbol).

Wind Weather Symbols

The package uses the label field AA to support cloud cover for the wind symbols WAS-WC----P---- and WAS-WP----P----. Field AA was chosen because it represents content for the symbol’s interior. Using the integer values (0-8) in this field represents cloud obscuration in 1/8’s with 0 representing a clear sky and 8 representing an overcast sky. An additional value of 9 represents an obscured sky.

The wind plot symbol WAS-WP----P---- requires additional fields to support wind speed, wind direction, and hemisphere.

  • The label field Z (Speed) is used to represent a double value as the wind speed in knots. This is a null-able value so its absence is detected as “no report” and a barb is displayed with no wind speed.
  • The label field Q (Direction of Movement Indicator) is used to represent a double value as the wind direction, measured clockwise in degrees from true north. If this value is not present or is invalid, no wind barb will be plotted.
  • The label field Y (Location) is used to represent the southern or northern hemisphere via the values N (northern hemisphere) and S (southern hemisphere). The northern hemisphere is the default if this field is not present.

See the Miscellany frame in GraphicsTest for examples.

Binding Test

The binding test illustrates how one can use the dependency properties of the MilSymbol class to bind an ObservableCollection of business objects to a Panel (a Canvas in this case) as MilSymbols. Through the use of this binding, the plot is manipulated simply by changing the business data that is bound to the display. A feature of this approach is that simply adding or removing entities from the ObservableCollection will result in those entities being added or removed from the canvas.
The example binding is defined in the MainPage.xaml for this sample and looks something like this:

   <local:DoubleConverter x:Key="DoubleConverter"/>
   <local:Symbols x:Key="SymbolItemsSource" />
   <DataTemplate x:Key="SymbolItemTemplate">
        ToolTipService.ToolTip="{Binding Name}"
        SymbolCode="{Binding SymbolCode}" 
        Angle="{Binding AngleDegrees}"
        Canvas.Top="{Binding Position.Y}"
        Canvas.Left="{Binding Position.X}"
        LabelH="{Binding AngleDegrees,Converter={StaticResource DoubleConverter} }"

LabelH is generated by converting the double angle value into a string, including a degree mark.
The example uses a Canvas as the Panel. A Bing map layer also derives from Panel. The only thing that would change for the Bing map would be that the Canvas.Top and Canvas.Left values would be replaced by something like the following where m: is the map reference and Position is a Location (or use a value converter to generate a Location object).

   <DataTemplate x:Key="SymbolItemTemplate">
        m:MapLayer.MapPosition="{Binding Position}"

The actual collection of business objects is attached inside the XAML for the Canvas as follows:

  local:BindStuff.ItemsSource="{Binding Items, Source={StaticResource SymbolItemsSource} }"
  local:BindStuff.ItemTemplate="{StaticResource SymbolItemTemplate}"

Basically what this says is that we have a business object referred to by the key SymbolItemsSource, which in this case is the class Symbols, and that Symbols has a collection called Items that is to be bound to the Canvas using the DataTemplate known by the key SymbolItemTemplate.
MilSymbol’s SymbolCode is especially nice for bindings because it is shorthand for a significant number of properties. Combining that with MilSymbol’s LabelString for creating or modifying multiple labels simultaneously helps provide an efficient update mechanism.

The boilerplate binding code for this example (BindStuff.cs) is due to Michael S. Scherotter at Microsoft. The transition of the Bing map from CTP to release may obviate the need for this particular approach.

Figure 8 Sample bound collection of symbols


MapTest illustrates some initial two- and three-point tactical graphics symbology as well as bounding boxes for single point symbology (image on the Home page). The tactical graphics are drawn with a red and a blue backing vector. The red vectors represent the original anchor points while the blue vectors represent the transformed vectors supporting that particular tactical graphic based on an interpretation of the standard.

The tactical graphics continue to evolve. It has been pointed out that the circles should remain circles and they aren't in Figure 9, shown below. Changes are underway to resolve this issue, as shown in Figure 10. Over the next several weeks, the three-point tactical graphics symbols will be re-addressed to fix transformation issues.

Figure 9 Sample three point tactical graphics using the MilGraphic interface

Figure 10 Revised sample three point tactical graphic (G*TPWP----****X) using the MilGraphic interface


The MilSymUnitTest does not illustrate any particular features of the project. It exercises a number of class methods using the Silverlight unit test framework. Additional tests will be added to this class to provide more thorough code coverage.

Appendix B Status

This first table is a list of the symbol codes from Appendix B that don't need to be implemented because there is no symbol associated with them.

