World of Warships: Legends ship guide

Aurora

Also called: 阿芙乐尔 · Аврора Beta
U.S.S.R. · Tier II · CL Cruiser · Premium
Light cruiserA light cruiser: win on HE fires and gun uptime, not AP citadels.
Playstyle
  • Hold under 10 km with islands tight enough to break vision on demand
  • Avoid: Firing the moment an enemy appears
Key characteristics
Lobs over islandsHigh-arc AP shellsThickest plateEasily spotted
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Community Data

Aurora Community Stats

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Playstyle

Overview

Aurora is a Tier II Soviet light cruiser with 152mm guns at 11.3 km, 8.6-second reload. Her damage profile is HE fires and sustained DPM rather than picking AP citadels. Standout traits: best high-arc AP shells in T2 CAs (40.3°) and top-decile armor plate in T2 CAs (152 mm).

Positioning

Hold under 10 km with islands tight enough to break vision on demand. The HE pressure rewards a steady firing arc more than rotation play; pick a corner of the map you can hold and work fires from there. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Once the rudder is over she turns tightly for her cohort (400 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Firing the moment an enemy appears

The guns are what reveal you: one salvo lights you up from 10 km away, and a battleship that suddenly has a broadside cruiser to shoot at will take the free citadels, which is 22,500 HP back to port in a single salvo. Choose the angle and the cover you will shoot from BEFORE anything spots you, so your first salvo is one you can turn away from rather than one that starts a trade you cannot win.

Signature Traits

LOBBING BATTERY
  • High-arc AP shells · 40.29°
  • High-arc howitzer
Thickest plate

152 mm on her single heaviest plate, top decile of T2 CAs. Its thickest plate is beyond any HE or AP overmatch in the game, though that is one belt rather than the ship as a whole.

Easily spotted

10 km surface detect, bottom decile of T2 CAs. Visible before you can react; position early.

Acquisition

How to get Aurora

Aurora is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Commanders frequently paired with this ship AL AvroraAL ChapayevAL Tallinn

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

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Where Aurora sits among Tier II CAs (25 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

Top 10%Turning circle400 m (3/26) Top 10%Main dispersion100.1 m (3/26) Top 25%Main battery range11.35 km (7/26) Top 25%Max armor152 mm (5/26) Bottom 25%Max speed19 kt (21/26) Bottom 25%Concealment10 km (23/26) Bottom 25%Smoke fire bloom4.45 km (23/26) Bottom 25%Traverse-to-turn ratio3.57 × (21/26) Bottom 25%Engine power11,971 hp (21/26) Bottom 25%Turn-speed retention29.9 hp/m (21/26) Bottom 25%Power-to-weight1.78 hp/t (21/26) Bottom 25%AA DPS9 (15/17) WorstAir detection6 km (1 of 2 tied) WorstNo secondaries (10 of 26 in cohort) WorstAP pen at 10 km27 mm (1 of 6 tied) WorstFlak per wave (expected)180 (1 of 4 tied) WorstNo torpedoes (20 of 26 in cohort)
See 26 mid-pack stats

