Glossary · 35 terms

# Gunnery terms

Everything a gun does: damage, penetration, accuracy, dispersion, reload and the shell types behind them.

[All](/glossary.md)[Vehicles](/glossary/category/vehicles.md)[Gunnery](/glossary/category/gunnery.md)[Armor](/glossary/category/armor.md)[Mobility](/glossary/category/mobility.md)[Vision](/glossary/category/vision.md)[Crew](/glossary/category/crew.md)[Progression](/glossary/category/progression.md)[Economy](/glossary/category/economy.md)[Ratings](/glossary/category/ratings.md)[Statistics](/glossary/category/statistics.md)[Battle modes](/glossary/category/modes.md)[Tactics](/glossary/category/tactics.md)[Slang](/glossary/category/slang.md)

[A](#a)[B](#b)[C](#c)[D](#d)EF[G](#g)[H](#h)[I](#i)JKL[M](#m)NO[P](#p)Q[R](#r)[S](#s)[T](#t)UVWXYZ#

## A

[

AccuracyGunnery

A gun's dispersion at 100 metres, in metres: the radius of the circle a fully aimed shot can land in, where lower is better.

](/glossary/accuracy.md)[

Aim timeGunnery

The time the aiming circle takes to shrink by 60 percent of its width, not the time to become fully aimed.

](/glossary/aim-time.md)[

Aiming circleGunnery

The circle drawn around the crosshair showing where the next shell can land.

](/glossary/aiming-circle.md)[

Alpha damageGunnery

The damage a single penetrating shell deals, before the plus or minus 25 percent the game rolls on every shot.

](/glossary/alpha-damage.md)[

Ammo rackGunnery

The module holding a vehicle's shells, which slows reloading when damaged and destroys the vehicle outright when it detonates.

](/glossary/ammo-rack.md)[

APCRGunnery

A lighter, faster shell with higher penetration than AP, less normalization and a steeper penetration loss over distance.

](/glossary/apcr.md)[

Armor-piercingAPGunnery

The standard solid shell: reliable damage, moderate penetration, five degrees of normalization and a ricochet beyond 70 degrees.

](/glossary/armor-piercing.md)[

Auto-aimGunnery

The lock that keeps the gun pointed at a target's centre of mass while both vehicles move.

](/glossary/auto-aim.md)[

AutoloaderGunnery

A magazine gun that must empty its clip before reloading it, all at once.

](/glossary/autoloader.md)[

AutoreloaderGunnery

A magazine gun that refills one shell at a time, so it can fire a single shot and keep loading in the background.

](/glossary/autoreloader.md)

## B

[

BloomGunnery

The widening of the aiming circle caused by moving, traversing or firing, and the reason a gun's paper accuracy is rarely what a player experiences.

](/glossary/bloom.md)

## C

[

CaliberGunnery

The diameter of a gun's shell in millimetres, which sets what armor it can overmatch as well as roughly how hard it hits.

](/glossary/caliber.md)

## D

[

Damage per minuteDPMGunnery

Damage per minute: how much a gun deals over a sustained exchange, alpha multiplied by how often it can fire.

](/glossary/dpm.md)[

DispersionGunnery

The size of the aiming circle at any moment, which grows with movement and shrinks as the gun settles.

](/glossary/dispersion.md)

## G

[

Gun arcGunnery

The horizontal span a gun can cover without turning the hull, on vehicles that have no rotating turret.

](/glossary/gun-arc.md)[

Gun depressionGunnery

How far below horizontal a gun can point, which decides whether a vehicle can shoot over a crest without exposing its hull.

](/glossary/gun-depression.md)[

Gun elevationGunnery

How far above horizontal a gun can point, which matters for shooting uphill and at vehicles on higher ground.

](/glossary/gun-elevation.md)[

Gun handlingGunnery

The combination of accuracy, aim time and dispersion penalties that decides whether a gun hits what it is pointed at.

](/glossary/gun-handling.md)

## H

[

HEATGunnery

A shaped-charge shell with high penetration that ignores distance entirely, but is defeated by tracks, screens and any spaced armor it detonates on.

](/glossary/heat.md)[

HESHGunnery

A high explosive variant with much higher nominal penetration, which behaves like HE when it fails to penetrate.

](/glossary/hesh.md)[

High explosiveHEGunnery

A shell that explodes on contact, dealing reduced damage through armor it cannot penetrate and splashing everything nearby.

](/glossary/high-explosive.md)

## I

[

Intra-clip reloadGunnery

The short delay between two shells of the same magazine, which sets how fast a burst is delivered.

](/glossary/intra-clip-reload.md)

## M

[

MagazineGunnery

A set of shells a gun can fire in quick succession before a long reload, the mechanism behind autoloaders and autoreloaders.

](/glossary/magazine.md)[

Maximum firing rangeGunnery

The distance beyond which a shell simply disappears, 720 metres for most guns and further for artillery.

](/glossary/max-range.md)[

Module damageGunnery

The separate damage value a shell applies to modules and crew members, which is what decides whether a hit tracks, breaks or wounds.

](/glossary/module-damage.md)

## P

[

PenetrationGunnery

How much armor a shell can defeat, in millimetres, rolled plus or minus 25 percent on every shot and compared against the effective thickness it hits.

](/glossary/penetration.md)[

Premium ammunitionGunnery

The higher-penetration round available on nearly every gun, bought with credits and named after the days when it cost gold.

](/glossary/premium-ammo.md)

## R

[

Rate of fireROFGunnery

How many shells a gun can fire in a minute, the reciprocal of its reload time.

](/glossary/rate-of-fire.md)[

ReloadGunnery

The time between one shot and the next being ready, or for a magazine gun the time to refill the whole magazine.

](/glossary/reload.md)

## S

[

Server reticleGunnery

A second crosshair showing where the server thinks the gun is pointing, which is what the shot is actually resolved against.

](/glossary/server-reticle.md)[

ShellGunnery

One round of ammunition, carrying its own damage, penetration, velocity and behaviour against armor.

](/glossary/shell.md)[

Shell velocityGunnery

How fast a shell travels, in metres per second, which decides how far ahead of a moving target you have to aim.

](/glossary/shell-velocity.md)[

Sniper modeGunnery

The zoomed view down the gun sight, as opposed to the third-person arcade view the game starts in.

](/glossary/sniper-mode.md)[

SplashGunnery

The blast area of a high explosive shell, which damages everything within it whether or not the shell penetrated.

](/glossary/splash.md)

## T

[

TracerGunnery

The visible trail a shell leaves in flight, which gives away the position of whoever fired it.

](/glossary/tracer.md)

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