War Thunder Damage Model: Modules, Crews, and What Kills You
Every hit in War Thunder damages a module. Learn what ammo racks, fuel tanks, engines, and crew hits do, and how to aim for the effect you want.
A penetrating hit does not remove a slice of health. Vehicles are collections of modules, and a shell that gets through damages whatever it hits on the way. Two shots with identical penetration can end a fight differently — one jams a turret, the other detonates the ammunition.
The module map
Every vehicle is built from the same general set of modules:
| Module | What it does | What a hit does |
|---|---|---|
| Crew members | Drive, aim, load, command | Knocked-out crew members disable that role — no driving, no aiming, no reloading |
| Ammunition rack | Stores your rounds | Detonation is usually catastrophic — the most lethal hit in the game |
| Fuel tank | Stores fuel | Punctures cause leaks and fires; fires spread and kill crews over time |
| Engine | Propulsion | Engine kills leave you immobile — a stationary target |
| Transmission | Transfers power | Damage can immobilize or slow the vehicle |
| Gun barrel and breech | Fires the main arm | Barrel damage ruins accuracy; breech damage can disable firing |
| Turret ring | Rotates the turret | Jamming the ring leaves the gun facing one direction |
| Tracks and wheels | Mobility | Mobility kills stop movement and expose you while you sit still |
What each hit means tactically
The module model turns aiming into a decision:
- Ammunition rack hits are the kill shot. Racks sit in predictable places — often hull sides and turret cheeks — and a round into one ends the fight immediately.
- Fuel fires are the slow kill. A punctured tank may not kill the crew outright, but a fire will. Finish a burning vehicle rather than letting it recover.
- Engine and mobility kills are force multipliers. An immobile enemy cannot retreat or contest a capture, and mobility kills set up easy follow-up shots for your team.
- Crew hits are surgical. Hitting the loader extends the reload; hitting the gunner ruins the aim. A partially disabled enemy is easier to finish.
- Turret ring jams are positional wins. A vehicle that cannot traverse its turret has to move its hull to aim — which takes time and exposes sides.
How the module map changes your play
Defensively, it explains why angle matters. Hull-side and turret-cheek hits are lethal precisely because that is where the dangerous modules sit. Angling your armor — see armor angles and weak spots — protects modules, not just hit points.
Offensively, it gives you a targeting priority. When you penetrate, aim for the module that creates the outcome you want: the rack when you need the kill now, the gunner or loader when you need to survive the exchange, the tracks when you need the target to stay put. Penetration mechanics determine whether the shell reaches the module at all.
The replay viewer’s X-ray shows what your round actually did. Use replays as a teaching tool — over time it builds the mental module map that lets you aim without seeing it.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- War Thunder on Steam — patch notes, current season, and authoritative game data.