Not standouts for Aurora -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points22,500 HP(15/26) Rudder shift6.5 s(15/26) Main battery caliber152 mm(10/26) Main battery reload8.6 s(17/26) Sigma2(12/26) HE shell damage2,100(13/25) HE fire chance8%(13/25) Fires per minute3.91(15/25) HE DPM102,558(11/25) AP shell damage2,700(14/25) AP DPM131,860(13/25) AP velocity792.5 m/s(18/25) HE velocity753 m/s(19/25) Acceleration25.3 s(12/26) AP fuse timer0.01 s(19/25) AP arming threshold25 mm(16/25) Displacement6,722 t(13/26) AA range3 km(9/17) AA threat27(9/17) Citadel belt70 mm(17/26) Deck armor25 mm(19/26) NormAP ricochet start45°(24 of 25 tied at this value) NormAP auto-bounce angle60°(24 of 25 tied at this value) NormTurn speed retained81%(24 of 26 tied at this value) NormBow armor6 mm(24 of 26 tied at this value) NormStern armor6 mm(23 of 26 tied at this value)
Survivability
Hit Points22,500
Displacement6,722 t
Hull dimensions
ƒLength x beam at the waterline, with the hull's draft where the client carries one. Ships whose client entry holds only the 260 x 20 m placeholder use a curated real-world figure instead, and any ship we have no trustworthy size for omits this row rather than print the placeholder. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
126.7 x 16.8 m (published figure)
Armor range6–152 mm
Plate armor thicknesses6, 9, 10, 25, 51, 70, 152 mm
Armor material/layer entries36
Fire resistance
ƒDoes not reduce the damage a burning fire does per second: replay-measured burn ticks run at the full rate on every ship. By elimination it lowers how often hits set you on fire; ignition-rate replay data is consistent with that but too confounded by attacker mix to measure the reduction directly.
3.3%
Fire duration30 s
Fire damage
ƒEach fire ticks 0.3% of max HP per second for the full 30 s, so one unattended fire burns 9% of the pool (2,025 HP on this ship). 4 fire points can burn at once. Verified against measured burn ticks in replay data.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒA flood ticks 0.25% of max HP per second for the 40 s duration, so one unattended flood costs 10% of the pool (2,250 HP on this ship). Verified against measured flood ticks in replay data.
0.25% of HP per second
Torp Reduction
ƒReduces torpedo hit damage. Replay data shows no effect on floods: flood ticks run at the full rate and flood frequency does not decline with protection.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
11,300
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
6,800
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 152 mm/45 Canet naval gun
Mounts / barrels14 mounts / 14 barrels
Reload time8.6 s
Firing range11.3 km
Turret traverse5 °/s
Turret armor13 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing, read from in-game data. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x 107° arc, 4x 142° arc, ±111°, 2x 98° arc, 103° port-only, 103° starboard-only, 2x 96° arc
Guns to bear
ƒHow far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.
69° off bow / 25° off stern
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1134830·80.51000+0.5)·30=100.1m
100.1 m at 11.3 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.1·0.6=60.1m
60.1 m at 11.3 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =100.1·0.62=30m
30 m at 11.3 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =60.1·0.62=18m
18 m at 11.3 km
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Shells/min
ƒ7 broadside guns x 60 / 8.6 s base reload = 48.8.
48.8
HE shells
HE Damage2,100
HE Velocity753 m/s
Fire Chance8%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,100 HE damage x 7 broadside guns = 14,700.
14,700
HE DPM
ƒ14,700 HE full-salvo alpha x 60 / 8.6 s base reload = 102,558.
102,558
Fires/min
ƒ48.8 shells/min x 8% fire chance = 3.91.
3.91
AP shells
AP Damage2,700
AP Velocity792.5 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1445·41.40.69·0.1521.07·792.51.38=141.8mm. Matches the in-game spec card.
141.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (11.3 km), where the shell has slowed to 222.7 m/s: P=107·1445·41.40.69·0.1521.07·222.71.38=24.6mm.
24.6 mm at 11.3 km
AP full-salvo alpha
ƒ2,700 AP damage x 7 broadside guns = 18,900.
18,900
AP DPM
ƒ18,900 AP full-salvo alpha x 60 / 8.6 s base reload = 131,860.
131,860
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
10
AA Defense
AA mount points6
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm Lender gun6×1 76mm
Far aura
Guns76.2 mm Lender gun
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.9 hit probability = 9 - the same in-game units as the Close-range AA DPS headline.
9
Range3 km
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 100 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next wave lands. Defensive AA Fire, where fitted, multiplies the salvo repeats within each wave.
2 salvos × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
90%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 3 km - once planes get inside the band, new waves stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-3 km
Maneuverability
Engine power11,971 hp
Maximum speed19 kt
Turning circle radius400 m
Rudder shift time6.5 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 19 / 4 + 4.9 = 9.7 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.
9.7 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio from in-game data. The full curve is on the acceleration chart.
28.3 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).
6.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (17.1 kt of 19 kt), from our in-house acceleration model.
25.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (18.8 kt of 19 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
42.8 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·19.0·0.5144400=1.40°/s, so ratio=ωturretωhull=51.40=3.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.6× drags
Concealment
Detectability by sea10 km
Detectability by air6 km
Smoke firing penalty4.45 km
Detect when firing (sea)
ƒEqual to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.
11.35 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.04 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
9.04 km
Detect when on fire (sea)
ƒBase sea detectability + 2.0 km while burning; matches the in-game 'Detect Fire Sea' value on every captured ship.
12 km
Detect when on fire (air)
ƒBase air detectability + 3.0 km while burning; matches the in-game 'Detect Fire Air' value on every captured ship.
9 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active

See all derived stats

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All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp100.1 m at 11.3 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1134830·80.51000+0.5)·30=100.1m
Shell scatter width @ 5 km52.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp60.1 m at 11.3 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =100.1·0.6=60.1m
Shell scatter height @ 10 km51.9 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·11348=5674 m, and radiusOnMax=0.6 at 11348 m. Above the kink: k=0.5+(0.60.5)·100005674113485674=0.5762, so σV=σH·k=90·0.5762=51.9m.
Med Horiz Disp30 m at 11.3 km
50%-hit horizontal radius: σH,50=σH·0.6σ =100.1·0.62=30m
Med Vert Disp18 m at 11.3 km
50%-hit vertical radius: σV,50=σV·0.6σ =60.1·0.62=18m
AP Pen Close141.8 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1445·41.40.69·0.1521.07·792.51.38=141.8mm. Matches the in-game spec card.
AP Pen Far24.6 mm at 11.3 km
Same formula at the ship's max firing range (11.3 km), where the shell has slowed to 222.7 m/s: P=107·1445·41.40.69·0.1521.07·222.71.38=24.6mm.
AP pen 5 km56 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km27 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km9.72 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.51·0.15228·41.4=0.000112. That runs from a 792.5 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE flight time @ 10 km8.23 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.4468·0.15228·49.76=8.15×105. That runs from a 753 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha7
Barrels that can bear on one beam (7 of 14); casemate/wing mounts only fire one side.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha14,700
2,100 HE damage x 7 broadside guns = 14,700.
AP full-salvo alpha18,900
2,700 AP damage x 7 broadside guns = 18,900.
HE DPM102,558
14,700 HE full-salvo alpha x 60 / 8.6 s base reload = 102,558.
AP DPM131,860
18,900 AP full-salvo alpha x 60 / 8.6 s base reload = 131,860.
Shells/min48.8
7 broadside guns x 60 / 8.6 s base reload = 48.8.
Fires/min3.91
48.8 shells/min x 8% fire chance = 3.91.

AA defense

AA DPS at max range9
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 76 2mm 30 Lender 8 K 6x1 -> 9 DPS @ 3 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range9 DPS @ 3 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank9
Sum of every family's average DPS, achievable only inside the closest-range family (3 km).
AA threat index27
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.

Armor Beta

Hull HP 22,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel70 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm primary (range 6–10 mm)1,500 (7% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 6–25 mm)16,900 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern6 mm primary (range 6–70 mm)1,400 (6% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel70 mm primary (range 6–70 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–152 mm)600 (3% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP11,300 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (76 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP6,800 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

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Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Aurora can equip, from in-game data.

  • Aurora default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.