World of Warships: Legends ship guide

Bulletproof

Also called: 防弹 · Непробиваемый · 불릿프루프 · Kugelsicher · Pare-balles Beta
Germany · Tier VI · Destroyer · Premium · Z-35 Variant
Stealth destroyerBest-in-class concealment: win caps from detection ranges peers cannot reach.
Playstyle
  • Hold concealment edges on the contested cap at 6.8 km detection
  • The band opens windows for unspotted torpedo drops and clean repositions
  • Avoid: Burning the 6.8 km concealment advantage on guns
Key characteristics
Exhaust SmokeEngine BoostLong-range sonarSaturates bow fastSlow acceleration
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Community Data

Bulletproof Community Stats

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Playstyle

Overview

Bulletproof is a Tier VI German stealth-leaning destroyer with strong surface detection (6.8 km). The kit opens detection windows most peer DDs cannot match, so her value is contesting caps from concealment edges where the detection band holds. Standout traits: best smoke duration in T6 DDs (30 s) and top-decile saturates bow fast in T6 DDs (1,400 HP).

Positioning

Hold concealment edges on the contested cap at 6.8 km detection. The band opens windows for unspotted torpedo drops and clean repositions; lean into the gaps your peer DDs cannot read, and back out before detection closes. 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. Shooting from the cloud gives you away at 2.5 km, and a destroyer here is spotted at about 6.9 km, so you see it coming with roughly 4.4 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble (5 km) sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.2 km) and radar (about 9 km) read straight in regardless. At 600 m the screen is wider than standard, so it can cover a teammate holding the same line as well as your own hull. A 670 m turning circle is wide for her cohort, so a committed turn gives up a lot of water; plan course changes a salvo ahead.

Potato Avoidance

Burning the 6.8 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter, shared by 5/41 T6 DDs.

Engine Boost

+20% speed (about +8.2 kt), 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long smoke deployment

30 s smoke deployment window, best of T6 DDs. Lays a longer rolling smoke trail while moving.

ELITE SONAR
  • Long-range sonar · 5 km
  • Wide torpedo · 3.5 km
Saturates bow fast

1400 HP bow pool, top decile of T6 DDs. A small pool saturates quickly, after which bow-on penetrations do about a tenth -- angle and they stop mattering.

Slow acceleration

~19.1 s to 90% of top speed, bottom decile of T6 DDs. Sluggish rebuild after a turn or stop; the engine power-boost fades early, so the mid-range crawls.

Acquisition

How to get Bulletproof

Bulletproof is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Piñata Chest 0.166667% Tier V, VI, or VII Premium ship Event · Piñata Chest · 1 of 18 ships
  • Explorer's Chest 0.115385% One of these ships New · Explorer's Chest · 1 of 26 ships
Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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Cohort position

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Where Bulletproof sits among Tier VI DDs (40 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%Max speed41 kt (5/41) Top 10%AP DPM236,842 (3/37) Top 10%Engine power72,000 hp (4/41) Top 25%Hit points18,100 HP (9/41) Top 25%Main battery reload3.8 s (9/41) Top 25%Turn-speed retention107.5 hp/m (6/41) Top 25%AA DPS163 (11/41) Top 25%AA threat510 (11/41) Top 25%Torpedo speed72 kt (7/41) Top 25%Torpedo reaction time7.2 s (7/41) Bottom 25%Turning circle670 m (32/41) Bottom 25%Traverse-to-turn ratio4.44 × (36/41) Bottom 25%HE fire chance6% (34/41) Bottom 25%Displacement3,542 t (35/41) Bottom 25%Torpedo range7.5 km (33/41) Bottom 10%Acceleration19.1 s (40/41) WorstHE shell damage1,350 (41/41) WorstNo secondaries (37 of 41 in cohort) WorstAP pen at 10 km44 mm (1 of 3 tied)
See 25 mid-pack stats

Not standouts for Bulletproof -- 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.

