Glossary
Glossary · abbreviations · slang · TCG terms
From MH:Abbreviations, MH:Reactor_Guide and the TCG rules. Entries marked TCG are the game’s own vocabulary.
| Term | Meaning |
|---|---|
| NNP / NNPP | Naramo Nuclear (Power) Plant |
| DOE / DoE | Department of Energy — the civil side |
| SECFOR | DoE Security Forces = Plant Security |
| PM, LO, RO, SM, CO, PD | Plant Maintenance, Logistical Operations, Reactor Operations, Shift Manager, Corporate, Plant Director |
| POC, CSO, DoEE, DoSF | The four DOE Plant Executives |
| HORO | Head of Reactor Operations |
| PS, TRT, PSD | Plant Security, Tactical Response Team, Personal Security Detachment |
| GSP, GSFM, SOC, NSP, 13ACR, 4NSB, 345th, 239th | Stratocracy military teams and sub-units |
| 3ND | 3rd Noobic Division |
| LMP, NMP, SMP | Local Military Police, Noobic Military Police, Stratocratic Military Police (legacy) |
| NAMS / FEDGOV | Naramo Administration and Moderation Services — the Federal Government, i.e. the moderators |
| CSP / 8NEC | Civil Service Personnel = 8th Noobic Engineering Corps — the developers |
| 2NIA | 2nd Noobic Intelligence Agency |
| NES, ANRO, ANROCOM | Player factions (engineering; reactor operations) and ANRO’s command body |
| NOSHA | Noobic Occupational Safety and Health Administration — the stim team |
| WN / WNAF / WNDF / WNSDF | West Noobia(n) Assault Force and its in-game variants |
| FRR, FMDF, BFO, 1SFA, 14th | Federal Ranger Regiment, Federal Maritime Defense Force, Bloxian Foreign Oversight, 1st Support & Foreign Aid, 14th Field Reconnaissance Company |
| EN, KB | East Noobia, Korbloxia |
| eard | A Bloxian autonomous province |
| CR, CHP, AUX, Gens, Turbs, FW, CV, RV, Ext, Comms, EDG | Control Room, Checkpoint, Auxiliary Gate, Generators, Turbines, Feedwater, Coolant Valve, Relief Valve, External grid, Comms tower, Emergency Diesel Generator |
| PO, POEA | Power Order, Power Order Efficiency Act |
| Bravo-8 | Reactor start-up code |
| SCRAM, AZ-5 | Emergency rod insertion (“Safety Control Rod Axe Man”; AZ-5 is the RBMK term) |
| SKALA | The seven raid-hackable reactor computers and the Control Room panel that shows them |
| TREK, SPS | The vehicle system; studs per second |
| “Bradley”, “M113”, “Humvee”, “Abrams” | Player nicknames for the XM64, the M52 family, the PMV / LLUV, the RM-5 Greinour |
| SB / CB | Staff Bunker / City Bunker |
| Cycling / Dumping | Relief valve usage patterns |
| Cola | Bloxy Cola |
| stim, larp | Roleplay-for-its-own-sake culture terms (12NSC, NOSHA) |
| nugget | A limbless player |
| stationed | Standing in a guard circle for XP — and the TCG posture |
| authed civ, westoids, Feds | Slang: authorized civilian, West Noobians, the Federal Government |
| Gubby | The invasive bunny (a 10,000-Robux gamepass; “a 2NIA lab leak”) |
| Shift — TCG | One player’s full turn: Shift Start, Operations, Incident, Shift End |
| Swipe — TCG | The per-shift spend: 2 + Facilities, cap 6 |
| Clearance Level — TCG | The keycard letter you hold: best GRANTS, floor D, cap Q |
| Station / Recall — TCG | Putting a Personnel on a post (can block, counts as OPERATOR); taking it off |
| Orientation — TCG | New Personnel cannot strike or station until your next Shift Start |
| Strike / Intercept — TCG | Attack; block with a stationed unit |
| Alarm Board — TCG | The three Incident slots on a shift |
| Base Load — TCG | +150 K at your Shift Start (+200 K with 3+ HACK counters) |
| HACK counter — TCG | A hacked SKALA computer; seven is a meltdown |
| Lockout — TCG | The four-shift SHUT DOWN after a SCRAM |
| Perfect Shift — TCG | The seven-Power-Order win |
| Supply crate — TCG | An 8-card booster, delivered by Logistical Operations |
| Promotion — TCG | Merging copies into a levelled instance |
| Issued by NAMS — TCG | A card granted by staff |