(For module and crew damage % chance, click here)
Each module has a different percentage chance of damage, each module also has a different amount of health, and every gun in game does a different amount of module damage. How this all factors into one mechanic can be a bit confusing, so below are some examples to explain:
Example 1
A Vindicator shoots an SU-152 in the front right side of the superstructure (where the ammo racks are located).
Upon penetration and hitting the ammo rack module, the shell has a 27% chance to cause module damage to it.
If the shell rolls in the 73% chance (100%-27%=73%) of not causing module damage, then nothing happens. The SU-152 will lose some tank HP from the shot, but the ammo rack doesn’t get damaged.
However, if the shell rolls within that 27% chance, then it will cause the full module damage of its caliber. In this case, the Vindicator’s 155mm HEAT shell does 203 module damage against the SU-152’s ammo racks, which only have 180 module health.
Since 203 – 180 is less than 0, the SU-152’s ammo rack receives critical damage, and the tank is destroyed.

Vindicator is able to ammo rack the SU-152 when hitting the module, and rolling within that 27% chance.
Example 2
A Vindicator shoots a Tiger 1 in the rear part of the hull (where the engine is located).
Upon penetration and hitting the module (engine or transmission), the shell has a 45% chance to cause module damage.
If the shell rolls in the 55% chance of not causing module damage, then the Tiger won’t take any module damage. It will lose tank HP, but its engine will still be at full functionality.
If the shell rolls within the 45% of causing module damage, then the Tiger’s engine will be damaged.
The Tiger I’s engine has 260 module HP, the Vindicator’s shells deal 203 module damage. When a module is at 50% of its health (or less), it gets damaged, since 260-203 is less than 50% of 260, the engine receives damage.
At this point, the Tiger’s engine can still function, but only at 50% of its full power.
Example 3
A Hellcat shoots a Tiger I in the rear of the hull, hitting its engine.
Upon penetration and hitting the module, the engine has a 45% of being damaged from the shell.
If the shell rolls in the 55% chance of not causing module damage, then the Tiger won’t take any module damage. It will lose tank HP, but its engine will still be at full functionality.
If the shell rolls in the 45% chance of causing module damage, then the Tiger’s engine will lose module HP, but it won’t be damaged.
This is because the Hellcat’s shell only does 122 module damage, which isn’t enough to bring the Tiger I’s engine HP below 50% (260/2=130, 130 > 122).
This means that the Tiger’s engine is now at 138 HP, so if another shell hits it and rolls within that 45% of causing module damage, the Tiger’s engine would become damaged.

In this image, the Hellcat shot the Tiger’s engine, damaging it down to 138 module health.
The following shot from the Vindicator is able to take out the engine, as 138-203= less than 0. When a module reaches 0 health, it stops working.
Note that in example 2 and example 3, neither the Hellcat nor the Vindicator is able to bring the Tiger’s engine HP down to 0 in a single shot.
However, in the above image, the combined shots of these 2 tanks both hitting the engine, brought the engine’s HP down low enough for the Vindicator to take it out with 1 shot and a 45% chance.