Concealment6.85 km(17/41) Smoke fire bloom2.53 km(20/41) Air detection3.45 km(20/41) Rudder shift4 s(28/41) Main battery caliber128 mm(13/41) Main battery range10.48 km(31/41) Fires per minute4.74(25/41) HE DPM106,579(31/41) Main dispersion93.6 m(13/41) AP velocity830 m/s(21/37) HE velocity830 m/s(25/41) AP arming threshold21 mm(20/37) Power-to-weight20.33 hp/t(18/41) Effective HE DPM (incl. fire)142,025(29/41) AA range3.5 km(23/41) Torpedo damage≈10,700(31/41) Torpedo reload90 s(22/41) Max armor19 mm(14/41) NormAP fuse timer0.01 s(33 of 37 tied at this value) NormAP ricochet start45°(34 of 37 tied at this value) NormAP auto-bounce angle60°(34 of 37 tied at this value) NormTurn speed retained81%(37 of 41 tied at this value) NormCitadel belt16 mm(30 of 41 tied at this value) NormBow armor16 mm(34 of 41 tied at this value) NormStern armor16 mm(34 of 41 tied at this value)
Survivability
Hit Points18,100
Displacement3,542 t
Armor range10–19 mm
Plate armor thicknesses10, 15, 16, 19 mm
Armor material/layer entries23
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.
30%
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 (1,629 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 (1,810 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.
9,100
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.
5,400
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 128 mm L/45 LC/34
Mounts / barrels5 mounts / 5 barrels
Reload time3.8 s
Firing range10.5 km
Turret traverse8 °/s
Turret armor8 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.
±148°, ±155°, ±152°, 2x ±133°
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.
32° off bow / 47° off stern
HE fire DPM vs T6 BB35423
Effective HE DPM vs T6 BB142002
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 =(1048530·80.51000+0.5)·30=93.6m
93.6 m at 10.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.6·0.6=56.2m
56.2 m at 10.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =93.6·0.62=28.1m
28.1 m at 10.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =56.2·0.62=16.9m
16.9 m at 10.5 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ5 broadside guns x 60 / 3.8 s base reload = 78.9.
78.9
HE shells
HE Damage1,350
HE Velocity830 m/s
Fire Chance6%
HE penetration
ƒ32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
32 mm
HE full-salvo alpha
ƒ1,350 HE damage x 5 broadside guns = 6,750.
6,750
HE DPM
ƒ6,750 HE full-salvo alpha x 60 / 3.8 s base reload = 106,579.
106,579
Fires/min
ƒ78.9 shells/min x 6% fire chance = 4.74.
4.74
AP shells
AP Damage3,000
AP Velocity830 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(128 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1640·280.69·0.1281.07·8301.38=157.4mm. Matches the in-game spec card.
157.4 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.5 km), where the shell has slowed to 319.2 m/s: P=107·1640·280.69·0.1281.07·319.21.38=42.1mm.
42.1 mm at 10.5 km
AP full-salvo alpha
ƒ3,000 AP damage x 5 broadside guns = 15,000.
15,000
AP DPM
ƒ15,000 AP full-salvo alpha x 60 / 3.8 s base reload = 236,842.
236,842
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
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed72 kt
Range7.5 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=32,100·0.333=10,700.
≈ 10,700
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
11,700
Torpedo detectability1.4 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.4 km72 kt×2.6855=7.2 s. The 2.6855 m/s-per-knot game-speed factor is calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower. Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.2 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming223 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 10,700 = 85,600.
85,600
AA Defense
AA mount points8
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
37 mm Flak LM/425×2 37mm
20 mm Flak 381×1 20mm
20 mm Flakvierling 382×4 20mm
Medium aura
Guns37 mm Flak LM/42
Continuous DPS
ƒEffective DPS: 35 raw aura damage × 3.5 × 1 hit probability = 122 - the same in-game units as the Close-range AA DPS headline.
122
Range3.5 km
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38
Continuous DPS
ƒEffective DPS: 12 raw aura damage × 3.5 × 0.95 hit probability = 40 - the same in-game units as the Close-range AA DPS headline.
40
Range2 km
Total DPS in Aura
ƒMedium 122 + Near 40 = 162
162
Maneuverability
Engine power72,000 hp
Maximum speed41 kt
Turning circle radius670 m
Rudder shift time4 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 41 / 4 + 4.9 = 15.2 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.
15.2 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.
16.4 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).
10.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (36.9 kt of 41 kt), from our in-house acceleration model.
19.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (40.6 kt of 41 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.
32.7 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·41.0·0.5144670=1.80°/s, so ratio=ωturretωhull=81.80=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea6.85 km
Detectability by air3.45 km
Smoke firing penalty2.53 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.
10.48 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.56 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.01 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.
8.85 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.
6.45 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 30 s emit / 45 s cloud active · 600 m radius
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Engine Boost2 charges · 120 s reload · 120 s active · +20% speed bonus