328 0 G*------------X Tactical Graphics
328 0 G*T*------****X Tasks
352 0 G-T*U---------X Security
359 0 G*G*------****X Command And Control And General Maneuver
359 0 G*G*G-----****X General
360 0 G*G*GP----****X Points
360 0 G*G*GPU---****X Under Sea Warfare
360 0 G*G*GPUU--****X Underwater
391 0 G*G*GPW---****X Weapon
464 0 G*G*GL----****X Lines
470 0 G*G*GA----****X Areas
481 0 G*G*A-----****X Aviation
481 0 G*G*AP----****X Points
485 0 G*G*AL----****X Lines
490 0 G*G*AA----****X Areas
497 0 G*G*P-----****X Deception
504 0 G*G*D-----****X Defense
504 0 G*G*DP----****X Points
511 0 G*G*DL----****X Lines
513 0 G*G*DA----****X Areas
515 0 G*G*O-----****X Offense
516 0 G*G*OP----****X Points
516 0 G*G*OL----****X Lines
517 0 G*G*OLA---****X Axis Of Advance
520 0 G*G*OLAG--****X Ground
522 0 G*G*OLK---****X Direction Of Attack
523 0 G*G*OLKG--****X Ground
531 0 G*G*OA----****X Areas
537 0 G*G*S-----****X Special
537 0 G*G*SL----****X Line
541 0 G*G*SA----****X Area
545 0 G*M*------****X Mobility/survivability
545 0 G*M*O-----****X Obstacles
546 0 G*M*OG----****X General
552 0 G*M*OA----****X Antitank Obstacles
552 0 G*M*OAD---****X Antitank Ditch
555 0 G*M*OAO---****X Antitank Obstacles: Tetrahedrons, Dragons Teeth, And Other Similar Obstacles
560 0 G*M*OM----****X Mines
566 0 G*M*OF----****X Minefields
572 0 G*M*OE----****X Obstacle Effect
577 0 G*M*OR----****X Roadblocks, Craters, And Blown Bridges
582 0 G*M*OW----****X Wire Obstacle
588 0 G*M*OWC---****X Concertina
591 0 G*M*OH----****X Aviation
591 0 G*M*OHT---****X Tower
595 0 G*M*B-----****X Obstacle Bypass
595 0 G*M*BD----****X Obstacle Bypass Difficulty
598 0 G*M*BC----****X Crossing Site/water Crossing
606 0 G*M*S-----****X Survivability
613 0 G*M*N-----****X Chemical, Biological, Radiological, And Nuclear
619 0 G*M*NE----****X Release Events
621 0 G*M*ND----****X Decontamination (decon) Points
628 0 G*F*------****X Fire Support
629 0 G*F*P-----****X Point
629 0 G*F*PT----****X Target
631 0 G*F*PC----****X Command & Control Points
637 0 G*F*L-----****X Lines
640 0 G*F*LC----****X Command & Control Lines
645 0 G*F*A-----****X Areas
651 0 G*F*AC----****X Command & Control Areas
651 0 G*F*ACS---****X Fire Support Area (fsa)
654 0 G*F*ACA---****X Airspace Coordination Area (aca)
657 0 G*F*ACF---****X Free Fire Area (ffa)
660 0 G*F*ACN---****X No-fire Area (nfa)
663 0 G*F*ACR---****X Restrictive Fire Area (rfa)
666 0 G*F*ACP---****X Position Area For Artillery (paa)
668 0 G*F*ACE---****X Sensor Zone
671 0 G*F*ACD---****X Dead Space Area (da)
674 0 G*F*ACZ---****X Zone Of Responsibility (zor)
677 0 G*F*ACB---****X Target Build-up Area (tba)
680 0 G*F*ACV---****X Target Value Area (tvar)
684 0 G*F*AZ----****X Target Acquisition Zones
684 0 G*F*AZI---****X Artillery Target Intelligence (ati) Zone
686 0 G*F*AZX---****X Call For Fire Zone (cffz)
688 0 G*F*AZC---****X Censor Zone
690 0 G*F*AZF---****X Critical Friendly Zone (cfz)
691 0 G*F*AX----****X Weapon/sensor Range Fans
694 0 G*F*AK----****X Kill Box
694 0 G*F*AKB---****X Blue Kill Box (bkb)
697 0 G*F*AKP---****X Purple Kill Box (pkb)
700 0 G*S*------****X Combat Service Support
700 0 G*S*P-----****X Points
713 0 G*S*PS----****X Supply Points
724 0 G*S*PA----****X Ammunition Points
726 0 G*S*L-----****X Lines
727 0 G*S*LC----****X Convoys
728 0 G*S*LR----****X Supply Routes
733 0 G*S*A-----****X Area
737 0 G*S*AS----****X Support Areas
740 0 G*O*------****X Other
740 0 G*O*E-----****X Emergency
743 0 G*O*H-----****X Hazard
747 0 G*O*S-----****X Sea Subsurface Returns
759 0 G*O*F-----****X Fix

This second table is a list of the symbol codes from Appendix B that haven't been implemented yet or that are not fully implemented. This symbols are being worked, but not in any particular order.

