World of Warships: Legends ship guide

Also known as Somers Collector's Edition

Somers CE

Also called: 萨默斯:典藏版 · Somers коллекционный · Somers: 수집가 패키지 · Somers Collector's Edition · Somers : édition collector Beta
U.S.A. · Tier VII · Destroyer · Premium
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute
  • Avoid: Trading guns in open water against peer DDs
Key characteristics
Long torps (12 km)Lobs over islandsSmokeEngine BoostHigh-arc HE shellsWeak AA
Classic Edition / original snapshot

CE pages are kept separate because balance history can diverge from the later base ship. Strong base-ship WG feature sources may still apply when they describe the original configuration or launch context.

On this page
Community Data

Somers CE Community Stats

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Playstyle

Overview

Somers CE is a Tier VII American gunboat destroyer: her damage comes from sustained main battery pressure on caps and open-water trades. Torpedoes are a secondary threat for closing lanes, not her main damage. Her 127mm guns reload in 5.4 s, so the damage comes from staying in the trade rather than from any one salvo. Standout traits: best lingering smoke in T7 DDs (124 s) and top-decile high-arc HE shells in T7 DDs (25.5°).

Positioning

Hold mid-cap distance and lean into gunboat trades from cover where the peer destroyer cannot match your fires-per-minute. Avoid open-water duels with ships running smoke or radar; the torpedoes are a closer, not the plan, so gunfire from cover wins more than from blue water. Concretely: 10.9 km of reach against 7.3 km of detection leaves about 3.6 km in which you can shoot before the answer arrives. 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 2.6 km, and a destroyer here is spotted at about 7 km, so you see it coming with roughly 4.3 km to spare. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and nothing in her kit sees through it, so pop the smoke where someone is already lighting the enemy or you will sit in it with nothing to shoot. Enemy sonar (about 4.4 km) and radar (about 9.5 km) read straight in regardless.

Potato Avoidance

Trading guns in open water against peer DDs

Your damage is sustained main-battery pressure from cover (the torpedoes are a secondary threat), so open-water duels just stack incoming HE on you while you fire back. You are visible from 7.3 km with 17,300 HP to spend, so the second ship to join the trade decides it.

Signature Traits

Engine Boost

+8% speed (about +3.1 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase.

Lingering smoke

124 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.

LOBBING BATTERY
  • High-arc HE shells · 25.48°
  • High-arc AP shells · 24.69°
  • High-arc howitzer
Slow torp reload

130 s torpedo reload, worst of T7 DDs. Long wait between drops.

Weak AA

30 AA DPS, bottom decile of T7 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Somers CE

Somers CE is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • "Gold Runner" Campaign Breakdown Campaign Start: 2022-03-07 · End: 2022-04-10 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Through the Spy Glass: USS Somers Ship feature / release Start: 2022-03-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds

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Cohort position

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Where Somers CE sits among Tier VII DDs (39 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 25%Max speed38.6 kt (8/40) Top 25%Torpedo range12 km (7/36) Bottom 25%Concealment7.32 km (36/40) Bottom 25%Fires per minute4.44 (27/34) Bottom 25%AP shell damage2,100 (28/31) Bottom 25%Acceleration18.9 s (32/40) Bottom 25%AP pen at 10 km55 mm (25/32) Bottom 25%AA range3.1 km (31/40) Bottom 10%AP velocity792 m/s (29/31) Bottom 10%HE velocity792 m/s (33/34) Bottom 10%AA DPS30 (39/40) Bottom 10%AA threat55 (39/40) WorstNo secondaries (33 of 40 in cohort) WorstTorpedo reload130 s (1 of 2 tied)
See 31 mid-pack stats

