How shells are stopped: armor thickness, angling, overmatch, normalization, spaced armor and module damage.
Turning a vehicle so incoming shells meet its plates at an angle, multiplying effective armor without changing a single stat.
The nominal thickness of a plate in millimetres, before any angle is taken into account.
Damage to a module or a crew member, which degrades what a vehicle can do without necessarily costing it hit points.
The raised commander's hatch on top of a turret, often the only part of a hull down vehicle that can be hit.
The thickness a shell actually has to defeat once the angle of the plate is accounted for, which is what penetration is compared against.
A fire started by a hit on the engine or fuel tanks, which drains hit points and damages modules until it is put out.
A vehicle's health pool, which cannot be restored in battle and is therefore a resource to be spent rather than a buffer to be refilled.
The strip of hull armor below the upper glacis, usually the flattest and thinnest part of a vehicle's front.
The few degrees a shell turns toward the perpendicular on impact, reducing the effective armor it has to cross.
The rule that a shell with a caliber at least three times a plate's thickness cannot ricochet off it, no matter the angle.
A shell deflecting off a plate without any penetration check, which happens beyond 70 degrees for most shells and 85 for HEAT.
A thin plate mounted away from the hull, which strips explosive and shaped-charge shells before they reach the real armor.
The temporary debuff an artillery hit leaves behind, degrading reload, aim time, traverse and view range for several seconds.
The running gear, which immobilises the vehicle when broken and absorbs shells like spaced armor when intact.
The rotating housing for the gun, whose armor and traverse speed decide how a vehicle fights from cover.
A part of a vehicle noticeably thinner than the armor around it, where a gun that cannot defeat the front can still get through.