348 4 G*T*R-----****X Relief In Place (rip)
352 3-4 G*T*US----****X Screen
353 3-4 G*T*UG----****X Guard
355 3-4 G*T*UC----****X Cover
356 3-4 G*T*Z-----****X Seize
467 2-N G*G*GLC---****X Line Of Contact
479 3-N G*G*GAY---****X Limited Access Area
480 3-N G*G*GAZ---****X Airfield Zone
485 2-N G*G*ALC---****X Air Corridor
486 2-N G*G*ALM---****X Minimum Risk Route (MRR)
487 2-N G*G*ALS---****X Standard-use Army Aircraft Flight Route (SAAFR)
488 2-N G*G*ALU---****X Unmanned Aircraft (UA) Route
489 2-N G*G*ALL---****X Low Level Transit Route (LLTR)
500 3-N G*G*PM----****X Decoy Mined Area
501 3-N G*G*PY----****X Decoy Mined Area, Fenced
503 3-N G*G*PC----****X Dummy Minefield (dynamic)
512 3 G*G*DLP---****X Principal Direction Of Fire (pdf)
513 3-N G*G*DAB---****X Battle Position
514 3-N G*G*DABP--****X Prepared But Not Occupied
515 3-N G*G*DAE---****X Engagement Area
518 3-N G*G*OLAA--****X Airborne
534 4 G*G*OAS---****X Support By Fire Position
542 3-N G*G*SAA---****X Airhead
543 3-N G*G*SAE---****X Encirclement
567 1 G*M*OFS---****X Static Depiction
569 3-N G*M*OFD---****X Dynamic Depiction
570 4 G*M*OFG---****X Gap
571 3-N G*M*OFA---****X Mined Area
576 3-N G*M*OU----****X Unexploded Ordnance Area (uxo)
582 2-N G*M*OWU---****X Unspecified
583 2-N G*M*OWS---****X Single Fence
584 2-N G*M*OWD---****X Double Fence
585 2-N G*M*OWA---****X Double Apron Fence
586 2-N G*M*OWL---****X Low Wire Fence
587 2-N G*M*OWH---****X High Wire Fence
588 2-N G*M*OWCS--****X Single Concertina
589 2-N G*M*OWCD--****X Double Strand Concertina
590 2-N G*M*OWCT--****X Triple Strand Concertina
593 2-N G*M*OHO---****X Overhead Wire/power Line
598 4 G*M*BCA---****X Assault Crossing Area
599 4 G*M*BCB---****X Bridge Or Gap
608 2 G*M*SL----****X Fortified Line
610 3-N G*M*SP----****X Strong Point
613 3 G*M*NM----****X Minimum Safe Distance Zones
616 3-N G*M*NR----****X Radioactive Area
617 3-N G*M*NB----****X Biologically Contaminated Area
618 3-N G*M*NC----****X Chemically Contaminated Area
628 3-N G*M*NL----****X Dose Rate Contour Lines
640 2-N G*F*LCF---****X Fire Support Coordination Line (fscl)
641 2-N G*F*LCC---****X Coordinated Fire Line (cfl)
642 2-N G*F*LCN---****X No-fire Line (nfl)
643 2-N G*F*LCR---****X Restrictive Fire Line (rfl)
644 2-N G*F*LCM---****X Munition Flight Path (mfp)
646 1 G*F*ATR---****X Rectangular Target
647 1 G*F*ATC---****X Circular Target
648 3-N G*F*ATG---****X Series Or Group Of Targets
651 3-N G*F*ACSI--****X Fire Support Area (fsa), Irregular
652 2 G*F*ACSR--****X Fire Support Area (fsa), Rectangular
653 1 G*F*ACSC--****X Fire Support Area (fsa), Circular
654 3-N G*F*ACAI--****X Airspace Coordination Area (aca), Irregular
655 2 G*F*ACAR--****X Airspace Coordination Area (aca), Rectangular
656 1 G*F*ACAC--****X Airspace Coordination Area (aca), Circular
657 3-N G*F*ACFI--****X Free Fire Area (ffa), Irregular
658 2 G*F*ACFR--****X Free Fire Area (ffa), Rectangular
