World of Warships: Legends ship guide

Romulus

Also called: 罗慕路斯 Beta
Long-range torpedo DDDrop torps on probable lanes from outside detection; the guns chip between waves.
Playstyle
  • Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment
  • Avoid: Pushing the cap fight yourself
Key characteristics
Long torps (8 km)Heavy AP penHeavy HE shellsEngine BoostHigh fire chance (HE sidearm)Fragile
On this page
Community Data

Romulus Community Stats

Log in to GamingDiver and upload your data to see Community Data for Romulus: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

Romulus is a Tier II European long-range torpedo destroyer reaching 8 km. The torps drop on probable lanes from outside detection; the guns are for sustained chip damage between waves. Standout traits: top-decile long-range AP brick in T2 DDs (40.7 mm) and best HE fire chance in T2 DDs (7).

Positioning

Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment. The long-range torps make you a map-control tool; the cap fight itself is for your peer DDs while you shape rotations from the flank. 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 (440 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Pushing the cap fight yourself

The kit is map control via torpedo lanes, not cap brawling; if you contest the cap directly your peer DDs will out-trade you and the long torps stop mattering when you are dead.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY
  • Long-range AP brick · 40.74 mm
  • High fire chance · 7%
  • Flat AP trajectory
Long-reach AA

3.5 km AA reach, best of T2 DDs.

Long-range torps

8 km torpedo range, top decile of T2 DDs.

Stiff AP fuse

20 mm AP arming threshold, worst of T2 DDs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Visible torps

1.2 km torpedo detect, worst of T2 DDs. Spotted early, so targets get a long look and room to turn out.

Acquisition

How to get Romulus

Romulus is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Romulus sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Official WG availability sources

Builds

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

Open in Build Tool →

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

Cohort position

Hide

Where Romulus sits among Tier II DDs (22 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.

BestTurning circle440 m (1 of 3 tied) BestHE fire chance7% (1 of 4 tied) BestAA range3.5 km (1/17) Top 10%HE shell damage1,600 (3/23) Top 10%Torpedo range8.01 km (3/23) Top 25%AP DPM65,455 (6/21) Top 25%AA DPS39 (4/17) Top 25%AA threat136 (3/17) Bottom 25%Main battery caliber100 mm (19/23) Bottom 25%Engine power19,000 hp (20/23) Bottom 25%Turn-speed retention43.2 hp/m (20/23) Bottom 10%Smoke fire bloom2.02 km (22/23) WorstHit points6,800 HP (23/23) WorstConcealment6.14 km (23/23) WorstAP arming threshold20 mm (1 of 2 tied) WorstTorpedo damage≈5,033 (1 of 2 tied) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied) WorstDeck armor6 mm (1 of 9 tied)
See 21 mid-pack stats

Not standouts for Romulus -- 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.

Max speed34 kt(13/23) Air detection2.78 km(11/23) Rudder shift2.1 s(7/23) Traverse-to-turn ratio4.39 ×(17/23) Main battery range8.8 km(7/23) Main battery reload5.5 s(16/23) Fires per minute2.29(9/23) HE DPM52,364(14/23) Main dispersion81 m(17/23) AP velocity800 m/s(13/21) HE velocity800 m/s(15/23) Acceleration16.6 s(16/23) Displacement995 t(9/23) Power-to-weight19.1 hp/t(17/23) Torpedo speed55 kt(9/23) Torpedo reaction time8.1 s(17/23) Torpedo reload35 s(10/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points6,800
Displacement995 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.
80.9 x 8.5 m (measured from the ship model)
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries20
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.
Initial: 0% → 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 (612 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 (680 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.
3,900
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.
2,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/45 Bofors M1924
Mounts / barrels3 mounts / 3 barrels
Reload timeInitial: 5 s → 5.5 s
Firing range (base)8 km
Firing range (top fire control)8.8 km
Turret traverse10 °/s
Turret armor6 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.
±130°, ±154°, ±148°
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.
50° off bow / 32° 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 =(8803.330·80.51000+0.5)·30=81m
81 m at 8.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =81·0.6=48.6m
48.6 m at 8.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =81·0.62=24.3m
24.3 m at 8.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =48.6·0.62=14.6m
14.6 m at 8.8 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 5.5 s all-upgrades reload = 32.7.
Initial: 36 → 32.7
HE shells
HE Damage1,550 → 1,600
HE Velocity840 m/s → 800 m/s
Fire Chance6% → 7%
HE penetration
ƒIn-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒZero upgrades: 1,550 HE damage x 3 broadside guns = 4,650. All upgrades (top gun): 1,600 HE damage x 3 broadside guns = 4,800.
Initial: 4,650 → 4,800
HE DPM
ƒZero upgrades: 4,650 HE full-salvo alpha x 60 / 5 s base reload = 55,800. All upgrades (top gun): 4,800 HE full-salvo alpha x 60 / 5.5 s all-upgrades reload = 52,364.
Initial: 55,800 → 52,364
Fires/min
ƒZero upgrades: 36 shells/min x 7% fire chance = 2.52. All upgrades (top gun): 32.7 shells/min x 7% fire chance = 2.29.
Initial: 2.52 → 2.29
AP shells
AP Damage1,650 → 2,000
AP Velocity840 m/s → 800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
6 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1721·210.69·0.121.07·8001.38=137.9mm. Matches the in-game spec card.
137.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.8 km), where the shell has slowed to 317.9 m/s: P=107·1721·210.69·0.121.07·317.91.38=38.6mm.
38.6 mm at 8.8 km
AP full-salvo alpha
ƒZero upgrades: 1,650 AP damage x 3 broadside guns = 4,950. All upgrades (top gun): 2,000 AP damage x 3 broadside guns = 6,000.
Initial: 4,950 → 6,000
AP DPM
ƒZero upgrades: 4,950 AP full-salvo alpha x 60 / 5 s base reload = 59,400. All upgrades (top gun): 6,000 AP full-salvo alpha x 60 / 5.5 s all-upgrades reload = 65,455.
Initial: 59,400 → 65,455
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.
7
Torpedoes
ModuleTorpedoes: 450 mm Quadruple
Launchers / tubes2 launchers × 4 tubes = 6 tubes
Reload time35 s
Projectile speed55 kt
Range8.01 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=15,100·0.333=5,033.
≈ 5,033
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.
5,533
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km55 kt×2.6855=8.1 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.
8.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.63 per hit, shown as 0.63×100=63%. 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.
63%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming178 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.
30,198
AA Defense
AA mount points2
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
3.5 km
40 mm/60 Bofors M1936 (upgraded hull only)2×1 40mm
20 mm/65 Breda M1935 (stock hull only)2×2 20mm
Medium aura
Guns40 mm/60 Bofors M1936
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 1 hit probability = 38 - the same in-game units as the Close-range AA DPS headline.
38
Range3.5 km
Maneuverability
Engine power19,000 hp
Maximum speed34 kt
Turning circle radius440 m
Rudder shift time2.1 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 = 34 / 4 + 4.9 = 13.4 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.
13.4 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.
18.5 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).
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
16.6 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
28.1 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·34.0·0.5144440=2.28°/s, so ratio=ωturretωhull=102.28=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea6.14 km
Detectability by air2.78 km
Smoke firing penalty2.02 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.
8.8 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.4 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
5.18 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.
8.14 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.
5.78 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Rudder shift3.8 → 2.7 s
  • Close-range AA DPS4 → 11
  • Maximum AA range2 → 3.5 km
Fire controlUpgrade
  • Main battery range8,003 → 8803.3 m
ArtilleryUpgrade
  • Base reload5 → 5.5 s