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 Disp93.6 m at 10.5 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1048530·80.51000+0.5)·30=93.6m
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 Disp56.2 m at 10.5 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =93.6·0.6=56.2m
Shell scatter height @ 10 km53.2 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=0.5·10485=5242 m, and radiusOnMax=0.6 at 10485 m. Above the kink: k=0.5+(0.60.5)·100005242104855242=0.5907, so σV=σH·k=90·0.5907=53.2m.
Med Horiz Disp28.1 m at 10.5 km
50%-hit horizontal radius: σH,50=σH·0.6σ =93.6·0.62=28.1m
Med Vert Disp16.9 m at 10.5 km
50%-hit vertical radius: σV,50=σV·0.6σ =56.2·0.62=16.9m
AP Pen Close157.4 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1640·280.69·0.1281.07·8301.38=157.4mm. Matches the in-game spec card.
AP Pen Far42.1 mm at 10.5 km
Same formula at the ship's max firing range (10.5 km), where the shell has slowed to 319.2 m/s: P=107·1640·280.69·0.1281.07·319.21.38=42.1mm.
AP pen 5 km81 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 km44 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.
HE flight time @ 10 km7.32 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·0.3447·0.12828·28=7.92×105. That runs from a 830 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.
AP flight time @ 10 km7.32 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·0.3447·0.12828·28=7.92×105. That runs from a 830 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 penetration32 mm
32 mm ≈ 128 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.25 in this case. Lets HE pen ~32mm armor instead of ~21mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch8 mm
floor(128 mm caliber / 14.3) = 8 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 alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha6,750
1,350 HE damage x 5 broadside guns = 6,750.
AP full-salvo alpha15,000
3,000 AP damage x 5 broadside guns = 15,000.
HE DPM106,579
6,750 HE full-salvo alpha x 60 / 3.8 s base reload = 106,579.
AP DPM236,842
15,000 AP full-salvo alpha x 60 / 3.8 s base reload = 236,842.
Shells/min78.9
5 broadside guns x 60 / 3.8 s base reload = 78.9.
Fires/min4.74
78.9 shells/min x 6% fire chance = 4.74.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.2 s
detectability / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement; the community's traditional 2.6 reads about 3% slower).
Torpedo speed72 kt
Travel time to max range38.8 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,000
Per-torpedo module/blast damage parameter from in-game data. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure; the exact module-HP conversion is not published.
Tube count8
2 launchers x 4 tubes.
Per-side salvo8 torpedoes
8 (centerline launchers train across - full salvo to either side).
Full-salvo damage85,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 10,700 = 85,600.
Per-side salvo damage85,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 8 x 10,700 = 85,600.

AA defense

AA DPS at max range123
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 37mm Flak M42 Zwilling 5x2 -> 123 DPS @ 3.5 km; 20mm Flak 38 1x1 -> 13 DPS @ 2 km; 20mm Flack 38 quad 2x4 -> 27 DPS @ 2 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range123 DPS @ 3.5 km, 163 DPS @ 2 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-blank163
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index510
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.
Near aura range2 km

Armor Beta

Hull HP 18,100, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 125+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

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

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 15–16 mm)≈ 905 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm primary (range 16–19 mm)≈ 13,575 (~75% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 15–19 mm)≈ 905 (~5% of HP)
Overmatched by 283mm+ AP (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel16 mm primary (range 10–16 mm)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.

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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Balance History

Balance updates affecting Bulletproof. Cards are condensed; use each source link for full context.

Buff ×4Torpedo ×1Concealment ×2Consumable ×1
2024-10-10

Ministry of Balance: Trick and Treat

  • Detectability range by sea reduced from 7 to 6.85 km.
  • Detectability range by air reduced from 3.51 to 3.45 km.
  • Torpedo range increased from 6 to 7.5 km.
  • Engine Boost cooldown time reduced from 180 to 120 s; effect on maximum speed increased from +8% to +20%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Bulletproof default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Z35 RaceDecorative

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.