659 1 G*F*ACFC--****X Free Fire Area (ffa), Circular
660 3-N G*F*ACNI--****X No Fire Area (nfa), Irregular
661 2 G*F*ACNR--****X No Fire Area (nfa), Rectangular
662 1 G*F*ACNC--****X No Fire Area (nfa), Circular
663 3-N G*F*ACRI--****X Restrictive Fire Area (rfa), Irregular
664 2 G*F*ACRR--****X Restrictive Fire Area (rfa), Rectangular
665 1 G*F*ACRC--****X Restrictive Fire Area (rfa), Circular
666 2 G*F*ACPR--****X Position Area For Artillery (paa), Rectangular
667 1 G*F*ACPC--****X Position Area For Artillery (paa), Circular
668 3-N G*F*ACEI--****X Sensor Zone, Irregular
669 2 G*F*ACER--****X Sensor Zone, Rectangular
670 1 G*F*ACEC--****X Sensor Zone, Circular
671 3-N G*F*ACDI--****X Dead Space Area (da), Irregular
672 2 G*F*ACDR--****X Dead Space Area (da), Rectangular
673 1 G*F*ACDC--****X Dead Space Area (da), Circular
674 3-N G*F*ACZI--****X Zone Of Responsibility (zor), Irregular
675 2 G*F*ACZR--****X Zone Of Responsibility (zor), Rectangular
676 1 G*F*ACZC--****X Zone Of Responsibility (zor), Circular
677 3-N G*F*ACBI--****X Target Build Up Area (tba), Irregular
678 2 G*F*ACBR--****X Target Build Up Area (tba), Rectangular
679 1 G*F*ACBC--****X Target Build Up Area (tba), Circular
680 3-N G*F*ACVI--****X Target Value Area (tvar), Irregular
681 2 G*F*ACVR--****X Target Value Area (tvar), Rectangular
682 1 G*F*ACVC--****X Target Value Area (tvar), Circular
683 3-N G*F*ACT---****X Terminally Guided Munition Footprint (tgmf)
684 3-N G*F*AZII--****X Artillery Target Intelligence (ati) Zone, Irregular
685 2 G*F*AZIR--****X Artillery Target Intelligence (ati) Zone, Rectangular
686 3-N G*F*AZXI--****X Call For Fire Zone (cffz), Irregular
687 2 G*F*AZXR--****X Call For Fire Zone (cffz), Rectangular
688 3-N G*F*AZCI--****X Censor Zone, Irregular
689 2 G*F*AZCR--****X Censor Zone, Rectangular
690 3-N G*F*AZFI--****X Critical Friendly Zone (cfz), Irregular
691 2 G*F*AZFR--****X Critical Friendly Zone (cfz), Rectangular
692 1 G*F*AXC---****X Weapon/sensor Range Fan, Circular
693 1 G*F*AXS---****X Weapon/sensor Range Fan, Sector
694 1 G*F*AKBC--****X Blue Kill Box, Circular
695 3-N G*F*AKBI--****X Blue Kill Box, Irregular
696 2 G*F*AKBR--****X Blue Kill Box, Rectangular
697 1 G*F*AKPC--****X Purple Kill Box, Circular
698 3-N G*F*AKPI--****X Purple Kill Box, Irregular
699 2 G*F*AKPR--****X Purple Kill Box, Rectangular
726 2 G*S*LCM---****X Moving Convoy
727 2 G*S*LCH---****X Halted Convoy
728 2 G*S*LRM---****X Main Supply Route
729 2 G*S*LRA---****X Alternate Supply Route
730 2 G*S*LRO---****X One-way Traffic
731 2 G*S*LRT---****X Alternating Traffic
732 2 G*S*LRW---****X Two-way Traffic
733 3-N G*S*AD----****X Detainee Holding Area
734 3-N G*S*AE----****X Enemy Prisoner Of War (epw) Holding Area
735 3-N G*S*AR----****X Forward Arming And Refueling Area (farp)
736 3-N G*S*AH----****X Refugee Holding Area
737 3-N G*S*ASB---****X Brigade (BSA)
738 3-N G*S*ASD---****X Division (DSA)
739 3-N G*S*ASR---****X Regimental (RSA)

