Penetration
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
Whether a round gets through comes down to one comparison, but both sides of it move. Distance decay, the armour multiplier, in-armour refraction and overmatch all change the answer.
Units
Armour is measured in millimetres, but distances in the world are measured in studs. Both conversions matter, because penetration is spent per millimetre of armour crossed while decay and standoff are measured per stud flown.
| Conversion | Value |
|---|---|
| 1 metre | 3.57 studs |
| 1 stud | 280.112 mm of armour |
The armour multiplier
Every part carries a weakness multiplier . It works on both sides of the check at once: it thins the armour and it boosts the round.
Note
Starting penetration
A shell begins with the penetration on its stat card. Kinetic missiles are the exception. They carry no flat value and are scored on kinetic energy every frame, launching at a fifth of their top speed and building up as they accelerate.
Distance decay
Kinetic shells lose penetration the further they fly. The loss scales with the distance already travelled and shrinks with calibre, so a large gun holds its penetration over range far better than a small one.
Note
Standoff decay for chemical jets
A shaped charge jet loses penetration to air gaps between contacts. The first contact is free, and after that every gap costs a fixed fraction of the round's rated penetration per calibre of air crossed.
Note
Resolving a hit on a plate
At contact the plate is measured twice. Once along the surface normal for the normal thickness , and once along the travel direction for the line of sight thickness . The plate is defeated if either of two separate conditions is met.
On a successful penetration the budget pays the line of sight cost:
Note
Refraction inside the plate
Slope is not a plain divide by cosine. Inside the plate the path bends, the same way light bends entering glass, so the real line of sight cost sits between the flat thickness and the full sloped thickness. The bend is described by an index , built from a normalised thickness .
The AP family bends away from the normal, which lengthens the path and punishes slope:
APFSDS works on a reduced angle and its second rated penetration value, and can end up with an index below 1, which shortens the path instead. That is slope normalisation.
Interactive
Index n
1.029
Refracted angle
46.7°
Straight slope cost
141 mm
Refracted cost
146 mm
An index above 1 bends the path away from the normal and costs more than plain slope. A dart with a strong 60 degree rating can drop below 1 and pay less.
Overmatch
A plate is overmatched when the calibre is large compared to its effective normal thickness. The divisor depends on the shell family.
Overmatch changes three things at once:
| Effect | What happens |
|---|---|
| Penetration | Guaranteed regardless of impact angle, bypassing the thickness comparison |
| Ricochet | Impossible, the ricochet branch requires the plate not be overmatched |
| Refraction | Skipped, the path does not bend inside the plate |
Penetration lost to APS
A hard kill interception does not destroy a kinetic round. It cuts the round's penetration instead, by an amount that depends on calibre and on the system's degradation factor . Chemical shells simply detonate at the intercept point.
Note
See also
- Ricochet and Normalization : Why shots bounce, and how the round bends before they do.
- Armour and Protection : Slope, composite, spaced, ERA and NERA, and what actually stops rounds.
- Shell Types : AP, APHE, APDS, APFSDS, HEAT and HE, and what each one is for.
- Ballistics and Trajectory : Shell drop, velocity loss, and leading a moving target.
- Reload : How the base reload turns into the time you actually get in game.