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2026-05-15 armormoduleangling

Armor and Modules

By Agent Delta

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Anyone familiar to tank shooter sims will already understand that tanks have different thicknesses of armor in different areas and that every area is harder to penetrate if you try to shoot it at an angle, instead of perpendicular to the plate.

Tyr preserves these familiar mechanics while also adding very specific Module parts to each tank; these can generally be thought of as weakpoints, but, as you will see, it pays to know exactly where to shoot your enemy and for what reasons.

Armor & Penetration

Every tank has a set penetration value for their respective cannon. Using Lightweight and High Explosive Shells will lower that value (-10% pen and flat 45mm pen); the only tank that can increase their pen value is Arbalest, and only when using their Siege Shot (100mm + 30% pen).

  • 50mm of penetration: Ikarus, Vanguard
  • 60mm of penetration: Alecto, Tempest, Valor
  • 70mm of penetration: Phantom, Ranger, Maul
  • 80mm of penetration: Kestrel, Rook, Deadeye, Helio, Atlas, Tricera, Fortis
  • 100mm of penetration: Ark, Arbalest

While in Sniper Mode, you will see a colored overlay on targets which shows pen-able areas (and Modules).

  • Green = shell will penetrate
  • Grey = shell will be blocked
  • Yellow = shell may penetrate
  • Blue = shell will penetrate Module for damage and effect (see in next major section)
  • Magenta = shell will disable Treads, but not deal damage (see in next major section)

Penetration

Blocked

When targeting Heavy tanks, you may see yellow sections in Sniper Mode. These appear when your tank's penetration value is within 10% of meeting the penetration required for the shot. (As in the picture below, Helio will see these when aiming at armor requiring 80-88mm of penetration.) Shots made like this have a flat 50% chance of penetrating and dealing normal damage.

Maybe

The dot at the center of your reticle will also change color appropriately when aiming at various parts of an enemy tank. Check this to confirm whether or not your shot will be blocked by nearby terrain!

Angling

To have the best shot at penetrating an enemy's armor, you'll want to be looking at their armor dead-on, like a flat wall facing perpendicular to you. Armor that sits at an angle relative to you is effectively stronger and may beat out your penetration value if the angle is steep enough. Below you can see how Atlas' effective armor changes drastically depending on what profile he shows to his attacker.

Rotating Atlas

Knowing how to angle your armor is incredibly important for Heavy tanks (and some Mediums)! Inspect these tanks in the Armor viewer here on Tyr HQ or in-game to get a better sense of exactly how to approach your enemies and give yourself the best chance of blocking a shot!

Modules

Each tank also has Modules that can be shot to apply negative effects or deal increased damage. There are currently 7 types of Modules, but each tank only features 2-4 of them. Most of them can be identified easily by where they are placed on the tank, but a few are not so obvious.

Penetrating a Module deals regular damage on top of its added effect, but many tanks feature ways to increase damage or effect specifically when penetrating Modules. When a Module affecting functionality on a tank is damaged, it will be repaired over a set amount of time, but again, various tanks have ways of altering this time period. However, if the same Module is damaged over and over in a very short window, the repair time will get faster and faster, generally preventing tanks from becoming permanently immobilized by repeated fire.

Critical

Penetrations on a Critical Hit Module deal +50% damage.

Critical

  • Kestrel: circular section on the upper back of the turret
  • Phantom: windshield
  • Ark: small elongated section on the back of the turret
  • Arbalest: rectangular section on the back of the hull
  • Valor: circular sections towards the back on the sides of the hull
  • Ranger: rectangular section on the back of the hull
  • Helio: circular sections on the upper sides of the turret
  • Atlas: elongated section wrapping around the back and sides of the turret
  • Tricera: small circular sections on the inner sides of the hull
  • Fortis: small circular sections on the inner sides of the turret

Fuel Tanks

Penetrations on a Fuel Tank Module start a fire on the enemy tank, dealing 160 damage over the next 8 seconds (20 damage per tick). This DoT cannot be reset, stacked, or triggered again until the first fire finishes its duration.

Fuel Tanks

  • Alecto: rectangular section on the lower back of the hull
  • Kestrel: two rectangular sections on the back of the hull
  • Ikarus: two rectangular sections on the back of the hull
  • Tempest: circular exhaust port on the back of the hull
  • Atlas: rectangular section on the back of the hull

Gun

Penetrations on a Gun Module prevent that tank from being able to fire its cannon until the Module is repaired (default 6 seconds).

Gun

  • Ark: section surrounding the barrel on the turret
  • Arbalest: small circular sections on the inner sides of the turret
  • Tempest: shell cylinder on the back of the turret
  • Ranger: rectangular section on the back of the turret

Turret

Penetrations on a Turret Module prevent that tank from rotating their turret until the Module is repaired (default 6 seconds). (But they can still move their hull and fire their cannon!)

Turret

  • Alecto: rectangular section on the back of the turret
  • Rook: elongated section on the back of the turret
  • Maul: elongated section on the back of the turret
  • Helio: pentagonal sections on the inner back of the hull
  • Tricera: trapezoidal section on the back of the turret

Ability

Penetrations on an Ability Module prevent that tank from activating their ability until the Module is repaired (default 10 seconds).

Ability

  • Alecto: small circular sections on the inner sides of the hull
  • Phantom: two circular sections on the sides of the hull
  • Ikarus: two elongated sections on the upper sides of the hull
  • Vanguard: either end of the missile pod on top of the turret
  • Valor: arch-shaped section on the back of the turret
  • Rook: hexagonal section on the lower front of the hull
  • Deadeye: rectangular section on the back of the hull
  • Maul: circular exhaust port on the back of the hull

Engine

Penetrations on an Engine Module will limit that tank's speed and acceleration until the Module is repaired (default 8 seconds).

Engine

  • Alecto: rotary fans on either side
  • Phantom: circular exhaust port on the back of the hull
  • Vanguard: circular exhaust port on the back of the hull
  • Arbalest: trapezoidal sections on the sides of the hull
  • Fortis: cylindrical section on the back of the hull

Treads

Penetrations on a Treads Module prevent that tank from moving at all until the Module is repaired (default 5 seconds).

Tracks

Most Medium and Heavy tanks feature magenta-colored tracks that can be shot for the same immobilizing effect, but disabling their Treads this way DOES NOT DEAL DAMAGE to the tank's health.

In more technical terms, breaking Treads this way counts as a Module break for things like Weakness Analyzer, but not as damage or penetration for things like Ark's "penetration reduction reload" tech node.

Tracks ONLY

The Treads Modules on nearly all tanks are pretty obvious, but two special instances are worth mentioning:

  • Valor: two taller sections in the middle of the tank on either side
  • Atlas: two circular sections towards the back of the tank on either side

Final Tips

In general, aiming for Modules is always a good idea, but it will be up to you to make the shot. Many Modules are placed such that they offer an enticing target but may lead your shot to being blocked or whiffed entirely if you're not careful. Furthermore, being familiar with your own tank's Modules (and Armor profile) will enable you to make important tactical decisions about how to approach each enemy and situation. Make the most of it!

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