This third table is a list of the symbol codes from Appendix B that have been fully implemented.

329 3 G*T*B-----****X Block
330 3 G*T*H-----****X Breach
331 3 G*T*Y-----****X Bypass
332 3 G*T*C-----****X Canalize
333 3 G*T*X-----****X Clear
334 3 G*T*J-----****X Contain
335 N G*T*K-----****X Counterattack (CATK)
336 N G*T*KF----****X Counterattack By Fire
337 3 G*T*L-----****X Delay
338 1 G*T*D-----****X Destroy
339 3 G*T*T-----****X Disrupt
340 2 G*T*F-----****X Fix
341 2 G*T*A-----****X Follow And Assume
342 2 G*T*AS----****X Follow And Support
343 1 G*T*I-----****X Interdict
344 2 G*T*E-----****X Isolate
345 1 G*T*N-----****X Neutralize
346 2 G*T*O-----****X Occupy
347 3 G*T*P-----****X Penetrate
349 2 G*T*Q-----****X Retain
350 3 G*T*M-----****X Retirement
351 2 G*T*S-----****X Secure
358 3 G*T*W-----****X Withdraw
359 3 G*T*WP----****X Withdraw Under Pressure
361 1 G*G*GPUUD-****X Datum
362 1 G*G*GPUUB-****X Brief Contact
363 1 G*G*GPUUL-****X Lost Contact
364 1 G*G*GPUUS-****X Sinker
365 1 G*G*GPUY--****X Sonobuoy
366 1 G*G*GPUYP-****X Pattern Center
367 1 G*G*GPUYD-****X Directional Frequency Analyzing And Recording (difar)
368 1 G*G*GPUYL-****X Low Frequency Analyzing And Recording (lofar)
369 1 G*G*GPUYC-****X Command Active Sonobuoy System (cass)
370 1 G*G*GPUYS-****X Directional Command Active Sonobuoy System (dicass)
371 1 G*G*GPUYB-****X Bathythermograph Transmitting (bt)
372 1 G*G*GPUYA-****X ANM
373 1 G*G*GPUYV-****X Vertical Line Array Difar (vlad)
374 1 G*G*GPUYT-****X ATAC
375 1 G*G*GPUYR-****X Range Only (RO)
376 1 G*G*GPUYK-****X Kingpin
377 1 G*G*GPUYX-***** Sonobuoy-expired
378 1 G*G*GPUS--****X Search
379 1 G*G*GPUSA-****X Search Area
380 1 G*G*GPUSD-****X Dip Position
381 1 G*G*GPUSC-****X Search Center
382 1 G*G*GPR---****X Reference Point
383 1 G*G*GPRN--****X Navigational Reference Point
384 1 G*G*GPRS--****X Special Point
385 1 G*G*GPRD--****X Dlrp
386 1 G*G*GPRP--****X Point Of Intended Movement (pim)
387 1 G*G*GPRM--****X Marshall Point
388 1 G*G*GPRW--****X Waypoint
389 1 G*G*GPRC--****X Corridor Tab
390 1 G*G*GPRI--****X Point Of Interest
391 1 G*G*GPWA--****X Aim Point
392 1 G*G*GPWD--****X Drop Point
393 1 G*G*GPWE--****X Entry Point
394 1 G*G*GPWG--****X Ground Zero
395 1 G*G*GPWM--****X Msl Detect Point
396 1 G*G*GPWI--****X Impact Point
397 1 G*G*GPWP--****X Predicted Impact Point
398 1 G*G*GPF---****X Formation
399 1 G*G*GPH---****X Harbor (general)
400 1 G*G*GPHQ--****X Point Q
401 1 G*G*GPHA--****X Point A
402 1 G*G*GPHY--****X Point Y
403 1 G*G*GPHX--****X Point X
404 1 G*G*GPO---****X Route
405 1 G*G*GPOZ--****X Rendezvous
406 1 G*G*GPOD--****X Diversions
407 1 G*G*GPOW--****X Waypoint
408 1 G*G*GPOP--****X Pim
409 1 G*G*GPOR--****X Point R
410 1 G*G*GPA---****X Air Control
411 1 G*G*GPAP--****X Combat Air Patrol (cap)
412 1 G*G*GPAW--****X Airborne Early Warning (aew)
413 1 G*G*GPAK--****X Tanking
414 1 G*G*GPAA--****X Antisubmarine Warfare, Fixed Wing
415 1 G*G*GPAH--****X Antisubmarine Warfare, Rotary Wing
416 1 G*G*GPAB--****X Sucap - Fixed Wing
417 1 G*G*GPAC--****X Sucap - Rotary Wing
418 1 G*G*GPAD--****X Miw - Fixed Wing
419 1 G*G*GPAE--****X Miw - Rotary Wing
420 1 G*G*GPAS--****X Strike Ip
421 1 G*G*GPAT--****X Tacan
422 1 G*G*GPAO--****X Tomcat
