Armour and penetration
From the Multicrew Tank Combat wiki
Updated 19 September 2026
Armour and penetration decide whether a shot gets through. A round goes through a plate when it has more penetration left than the armour in its way is worth. Every shell page lists the penetration of the round, and the pages below cover what changes that figure and what the armour adds up to.
Every plate has a kinetic protection that counts against all rounds. Some plates and panels also have HEAT protection, which only counts against HEAT warheads. The two are added together, and then the angle of the hit is applied.
| Page | What it covers |
|---|---|
| Line-of-sight thickness | How much an angled plate is really worth, and how composite armour is measured |
| Explosive reactive armour | Add-on panels that are used up by one hit, by type and by vehicle |
| Slat armour | Cages that weaken HEAT and stop rockets |
| Tandem warhead | HEAT that gets past older ERA, and every round that has one |
| Anti-ERA round | Solid shot that gets past ERA, and how much of each panel it removes |
| Penetration | What distance, angle, each plate and cover take away from a round |
| Ricochet | When a round bounces off |
| Damage | What a round does once it is inside: spare penetration, spall, HEAT jets and explosions |