Spall and Post-Penetration
Work in progress
This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.
A penetrating hit sprays a cone of fragments through the inside of the vehicle. Fragment count, cone width and fragment penetration all scale off how much penetration survived the plate.
Residual energy
Spall is generated on every successful penetration into a vehicle, and almost everything about it scales off how much penetration survived the plate. That surplus is expressed as a residual fraction , which is turned into a scale factor .
Key idea
Fragment count
Chemical and kinetic rounds count fragments differently. A chemical jet counts off calibre alone, while a kinetic round counts off how much plate it actually punched through, so a thicker plate ejects more material.
Cone half-angle
All families share one curve and differ only by a coefficient . The cone is driven by calibre, not by speed.
Two modifiers then apply, and the result is capped at 90 degrees:
Fragment directions are then spread uniformly within and rolled a random amount around the exit direction.
Interactive
Cone half-angle
32.0°
Calibre sets the base, an oblique hit widens it, and a faster kinetic round narrows it. Chemical jets ignore speed.
Fragment penetration
Each fragment gets its own penetration value, derived from residual penetration rather than from speed.
A fragment starts with a penetration debit equal to the square of its first air gap in studs, then works part by part. At each part it deals its damage, pays that part's effective thickness into the debit, and carries on while it still has budget. Fragments travel up to 30 studs.
Damage per fragment
Fragment damage is driven by calibre, and for kinetic rounds by the residual speed after the plate.
What the cone can hit
| Internal | Effect when hit |
|---|---|
| Ammunition | Can detonate, destroying the vehicle outright |
| Crew | Knocked out crew disable the gun, driving or reload |
| Fuel | Can start a fire that keeps dealing damage |
| Engine, transmission | Immobilises the vehicle |
| Gun breech | Stops the vehicle from firing |
See also
- Penetration : Whether your round punches through, and how angle and range change it.
- Damage Numbers : What actually gets subtracted from a part when it is hit.
- 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.
- Ricochet and Normalization : Why shots bounce, and how the round bends before they do.