423 1 G*G*GPAR--****X Rescue
424 1 G*G*GPAL--****X Replenish
425 1 G*G*GPAF--****X Unmanned Aerial System (uas/ua)
426 1 G*G*GPAG--****X Vtua
427 1 G*G*GPAI--****X Orbit
428 1 G*G*GPAJ--****X Orbit - Figure Eight
429 1 G*G*GPAM--****X Orbit - Race Track
430 1 G*G*GPAN--****X Orbit - Random, Closed
431 1 G*G*GPP---****X Action Points (general)
432 1 G*G*GPPK--****X Check Point
433 1 G*G*GPPC--****X Contact Point
434 1 G*G*GPPO--****X Coordination Point
435 1 G*G*GPPD--****X Decision Point
436 1 G*G*GPPL--****X Linkup Point
437 1 G*G*GPPP--****X Passage Point
438 1 G*G*GPPR--****X Rally Point
439 1 G*G*GPPE--****X Release Point
440 1 G*G*GPPS--****X Start Point
441 1 G*G*GPPA--****X Amnesty Point
442 1 G*G*GPPW--****X Waypoint
443 1 G*G*GPC---****X Sea Surface Control Station
444 1 G*G*GPCU--****X Unmanned Surface Vehicle (usv) Control Station
445 1 G*G*GPCUR-****X Remote Multimission Vehicle (rmv) Usv Control Station
446 1 G*G*GPCUA-****X Usv - Antisubmarine Warfare Control Station
447 1 G*G*GPCUS-****X Usv - Surface Warfare Control Station
448 1 G*G*GPCUM-****X Usv - Mine Warfare Control Station
449 1 G*G*GPCA--****X Asw Control Station
450 1 G*G*GPCS--****X Suw Control Station
451 1 G*G*GPCM--****X Miw Control Station
452 1 G*G*GPCP--****X Picket Control Station
453 1 G*G*GPCR--****X Rendezvous Control Point
454 1 G*G*GPCC--****X Rescue Control Point
455 1 G*G*GPCE--****X Replenishment Control Point
456 1 G*G*GPCN--****X Noncombatant Control Station
457 1 G*G*GPB---****X Subsurface Control Station
458 1 G*G*GPBU--****X Unmanned Underwater Vehicle (uuv) Control Station
459 1 G*G*GPBUA-****X Uuv - Antisubmarine Warfare Control Station
460 1 G*G*GPBUS-****X UUV - Surface Warfare Control Station
461 1 G*G*GPBUM-****X UUV - Mine Warfare Control Station
462 1 G*G*GPBS--****X Submarine Control Station
463 1 G*G*GPBSA-****X ASW Submarine Control Station
464 2-N G*G*GLB---****X Boundaries
466 2-N G*G*GLF---****X Forward Line Of Own Troops (FLOT)
468 2-N G*G*GLP---****X Phase Line
469 2-N G*G*GLL---****X Light Line
470 3-N G*G*GAG---****X General Area
471 3-N G*G*GAA---****X Assembly Area
472 3-N G*G*GAE---****X Engagement Area
473 3-N G*G*GAF---****X Fortified Area
474 3-N G*G*GAD---****X Drop Zone
475 3-N G*G*GAX---****X Extraction Zone (EZ)
476 3-N G*G*GAL---****X Landing Zone (LZ)
477 3-N G*G*GAP---****X Pickup Zone (PZ)
478 3 G*G*GAS---****X Search Area/reconnaissance Area
481 1 G*G*APP---****X Air Control Point (ACP)
482 1 G*G*APC---****X Communications Checkpoint (CCP)
483 1 G*G*APU---****X Pull-up Point (PUP)
484 1 G*G*APD---****X Downed Aircrew Pickup Point
490 3-N G*G*AAR---****X Restricted Operations Zone (roz)
491 3-N G*G*AAF---****X Short-range Air Defense Engagement Zone (shoradez)
492 3-N G*G*AAH---****X High Density Airspace Control Zone (hidacz)
493 3-N G*G*AAM---****X Missile Engagement Zone (mez)
494 3-N G*G*AAML--****X Low Altitude Mez
495 3-N G*G*AAMH--****X High Altitude Mez
496 3-N G*G*AAW---****X Weapons Free Zone
497 3 G*G*PD----****X Dummy (deception/decoy)
498 3-N G*G*PA----****X Axis Of Advance For Feint
499 2 G*G*PF----****X Direction Of Attack For Feint
502 1 G*G*PN----****X Dummy Minefield (static)
504 1 G*G*DPT---****X Target Reference Point (trp)