See all derived stats

Show

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 Disp81 m at 8.8 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(8803.330·80.51000+0.5)·30=81m
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.
Max Vert Disp48.6 m at 8.8 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =81·0.6=48.6m
Med Horiz Disp24.3 m at 8.8 km
50%-hit horizontal radius: σH,50=σH·0.6σ =81·0.62=24.3m
Med Vert Disp14.6 m at 8.8 km
50%-hit vertical radius: σV,50=σV·0.6σ =48.6·0.62=14.6m
AP Pen Close137.9 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1721·210.69·0.121.07·8001.38=137.9mm. Matches the in-game spec card.
AP Pen Far38.6 mm at 8.8 km
Same formula at the ship's max firing range (8.8 km), where the shell has slowed to 317.9 m/s: P=107·1721·210.69·0.121.07·317.91.38=38.6mm.
AP pen 5 km60 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.
HE penetration20 mm
In-game data: 20 mm = 100 mm caliber / 5 (non-standard HE penetration ratio).
AP overmatch6 mm
floor(100 mm caliber / 14.3) = 6 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius7
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 alpha3
All 3 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alphaInitial: 4,650 → 4,800
Zero upgrades: 1,550 HE damage x 3 broadside guns = 4,650. All upgrades (top gun): 1,600 HE damage x 3 broadside guns = 4,800.
AP full-salvo alphaInitial: 4,950 → 6,000
Zero upgrades: 1,650 AP damage x 3 broadside guns = 4,950. All upgrades (top gun): 2,000 AP damage x 3 broadside guns = 6,000.
HE DPMInitial: 55,800 → 52,364
Zero upgrades: 4,650 HE full-salvo alpha x 60 / 5 s base reload = 55,800. All upgrades (top gun): 4,800 HE full-salvo alpha x 60 / 5.5 s all-upgrades reload = 52,364.
AP DPMInitial: 59,400 → 65,455
Zero upgrades: 4,950 AP full-salvo alpha x 60 / 5 s base reload = 59,400. All upgrades (top gun): 6,000 AP full-salvo alpha x 60 / 5.5 s all-upgrades reload = 65,455.
Shells/minInitial: 36 → 32.7
Zero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 5.5 s all-upgrades reload = 32.7.
Fires/minInitial: 2.52 → 2.29
Zero upgrades: 36 shells/min x 7% fire chance = 2.52. All upgrades (top gun): 32.7 shells/min x 7% fire chance = 2.29.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.1 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 speed55 kt
Travel time to max range54.2 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage500
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 count6
2 launchers x 4 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage30,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.
Per-side salvo damage30,198
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198.

AA defense

AA DPS at max range39
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 1barrels SW 2x1 -> 39 DPS @ 3.5 km.
Maximum AA range3.5 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
AA DPS layered by range39 DPS @ 3.5 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-blank39
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index136
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 6,800, 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.

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 mm1,300 (19% 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.
Stern6 mm700 (10% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm300 (4% 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 HP3,900 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 (40 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 HP2,300 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.

Open in Charting Tool

Ship Charts

Balance History

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

Buff ×3Main Battery ×3
2022-08-25

Autumn Update: In the Shadow of Leaves

  • Reload time for torpedo launchers decreased from 40 s to 35 s.
  • Reload time for upgraded main battery decreased from 6.5 s to 5.5 s.
  • HE shell maximum damage for stock main battery increased from 1,450 to 1,550.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Romulus 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.