Equipment
Equipment improves the effectiveness of the tank in combat. Unlike consumables, equipment is a one-time cost addition, with each having its own advantage; however, they come at a high cost. Equipment availability and costs vary by tank tier, class and nation.
Equipment can only be used on the tank it is installed on. If you want to use it on another tank you need to demount it first. This option is available when clicking the installed equipment in the garage screen. Demounting removes the item from your tank and sends it to your Depot, making it available for use on another vehicle. Most equipment though require a small amount of gold to demount, as is explained below.
Purchasing from your vehicle's equipment panel is the best way to ensure compatibility. Only use the store to purchase equipment for vehicles you don't own yet and only if you have a firm understanding of the equipment system.
With respect to demounting equipment, two types of equipment need to be distinguished:
- Removable Equipment that can be demounted at no cost for re-use, including immediate re-use on the very next tank you play (assuming the vehicle it is demounted from is out of combat).
- Complex Equipment that is permanently installed on your tank. This is indicated in game by a gold nut on the equipment icon. Complex equipment can be removed from a tank or disposed of in one of three ways:
- Pay 10 gold to demount the equipment and return it to the depot (from where it can later be mounted on another tank)
- Destroy the equipment, which frees the equipment slot, but no compensation is given for the lost equipment.
- Sell the tank with the equipment mounted, which will return to you half the current purchase price of the equipment in credits.
- Improved Equipment that is permanently installed on your tank. This is indicated in game by a gold nut in the upper right corner, and two purple chevrons in the upper left corner on the equipment icon. Improved equipment can be removed from a tank or disposed of in one of three ways:
- Pay 200 bonds to demount the equipment and return it to the depot (from where it can later be mounted on another tank)
- Destroy the equipment, which frees the equipment slot, but no compensation is given for the lost equipment.
- Sell the tank with the equipment mounted, which will return to you half the current purchase price of the equipment in bonds.
Regarding removable equipment as a general rule, most players keep at least two binoculars and camo nets for new tanks, with many keeping two toolboxes or a third camo net and binoculars as well. That way, even on new tanks when they lack the credits to equip them fully, they can enter battle with as much of toolbox, camo net and binoculars as they can carry. For tanks at low tiers that won't be in play long because they'll be sold as the next tank is unlocked, these three may be all you ever need.
Icon | Equipment Name | Cost (credits) | Weight (kg) | Description |
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Camouflage Net | 100,000 | 100 | Provides a % bonus to the tank's camouflage factor when the tank hull is stationary for 3 seconds, based on the class of the tank. Lights and mediums get 10%, Heavies and SPGs 5%, and TDs 15%.
Highly recommended for many Tank Destroyers, particularly turreted ones as turret rotation doesn't break the bonus. | |
Binocular Telescope | 500,000 | 50 | +25% View Range when tank hull is stationary for 3 seconds.
Recommended for Tank Destroyers and passive scouts. | |
Toolbox | 500,000 | 100 | +25% Repair speed.
Particularly useful if your crew does not have a high repair skill of their own yet. Most people buy the Toolbox for faster repair of their tank's tracks, which is very important as an immobile tank is easy prey for SPG and sniping tanks. |
Durability | |||||
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Icon | Equipment Name | Cost (credits) | Weight (kg) | Description | |
Light Spall Liner | 50,000 | 250 | +20% (Light Spall Liner), +25% (Medium), +30% (Heavy), and +50% (Superheavy) additions to armor protection from ramming and explosions, and also the same amount of additional protection from crew death. Increases armor thickness when calculating splash damage from High Explosive (HE) shells (near misses and non-penetrating hits both from tanks and SPGs) or from collisions with other tanks. Has no effect on penetrating hits from HE or other shells. Primarily useful on tanks that are already heavily armored, especially any of the Heavy Tanks and the British tank destroyers due to the greater effectiveness of the Heavy and Superheavy spall liners on already thick armor. Usage of the light and medium spall liners is not recommended, although exceptions may be made for designated ramming tanks. | ||
Medium Spall Liner | 200,000 | 500 | |||
Heavy Spall Liner | 500,000 | 1000 | |||
Superheavy Spall Liner | 750,000 | 1500 | |||
"Wet" Ammo Rack Class 1 | 200,000 | 1% of tank weight | +50% Ammo Rack hit points. Buy this if you feel that your tank is very prone to ammo rack damage and ammo rack explosions. | ||
"Wet" Ammo Rack Class 2 | 600,000 | ||||