505 1 G*G*DPO---****X Observation Post/outpost
506 1 G*G*DPOC--****X Combat Outpost
507 1 G*G*DPOR--****X Observation Post Occupied By Dismounted Scouts Or Reconnaissance
508 1 G*G*DPOF--****X Forward Observer Position
509 1 G*G*DPOS--****X Sensor Outpost/listening Post (op/lp)
510 1 G*G*DPON--****X Cbrn Observation Post (dismounted)
511 2 G*G*DLF---****X Forward Edge Of Battle Area (feba)
516 1 G*G*OPP---****X Point Of Departure
517 3-N G*G*OLAV--****X Aviation
519 3-N G*G*OLAR--****X Attack, Rotary Wing
520 3-N G*G*OLAGM-****X Main Attack
521 3-N G*G*OLAGS-****X Supporting Attack
522 2 G*G*OLKA--****X Aviation
523 2 G*G*OLKGM-****X Main Attack
522 2 G*G*OLKGS-****X Supporting Attack
525 2-N G*G*OLF---****X Final Coordination Line
526 3 G*G*OLI---****X Infiltration Lane
527 2-N G*G*OLL---****X Limit Of Advance
528 2-N G*G*OLT---****X Line Of Departure
529 2-N G*G*OLC---****X Line Of Departure/line Of Contact (ld/lc)
530 2-N G*G*OLP---****X Probable Line Of Deployment (pld)
531 3-N G*G*OAA---****X Assault Position
532 3-N G*G*OAK---****X Attack Position
533 3 G*G*OAF---****X Attack By Fire Position
535 3-N G*G*OAO---****X Objective
536 3-N G*G*OAP---****X Penetration Box
537 3 G*G*SLA---****X Ambush
538 3-N G*G*SLH---****X Holding Line
539 2-N G*G*SLR---****X Release Line
540 3-N G*G*SLB---****X Bridgehead
541 3-N G*G*SAO---****X Area Of Operations (ao)
544 3-N G*G*SAN---****X Named Area Of Interest (nai)
545 3-N G*G*SAT---****X Targeted Area Of Interest (tai)
546 3-N G*M*OGB---****X Belt
547 2-N G*M*OGL---****X Line
548 3-N G*M*OGZ---****X Zone
549 3-N G*M*OGF---****X Obstacle Free Area
550 3-N G*M*OGR---****X Obstacle Restricted Area
551 2 G*M*OS----****X Abatis
552 2-N G*M*OADU--****X Under Construction
553 2-N G*M*OADC--****X Complete
554 2-N G*M*OAR---****X Antitank Ditch Reinforced With Antitank Mines
555 1 G*M*OAOF--****X Fixed And Prefabricated
556 1 G*M*OAOM--****X Moveable
557 1 G*M*OAOP--****X Moveable And Prefabricated
558 2-N G*M*OAW---****X Antitank Wall
559 1 G*M*OB----****X Booby Trap
560 1 G*M*OMU---****X Unspecified Mine
561 1 G*M*OMT---****X Antitank Mine (at)
562 1 G*M*OMD---****X Antitank Mine With Antihandling Device
563 1 G*M*OME---****X Antitank Mine (directional)
564 1 G*M*OMP---****X Antipersonnel (ap) Mines
565 1 G*M*OMW---****X Wide Area Mines
566 2 G*M*OMC---****X Mine Cluster
572 3 G*M*OEB---****X Block
573 2 G*M*OEF---****X Fix
574 3 G*M*OET---****X Turn
575 3 G*M*OED---****X Disrupt
577 3 G*M*ORP---****X Planned
578 3 G*M*ORS---****X Explosives, State Of Readiness - 1 (safe)
579 3 G*M*ORA---****X Explosives, State Of Readiness - 2 (armed-but Passable)
580 3 G*M*ORC---****X Roadblock Complete (executed)
581 3 G*M*OT----****X Trip Wire
591 1 G*M*OHTL--****X Low
592 1 G*M*OHTH--****X High
595 3 G*M*BDE---****X Bypass Easy
596 3 G*M*BDD---****X Bypass Difficult
597 3 G*M*BDI---****X Bypass Impossible
600 2 G*M*BCF---****X Ferry
601 3 G*M*BCE---****X Ford Easy
602 3 G*M*BCD---****X Ford Difficult
603 2 G*M*BCL---****X Lane
604 2 G*M*BCR---****X Raft Site
605 1 G*M*BCP---****X Engineer Regulating Point
606 1 G*M*SE----****X Earthwork, Small Trench Or Fortification
607 1 G*M*SF----****X Fort
609 2 G*M*SW----****X Foxhole, Emplacement Or Weapon Site
