HE and Overpressure
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
Explosive rounds work on a different rule set. Overpressure is scored against the target vehicle weight rather than its armour, and fragments spray in a full sphere rather than a cone.
A direct hit on armour
An explosive round produces an interior fragment event when its penetration beats the plate's effective thickness, at any angle up to its ricochet gate. It then pays the plate and keeps a floor of a third of its calibre.
Those fragments spray in a full sphere from the back face of the plate, not in a cone. Each successive fragment pays the entry plate again, so the budget drains as the sphere fills.
Key idea
Overpressure
Overpressure is a multiplier on the armour weakness value, recomputed at each structural part. It is worked out from the hit vehicle's configured weight, not from the thickness of the plate. Hull parts use the hull weight, turret parts use the turret weight, and helicopters use a fixed value of 3.
Because weight enters as a cube and charge size as a fourth power, the result swings violently with the matchup:
| Shell | Target | Result |
|---|---|---|
| 152 mm, E = 1 | 3 ton turret | about 3.7 |
| 152 mm, E = 1 | 40 ton hull | about 0.0016, clamps to 1 |
Interactive
Overpressure multiplier
3.75×
Weight is cubed, so the same shell that overpressures a 3 ton turret does nothing at all to a 40 ton hull.
The explosion itself
The blast only runs if an enemy vehicle is within the blast radius plus 20 studs. Radius, damage multiplier and fragment count all depend on the type.
| Type | Blast radius (studs) | Damage mult | Fragments |
|---|---|---|---|
| HE | (C/50)³ + 14.28 | 1.6E | clamp(((C/30)³ + 10)E, 10 to 2000) |
| HESH | (C/50)³ + 7.14 | 1.0E | same as HE |
| APHE, HEAT, ATGM | (C/50)³ + 3.57 | 0.4E, tripled for top attack | APHE: clamp(((C/40)³ + 30)E, 30 to 1000) |
Fragments fly out to studs, and their penetration falls off linearly with distance from the burst.
Note
Fuses
| Fuse | Behaviour |
|---|---|
| APHE | Arms once a contact strips more penetration than its fuse sensitivity, then detonates exactly its fuse delay in metres later |
| Proximity | Past its arming distance, detonates when the flight segment’s closest point to a target falls inside the fuse radius |
| Top attack | Additionally confirms a target below with a downward ray before firing |
HESH
HESH follows the same explosive path but with a smaller blast radius and a plain damage multiplier, and its fragments are cut to eleven percent because they are casing splinters. Its ricochet branch also divides speed and penetration by 3 rather than 1.3.
See also
- Shell Types : AP, APHE, APDS, APFSDS, HEAT and HE, and what each one is for.
- Armour and Protection : Slope, composite, spaced, ERA and NERA, and what actually stops rounds.
- Penetration : Whether your round punches through, and how angle and range change it.
- Ricochet and Normalization : Why shots bounce, and how the round bends before they do.
- Ballistics and Trajectory : Shell drop, velocity loss, and leading a moving target.