Basicly I have a bit of code that checks whether the moving object "Bullet" collides with any other destuctable object. If the bullet collides with such object it deletes both of them and creates an explosion particle emitter in the place of the deleted destructable object.
However, what I would like to do here is to spawn several "chunks" from this destructable object (as separate, low-poly models) in the place where it was deleted and move them along an arch with a random, slow rotation, to better simulate its explosion, then, after a set amount of time (~3 seconds) delete them from the scene. Maybe it's a bit unclear so let this gif help you understand the idea better:

Any idea/code example how to do it correctly? To simplify things the chunks don't need to have any physics or colliders (i.e. can run through anything freely) attached to them.