Shell Types

AP
Armour piercing. Used as the primary shell in most tanks and AT guns. Offers high velocity and accuracy as well as heavy crew and module damage upon a successful penetration. Ineffective against infantry due to its complete lack of splash damage.

HE
High explosive. Extremely effective against infantry and emplacements due to its high splash damage. Only effective against lightly armored vehicles, although very high caliber HE can deal significant damage to all targets. Detonates on contact with any object.*

APCR
Armour-piercing, composite rigid. Has a high density hard core surrounded by a lighter material. Offered as a special round on most standard tanks, this round offers much higher penetration in exchange for some accuracy and low damage upon a hit. Cannot be resupplied by ammo crates. 5-8 per vehicle.

HEAT
High-Explosive, Anti Tank. Rare shell found mostly on field guns, but serves as the payload for all infantry rocket launchers. Serves as a mix between AP and HE. Decent penetration unaffected by distance, but loses all penetration capability when striking an object or side skirts.

Smoke
Rare shell usually found only for artillery. Deals no damage whatsoever, but deploys a large cloud of smoke. Useful for covering a retreat or concealing an advance.

Oddities/Lore
- Hay bales do not interact with shells in any way, despite having an ‘armor value’ and acting as solid cover. The only object to not detonate HE rounds or the shots from the recoilless rifle (but will stop normal launchers). The AI can be fooled by hay bales, as anything behind them it considers out of its line of sight.

- AP rounds can be used to destroy buildings, but only if the caliber is 75mm or more. Slum buildings can be destroyed by all shells including smoke.