Cyclone Filter | 500,000 | 10 | +50% Engine hit points. Buy this if you feel your tank is very prone to engine damage. Note: this does not counteract the engine damage side-effect of the Removed Speed Governor, as the Removed Speed Governor damage is calculated as a percentage of engine HP (aka even though you have greater engine hit points the damage your engine suffers per second is also greater). Available only for Soviet and Chinese tanks, and does not include Soviet crewed Lend Lease vehicles. | ||
Fill Tanks with CO2 | 500,000 | 50 | +50% Fuel Tank hit points. Buy this if you feel that hits to the fuel tank are causing you problems. Available from tier 6. | ||
Enhanced Suspension | 0 | +10% Suspension Load Limit, +20% to Suspension hit points, and 50% reduction in damage due to suspension damage due to impact (ie you take less damage from falling) . A higher load limit does not improve acceleration, traverse rates, or anything else. It just increases the max. weight capacity; this can very useful as temporary equipment on higher tier tanks to avoid researching the suspension to get turret and gun upgrades sooner. For permanent usage, the more useful aspect of this equipment is the increase in suspension hit points, which makes your tank harder to de-track. It also reduces damage you take from falling, which can be useful for those who frequently like to take 'shortcuts' on maps. | |||
Enhanced Springs | 20,000 | The Enhanced Springs is available for:
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Enh. Vickers Suspension | 20,000 | The Enhanced Vickers Suspension is available for:
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Enh. Horizontal Coil Springs 1 Class | 20,000 | The Enhanced Horizontal Coil Springs 1 Class is available for:
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Enh. Vertical Coil Springs 1 Class | 20,000 | The Enhanced Vertical Coil Springs 1 Class is available for:
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Enh. Vertical Leaf Springs | 20,000 | The Enhanced Vertical Leaf Springs is available for:
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Enh. Candle Suspension | 40,000 | The Enhanced Candle Suspension is available for: | |||
Enh. Christie Suspension | 80,000 | The Enhanced Christie Suspension is available for: | |||
Enh. Torsion Bars 1 t Class | 100,000 | The Enhanced Torsion Bars 1 t class is available for:
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Enh. Torsion Bars 3 t Class | 200,000 | The Enhanced Torsion Bars 3 t class is available for:
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Enhanced Levers | 200,000 | The Enhanced Levers is available for : Hummel, Jagdpanzer IV, Panzer III/IV, Panzer IV H, Panzer IV Hydraulic | |||
Enh. Horizontal Coil Springs 2 Class | 200,000 | The Enhanced Horizontal Coil Springs 2 Class is available for:
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Enh. Horizontal Leaf Springs | 200,000 | The Enhanced Horizontal Leaf Springs is available for:
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Enh. Vertical Coil Springs 2 Class | 200,000 | The Enhanced Vertical Coil Springs 2 Class is available for:
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Enh. Leaf Springs 2 Class | 200,000 | The Enhanced Leaf Springs 2 Class is available for: ARL V39, Indien-Panzer | |||
Enh. Longitudinal Torsion Bars | 500,000 | ||||
Enh. Torsion Bars 5+ t Class | 500,000 | ||||
Enh. Horizontal Coil Springs 3 Class | 500,000 | The Enhanced Horizontal Coil Springs 3 Class is available for:
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Enh. Leaf Springs 3 Class | 500,000 | The Enhanced Leaf Springs 3 Class is available for:
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Enh. Vertical Coil Springs 3 Class | 500,000 | The Enhanced Vertical Coil Springs 3 Class is available for:
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Enh. Belleville Washers | 600,000 | The Enhanced Belleville Washers is available for:
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Performance | |||||
Icon | Equipment Name | Cost (credits) | Weight (kg) | Description | |
Gun Rammer | 10% reduction in gun-loading time. Gun rammers increase loading speed and cause a 10% decrease to the manual hand-loading time. Rammers are highly recommended for every vehicle with a damage dealing role (i.e. everything except pure scout tanks). Rammers come in four types: "Medium" and "Large" Caliber Tank Gun Rammers for tanks and TDs, and "Medium" and "Large" Caliber Artillery Gun Rammers for SPGs. Rammers are not available for vehicles equipped with Autoloader guns, except for certain special cases, such as the Chi-Ri. | ||||
Medium-Caliber Tank Gun Rammer | 200,000 | 200 | Medium-Caliber Tank Gun Rammers are generally available for light tanks, medium tanks, and tank destroyers from all nations, starting at Tier 3 or Tier 4, that can install a gun caliber ranging from 50mm to 105mm, or an equivalent caliber in different measuring systems, such as Centimeters, Inches, or Pounds. Specifically, Medium-Caliber Tank Gun Rammers fit:
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Large-Caliber Tank Gun Rammer | 500,000 | 400 | Large-Caliber Tank Gun Rammers are generally available for heavy tanks and tank destroyers from all nations if the maximum gun caliber that can be installed is at least 105mm, or an equivalent caliber in Centimeters, Pounds, or Inches. Specifically, Large-Caliber Tank Gun Rammers fit:
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Medium-Caliber Artillery Shell Rammer | 300,000 | 300 | Medium-Caliber Artillery Shell Rammers are generally available for artillery starting at Tier 2, that can install a gun caliber of 155mm or less. This also includes equivalent calibers in inches, pounds, or centimeters. Specifically, Medium-Caliber Artillery Shell Rammers fit:
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Large-Caliber Artillery Shell Rammer | 600,000 | 500 | Large-Caliber Artillery Shell Rammers are generally available for artillery starting at Tier 8, that can install maximum gun caliber of greater than 155mm. As with other rammers, this includes equal/similar calibers in Inches, Pounds, or Centimeters. Specifically, Large-Caliber Artillery Shell Rammers fit:
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Enhanced Gun Laying Drive | 500,000 | 100 | 10% Reduction in Aim-Time. An enhanced (automated) gun laying drive, or GLD, decreases the Aiming Time required to "lay" or aim the gun by -10% over the hand-cranked manual method alternative. The GLD is particularly useful on certain guns which have a very long aim time. GLDs are highly recommended for Self-Propelled Guns. On vehicles which can mount vertical stabilizers, use a GLD in combination with a Vertical Stabilizer for maximum aim time reduction, but vertical stabilizers are generally considered more beneficial than GLDs when available. GLDs are available on almost all vehicles of all Nations, from Tier-1. | ||
Vertical Stabilizer Mk 1 | 500,000 | 100 | 20% reduction of the Accuracy Penalties. The actual accuracy rating of the gun does not change. In other words, the aiming circle starts out 20% smaller, but the size when fully aimed remains unaffected. Vertical Stabilizer Mk 1 is for Light and Medium tanks, Vertical Stabilizer Mk 2 is for Heavy tanks. An excellent piece of equipment for players that prefer offensive play. Use in combination with an Enhanced Gun Laying Drive for maximum aim time reduction, but vertical stabilizers are generally considered more beneficial than GLDs when avaliable. It's equally useful for defensive play when moving from behind cover ("peek-a-boo") as well as shooting on the move. Available for American Mediums at tier 6 and Heavies at tier 7. Available for all British medium and heavy tanks at tier 7. Available for all other nations starting at tier 8, with the exception of all Light tanks starting from Tier 5. | ||
Vertical Stabilizer Mk 2 | 600,000 | 200 | |||
Coated Optics | 500,000 | 0 | +10% View Range. The bonus is applied at all times except when Binoculars are active, making this equipment better suited for aggressive and scouting players. Recommended for aggressive medium and light tanks, especially at high tiers. | ||
Additional Grousers | 250,000 | 1000 | -9.1% Terrain Resistance on soft ground and -4.8% Terrain Resistance on average soil. Note the weight of the equipment does somewhat counteract the benefit of the equipment on the lighter tanks. Available for the following tanks: (SU-76I, SU-85I, Pz.Kpfw. III Ausf. A, Pz.Kpfw. IV Ausf. A, Pz.Kpfw. III, Pz.Kpfw. IV Ausf. D, Pz.Kpfw. III/IV, Pz.Kpfw. IV Ausf. H, VK 30.01 (H), Durchbruchswagen 2, Pz.Kpfw. IV Schmalturm, StuG III Ausf. B, StuG III Ausf. G, Jagdpanzer IV, Nashorn, Sturmpanzer II, Pz.Sfl. IVb, Hummel) | ||
Crew | |||||
Icon | Equipment Name | Cost (credits) | Weight (kg) | Description | |
Improved Ventilation Class 1 | 50,000 | 100 | Adds 5% to role and non-role specific skills training level percentages for all crew members. This improves most of the operating parameters of your tank, but note it will be by less than 5%. Refer to Battle Mechanics for details. Not available on open-topped vehicles.
Improved Ventilation Class 2 is available for
Improved Ventilation Class 3 is available for
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Improved Ventilation Class 2 | 150,000 | 150 | |||
Improved Ventilation Class 3 | 600,000 | 200 |
Icon | Equipment Name | Cost (bonds) | Weight (kg) | Description |
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Wear-Resistant Gun Laying Drive | 5,000 | 100 | 12.5% reduction to aiming speed.
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Venting System | 5,000 | 100 | 7.5% to crew qualification and all crew skills.
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Stabilizing Equipment System | 5,000 | 100 | 25% reduction of the Accuracy Penalties.
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Innovative Loading System | 5,000 | 200 | 12.5% reduction in gun-loading time.
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Experimental Optics | 4,000 | 0 | +12.5% View Range.
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Toolbox | 3,000 | 100 | +40% Repair speed.
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