611 1 G*M*SS----****X Surface Shelter
612 1 G*M*SU----****X Underground Shelter
614 1 G*M*NZ----****X Nuclear Detonations Ground Zero
615 1 G*M*NF----****X Fallout Producing
619 1 G*M*NEB---****X Biological
620 1 G*M*NEC---****X Chemical
621 1 G*M*NDP---****X Decon Site/point (unspecified)
622 1 G*M*NDA---****X Alternate Decon Site/point (unspecified)
623 1 G*M*NDT---****X Decon Site/point (troops)
624 1 G*M*NDE---****X Decon Site/point (equipment)
625 1 G*M*NDB---****X Decon Site/point (equipment And Troops)
626 1 G*M*NDO---****X Decon Site/point (operational Decontamination)
627 1 G*M*NDD---****X Decon Site/point (thorough Decontamination)
629 1 G*F*PTS---****X Point/single Target
630 1 G*F*PTN---****X Nuclear Target
631 1 G*F*PCF---****X Fire Support Station
632 1 G*F*PCS---****X Survey Control Point
633 1 G*F*PCB---****X Firing Point
634 1 G*F*PCR---****X Reload Point
635 1 G*F*PCH---****X Hide Point
636 1 G*F*PCL---****X Launch Point
637 2 G*F*LT----****X Linear Target
638 2 G*F*LTS---****X Linear Smoke Target
639 2 G*F*LTF---****X Final Protective Fire (fpf)
645 3-N G*F*AT----****X Area Target
649 3-N G*F*ATS---****X Smoke
650 3-N G*F*ATB---****X Bomb Area
700 1 G*S*PX----****X Ambulance Exchange Point
701 1 G*S*PC----****X Cannibalization Point
702 1 G*S*PY----****X Casualty Collection Point
703 1 G*S*PT----****X Civilian Collection Point
704 1 G*S*PD----****X Detainee Collection Point
705 1 G*S*PE----****X Enemy Prisoner Of War (epw) Collection Point
706 1 G*S*PL----****X Logistics Release Point (lrp)
707 1 G*S*PM----****X Maintenance Collection Point
708 1 G*S*PR----****X Rearm, Refuel And Resupply Point
709 1 G*S*PU----****X Refuel On The Move (rom) Point
710 1 G*S*PO----****X Traffic Control Post (tcp)
711 1 G*S*PI----****X Trailer Transfer Point
712 1 G*S*PN----****X Unit Maintenance Collection Point
713 1 G*S*PSZ---****X General
714 1 G*S*PSA---****X Class I
715 1 G*S*PSB---****X Class II
716 1 G*S*PSC---****X Class III
717 1 G*S*PSD---****X Class IV
718 1 G*S*PSE---****X Class V
719 1 G*S*PSF---****X Class VI
720 1 G*S*PSG---****X Class VII
721 1 G*S*PSH---****X Class VIII
722 1 G*S*PSI---****X Class IX
723 1 G*S*PSJ---****X Class X
724 1 G*S*PAS---****X Ammunition Supply Point (asp)
725 1 G*S*PAT---****X Ammunition Transfer Point (atp)
740 1 G*O*ED----****X Ditched Aircraft
741 1 G*O*EP----****X Person In Water
742 1 G*O*EV----****X Distressed Vessel
743 1 G*O*HM----****X Sea Mine-like
744 2 G*O*HN----****X Navigational
745 1 G*O*HI----****X Iceberg
746 1 G*O*HO----****X Oil Rig
747 1 G*O*SB----****X Bottom Return/non-milco
748 1 G*O*SBM---****X Installation/manmade
749 1 G*O*SBN---****X Seabed Rock/stone, Obstacle, Other
750 1 G*O*SBW---****X Wreck, Non Dangerous
751 1 G*O*SBX---****X Wreck, Dangerous
752 1 G*O*SM----****X Marine Life
753 1 G*O*SS----****X Sea Anomaly (wake, Current, Knuckle)
754 2 G*O*B-----****X Bearing Line
755 2 G*O*BE----****X Electronic
756 2 G*O*BA----****X Acoustic
757 2 G*O*BT----****X Torpedo
758 2 G*O*BO----****X Electro-optical Intercept
759 1 G*O*FA----****X Acoustic
760 1 G*O*FE----****X Electro-magnetic
761 1 G*O*FO----****X Electro-optical


Last edited Apr 23, 2011 at 8:02 PM by HillHouse, version 44


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