Shell Types
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
Every gun fires one of a handful of shell families, and each defeats armour a different way. Knowing which round to load, and when, is the first real gunnery skill.
Kinetic and chemical
Every shell belongs to one of two camps, and almost every rule on this wiki branches on which one it is. Kinetic rounds carry their penetration as a number that decays over distance. Chemical rounds create their effect on contact, so distance does not weaken them, but air gaps do.
| Kinetic | Chemical | |
|---|---|---|
| Members | AP, APHE, APDS, APFSDS | HEAT, ATGM, HE, HESH |
| Loses penetration to | Distance flown | Air gaps between contacts |
| Armour table used | Kinetic multipliers | Chemical multipliers |
| Speed affects damage | Yes | No |
| Stopped early by APS | No, penetration is cut instead | Yes, detonates at intercept |
The families
| Round | Camp | What it is |
|---|---|---|
| AP | Kinetic | Solid shot, no filler |
| APHE | Kinetic | AP with a time fused explosive filler that detonates inside |
| APDS | Kinetic | Sub calibre dart in a sabot that falls away after firing |
| APFSDS | Kinetic | Long fin stabilised dart, rated at two penetration values |
| HEAT | Chemical | Shaped charge that fires a jet on contact |
| ATGM | Chemical | Guided missile, often with a tandem warhead |
| HE | Chemical | Thin shell packed with explosive |
| HESH | Chemical | Explosive that squashes onto the plate then detonates |
Per family constants
The same handful of constants show up across the penetration, ricochet, spall and damage rules. Collected in one place:
| Family | Overmatch divisor | Pen floor | Spall coefficient | Damage divisor |
|---|---|---|---|---|
| AP | 3 | C / 3 | 0.24 | 5 |
| APHE | 3 | C / 3 | 0.24 | 5 |
| APDS | 6 | 0 | 0.21 | 6 |
| APFSDS | 6 | 0 | 0.18 | 6 |
| HEAT | 7 | no decay | 0.10 | 5 |
| ATGM | 7 | no decay | 0.10 | 5 |
| HE | n/a | no decay | full sphere | 5 |
| HESH | n/a | no decay | full sphere | 5 |
Note
Why APFSDS has two penetration values
APFSDS is the only family rated at both a straight penetration and a separate value at 60 degrees. The ratio between them feeds the refraction index, which is what lets a good dart shorten its path through sloped armour instead of lengthening it.
Note
See also
- 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.
- HE and Overpressure : Blast damage that does not need to penetrate at all.
- 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.