- Modules
- Tracks
- Ammo Racks
- Engine & Transmission
- Turret turning mechanism
- Gun
- Fuel tanks
- Viewports
- Automatic module repair
- Crew
Modules
Modules are the different working parts of the tank.
There are 8 modules on a tank, each has a different % chance (shown below) of being damaged when being directly hit by an enemy shell.
There are 2 types of damage that a module can receive when being hit.
The first is just regular damage, where the module is working but only at 50% of its full capacity. If hit again its likely to take critical damage.
The second damage type is Critical Damage, where the module is destroyed (it does not function). Though rare, a single shot from an enemy can cause critical damage, even if the module was not already damaged.
In game, regular Damage is symbolized by a yellow/orange coloured icon showing up at the bottom of your screen. critical damage is symbolized by a red coloured icon.
Tracks
Tracks have a 100% chance to be damaged when hitting anywhere on the suspension
Regular damage: Track is more likely to break on next hit
Critical damage: Tank cannot move or turn
There is a 100% chance of Critical Damage if you hit the drive or idler wheel- this does depend on your gun caliber and the thickness of the enemy’s tracks (As in: 76mm gun can never take off an E100’s tracks in just 1 hit).
Ammo Racks
Ammo Rack has a 27% chance to be damaged when hitting any ammo rack
Regular damage: Reload time becomes x2 longer
Critical damage: Immediate destruction of the tank (loses all HP)
Engine & Transmission
The engine has 45% chance to be damaged when hitting the engine or transmission
Regular damage: Engine power decreases by 50%, Chance to be set on fire (% shown in the garage- engine stats)
Critical damage: Tank cannot move, turn, or brake. It will slide down slopes (if your engine breaks there).
Turret turning mechanism
The turret turning mechanism has a 45% chance to be damaged when hitting the turret ring
Regular damage: Turret turn rate decreases by 50%
Critical damage: Turret cannot move
With non-turreted tanks, the same effects are applied to gun traverse speed.
Gun
The gun has a 33% chance to be damaged when hitting the Gun Barrel (outside turret) or the Gun Breech (inside the turret)
Regular damage: Dispersion is doubled.
Critical damage: Gun cannot shoot or elevate/depress.
Fuel tanks
The fuel tanks have a 45% chance to be damaged when hitting any internal fuel tank
Regular damage: Fuel tanks more likely to be set on fire on next hit
Critical damage: Tank is set on fire and fuel tanks receive immediate repair back to 50% (regular damage level)
Viewports
Vision blocks and viewports have a 100% chance to be damaged when hitting any periscope/viewport.
Regular damage: No effect is applied
Critical damage: View range decreases by 50%
Automatic module repair
If modules get critically damaged, the crew will repair it back to the regular damage level, so it will work at 50% capacity. If you want to repair a module back to 100%, a Repair Kit is required.
It is usually not worth using a repair kit on damaged tracks or on damaged viewports, as there is no direct effect on your tank’s performance, and if they receive critical damage, the crew will repair them back.
Crew
Crew are very similar to modules. In fact they work in the same way, but simpler.
If a crew member is injured, they work at 50% capacity, there is no higher level of damage.
When a Crew member is hit, there is a 33% chance they will be injured.
Each crew member has a different role in the tank, and each tank has different crew sizes.
-In smaller crews, sometimes a crew member will have 2 roles. (In the Emil 1951, the Commander is both the Commander and the Loader of the tank).
-If you take out this crew member, both roles will be working at 50% capacity.
-In larger crews, sometimes there will be 2 crew members doing 1 role (In the E100 there are 2 loaders).
-If you take out one of these crew members, the role will still be working at 75% capacity, as there is still another crew member fulfilling that role.
Commander:
View Range decreases by 50%, crew mastery decreases by 10% (this affects traverse speed, reload time, and accuracy).
Gunner:
Dispersion increases (tank becomes less accurate), aim time doubles, turret turn rate decreases by 50%.
Loader:
Reload time doubles.
Driver:
Top forward and reverse speeds reduced by 50%, acceleration and traverse speed are decreased.
Radio operator:
While the Radio and Radio operator exists in Blitz to some extent, neither of them do anything.
