Damage Numbers
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
A single shot damages parts three separate ways: the shell body passing through, spall fragments inside, and the blast from an explosion. Each has its own formula driven by calibre.
Three separate damage sources
A single shot can damage parts in three different ways, each with its own formula. The shell body damages every part it physically passes through, spall fragments damage what they reach inside, and an explosion damages everything in its blast.
| Source | When it applies |
|---|---|
| Shell body | Every part the round itself passes through |
| Spall fragments | Parts on a fragment path after a penetration |
| Explosion | Parts within the blast radius of a burst |
Shell body damage
The round itself deals damage per part as it travels. Calibre drives it, the divisor depends on whether it is a full calibre shell or a sabot, and only kinetic rounds get a speed term.
Spall fragment damage
Each fragment deals its own damage to every part on its path. Here is the residual speed after the plate, which itself scaled with how much penetration survived.
Note
Explosive fragment damage
Interior fragments from an HE burst use their own formula, with a per-type multiplier that separates a real HE shell from the splash of an APHE filler.
| Source | Multiplier d |
|---|---|
| HE | 6 |
| HESH | 2 |
| APHE splash | 1 |
Blast damage
Fragments thrown by the explosion itself use a flatter formula, applied to each part they reach.
Note
See also
- Spall and Post-Penetration : Getting through is step one. The fragment cone is what does the damage.
- HE and Overpressure : Blast damage that does not need to penetrate at all.
- Penetration : Whether your round punches through, and how angle and range change it.
- Shell Types : AP, APHE, APDS, APFSDS, HEAT and HE, and what each one is for.
- Ricochet and Normalization : Why shots bounce, and how the round bends before they do.