diff --git a/Content.Shared/Projectiles/CanPenetrateComponent.cs b/Content.Shared/Projectiles/CanPenetrateComponent.cs
deleted file mode 100644
index 6134978b1b..0000000000
--- a/Content.Shared/Projectiles/CanPenetrateComponent.cs
+++ /dev/null
@@ -1,42 +0,0 @@
-using Content.Shared.FixedPoint;
-using Content.Shared.Physics;
-using Robust.Shared.GameStates;
-
-namespace Content.Shared.Projectiles;
-
-[RegisterComponent, NetworkedComponent]
-public sealed partial class CanPenetrateComponent : Component
-{
- ///
- /// Should the projectile keep the ability to deal damage after colliding.
- ///
- [DataField]
- public bool DamageAfterCollide = true;
-
- ///
- /// The CollisionLayer, up to and including the one set, the projectile is allowed to penetrate.
- ///
- ///
- /// Can penetrate everything if this value is not set.
- ///
- [DataField]
- public CollisionGroup? PenetrationLayer;
-
- ///
- /// How many times the projectile is allowed to deal damage.
- ///
- ///
- /// Can deal damage on every collision if this value is not set.
- ///
- [DataField]
- public float? PenetrationPower;
-
- ///
- /// Modifies the damage of a projectile after it has penetrated an entity.
- ///
- ///
- /// Won't modify the projectile's damage if this value is not set.
- ///
- [DataField]
- public FixedPoint2? DamageModifier;
-}
diff --git a/Content.Shared/Projectiles/SharedProjectileSystem.cs b/Content.Shared/Projectiles/SharedProjectileSystem.cs
index 2fa5ee1c8c..f57e873653 100644
--- a/Content.Shared/Projectiles/SharedProjectileSystem.cs
+++ b/Content.Shared/Projectiles/SharedProjectileSystem.cs
@@ -169,33 +169,6 @@ public abstract partial class SharedProjectileSystem : EntitySystem
///
private void AfterProjectileHit(EntityUid uid, ProjectileComponent component, ref AfterProjectileHitEvent args)
{
- if (!TryComp(uid, out var damageAfterCollide))
- return;
-
- //Delete the projectile if it hits an entity with a CollisionLayer that has a higher value than it's PenetrationLayer.
- //This allows a projectile to only penetrate a specific set of entities.
- if (damageAfterCollide.PenetrationLayer != null)
- {
- if (args.Fixture.CollisionLayer > (int) damageAfterCollide.PenetrationLayer ||
- damageAfterCollide.PenetrationPower == 0)
- {
- QueueDel(uid);
- return;
- }
- }
-
- //Allow the projectile to deal damage again.
- if(damageAfterCollide.DamageAfterCollide)
- component.DamagedEntity = false;
-
- //If the projectile has a limit on the amount of penetrations, reduce it.
- if (damageAfterCollide.PenetrationPower != null)
- damageAfterCollide.PenetrationPower -= 1;
-
- //Apply the penetration damage modifier if the projectile has one.
- if (damageAfterCollide.DamageModifier != null)
- component.Damage *= damageAfterCollide.DamageModifier.Value;
-
//Overrides the original DeleteOnCollide if the projectile passes all penetration checks.
//This is to prevent having to set DeleteOnCollide to false on every prototype
//you want to give the ability to penetrate entities.
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml
index ec62121c6b..7f0507d686 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml
@@ -12,8 +12,6 @@
damage:
types:
Blunt: 4
- - type: CanPenetrate
- penetrationLayer: MobLayer
- type: StaminaDamageOnCollide
damage: 55
- type: TimedDespawn
@@ -33,8 +31,6 @@
damage:
types:
Piercing: 45
- - type: CanPenetrate
- penetrationLayer: MobLayer
- type: TimedDespawn
lifetime: 0.25
@@ -53,8 +49,6 @@
types:
Blunt: 1
Heat: 2
- - type: CanPenetrate
- penetrationLayer: MobLayer
- type: IgniteOnCollide
fireStacks: 3
count: 10
diff --git a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
index a5b0a8ffa3..9445a3cfe1 100644
--- a/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
+++ b/Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
@@ -738,7 +738,7 @@
- type: PointLight
radius: 3.5
color: blue
- energy: 0.5
+ energy: 0.5
- type: entity
id: BulletCap
@@ -810,8 +810,6 @@
mask:
- Impassable
- BulletImpassable
- - type: CanPenetrate
- penetrationLayer: MobLayer
- type: Vapor
active: true
- type: Appearance
diff --git a/Resources/Prototypes/Entities/Structures/Power/Generation/PA/particles.yml b/Resources/Prototypes/Entities/Structures/Power/Generation/PA/particles.yml
index 8f89c900ca..8d889ee5cb 100644
--- a/Resources/Prototypes/Entities/Structures/Power/Generation/PA/particles.yml
+++ b/Resources/Prototypes/Entities/Structures/Power/Generation/PA/particles.yml
@@ -19,7 +19,6 @@
damage:
types:
Radiation: 25
- - type: CanPenetrate
- type: Physics
- type: Fixtures
fixtures: