Glossary
From the Multicrew Tank Combat wiki
Updated 19 September 2026
Contents
This glossary gives short explanations of the terms used across the wiki. Wherever one of them appears underlined in an article, it links back here.
Armour
Main article: Armour and penetration
- Anti-ERA round
- A round built to get past ERA, such as M829A3 or DM53. Its ERA tip value, shown on the shell page, is how much of a panel's kinetic protection it removes. Read more
- Composite armour
- Armour that gets stronger the further a round has to travel through it. The same block protects better when hit at an angle or along its length. Read more
- ERA
- Explosive reactive armour. In the game the same rules cover every add-on panel that is used up by a hit, including rubber flaps, side skirts, NERA and composite screens. A panel protects in full against the shot that destroys it, then it is gone. Read more
- HEAT protection
- Extra thickness that some plates and panels have against HEAT warheads only. Solid shot ignores it.
- Kinetic protection
- How thick a plate counts as against solid shot such as AP and APFSDS, in millimetres of steel. Every plate has this value, and it counts against every kind of round.
- Line-of-sight thickness
- How much armour a round really has to get through once the angle of the hit is counted. A plate hit at 60° is worth twice its flat thickness. Read more
- NERA
- Non-explosive reactive armour. It works like an ERA panel with its own protection values. Read more
- Slat armour
- A cage around the vehicle. It weakens HEAT warheads and can stop an infantry rocket outright. It does nothing against solid shot. Read more
- Tandem resistance
- How much of a panel's HEAT protection still works against a tandem warhead. For example, Kontakt-1 keeps 0% of it, Kontakt-5 keeps 15% and Relikt front panels keep 80%. A panel with more tandem resistance also loses less of its protection to an anti-ERA round. Read more
- Tandem warhead
- A HEAT warhead with a small charge in front that sets off ERA early. The main charge then meets less of the panel's HEAT protection. Read more
Penetration
Main article: Penetration
- Angle penalty
- The penetration solid shot loses for hitting at an angle, on top of the extra armour the angle gives the target. Long-rod APFSDS is the exception and loses nothing. Read more
- Overmatch
- A full-calibre shell that is wide compared with the plate it hits loses slightly less penetration to the angle. The effect is small. Read more
- Ricochet
- A round glancing off without going in. Each shell page lists a ricochet angle. At that angle or steeper the round can bounce. Read more
- Spall
- The spray of fragments inside a vehicle after a round gets through. Each fragment can get through up to 10 mm of armour. Read more
- Spall liner
- An inner lining that catches spall. It counts as six times its real thickness against fragments. Read more
Damage
- Blowout rack
- An ammo rack behind a blowout door. When it cooks off it loses one round every second and the vehicle survives, as long as the door is intact. If the door is destroyed, the vehicle explodes.
- Cook-off
- What happens when an ammo rack takes too much damage. An ordinary rack burns for about 5 seconds and then the vehicle explodes. A blowout rack burns its rounds away and the vehicle survives.
- Knockout
- Crew in a seat are knocked out, not killed, by normal damage. A teammate can revive them from outside with a bandage. If the whole crew is knocked out, everyone dies.
Matches
- Player score
- Your own score for the current match. It unlocks vehicle tiers and starts again from zero every match. Read more
- Team score
- The number that decides the match. Every point your team holds adds to it each second. 25% of every kill reward is added as well. Read more
- Tier
- The player score you need before you can spawn a vehicle. It is a threshold and not a price. Spawning never spends your score. Read more