Not standouts for Somers CE -- 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 points17,300 HP(26/40) Smoke fire bloom2.65 km(24/40) Air detection3.56 km(29/40) Rudder shift3.9 s(22/40) Turning circle620 m(17/40) Traverse-to-turn ratio8.01 ×(17/35) Main battery caliber127 mm(23/35) Main battery range10.94 km(17/35) Main battery reload5.4 s(27/35) HE shell damage1,800(23/34) HE DPM160,000(13/34) AP DPM186,667(20/31) Main dispersion97.1 m(22/35) AP arming threshold21 mm(14/31) Engine power52,000 hp(23/40) Turn-speed retention83.9 hp/m(23/40) Displacement2,901 t(14/40) Power-to-weight17.92 hp/t(26/40) Effective HE DPM (incl. fire)192,935(15/34) Torpedo damage≈16,700(14/36) Torpedo speed66 kt(17/36) Torpedo reaction time7.9 s(21/36) Max armor20 mm(25/40) Citadel belt20 mm(25/40) Bow armor19 mm(21/40) Stern armor19 mm(21/40) Deck armor19 mm(16/33) NormAP fuse timer0.01 s(23 of 31 tied at this value) NormAP ricochet start45°(24 of 31 tied at this value) NormAP auto-bounce angle60°(24 of 31 tied at this value) NormTurn speed retained81%(38 of 40 tied at this value)
Survivability
Hit Points17,300
Displacement2,901 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.
116.7 x 13.9 m (measured from the ship model)
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
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.
36.6%
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 (1,557 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 (1,730 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.
8,700
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.
5,200
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 127 mm Mk22
Mounts / barrels4 mounts / 8 barrels
Reload time6 s
Firing range10.9 km
Turret traverse14.7 °/s
Turret armor3 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 ±148°, 2x ±146°
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.
34° off bow / 32° off stern
HE fire DPM vs T7 BB29671
Effective HE DPM vs T7 BB173671
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 =(1094130·80.51000+0.5)·30=97.1m
97.1 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.1·0.6=58.2m
58.2 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.1·0.62=29.1m
29.1 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.2·0.62=17.5m
17.5 m at 10.9 km
Turret turn time
ƒ180 degrees / 14.7 deg/s traverse speed = 12.2 s.
12.2 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.4 s all-upgrades reload = 88.9.
Initial: 80 → 88.9
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 8 broadside guns = 14,400.
14,400
HE DPM
ƒZero upgrades: 14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 5.4 s all-upgrades reload = 160,000.
Initial: 144,000 → 160,000
Fires/min
ƒZero upgrades: 80 shells/min x 5% fire chance = 4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.9 shells/min x 5% fire chance = 4.44.
Initial: 4 → 4.44
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 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 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 273.1 m/s: P=107·2598·250.69·0.1271.07·273.11.38=50.2mm.
50.2 mm at 10.9 km
AP full-salvo alpha
ƒ2,100 AP damage x 8 broadside guns = 16,800.
16,800
AP DPM
ƒZero upgrades: 16,800 AP full-salvo alpha x 60 / 6 s base reload = 168,000. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 5.4 s all-upgrades reload = 186,667.
Initial: 168,000 → 186,667
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 quadruple
Launchers / tubes3 launchers × 4 tubes = 12 tubes
Reload time130 s
Projectile speed66 kt
Range12 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=50,100·0.333=16,700.
≈ 16,700
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.
17,900
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 km66 kt×2.6855=7.9 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.
7.9 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.01 per hit, shown as 3.01×100=301%. 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.
301%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming207 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 16,700 = 200,400.
200,400
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
28 mm Mk2 mod. 22×4 28mm
12.7 mm Browning M2 mod. 22×1 13mm
Outer Near aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range3.1 km
Inner Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.95 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1.2 km
Total DPS in Aura
ƒOuter Near 10 + Inner Near 20 = 30
30
Maneuverability
Engine power52,000 hp
Maximum speed38.6 kt
Turning circle radius620 m
Rudder shift time3.9 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 = 38.6 / 4 + 4.9 = 14.5 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.
14.5 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.
16.3 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).
9.9 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (34.7 kt of 38.6 kt), from our in-house acceleration model.
18.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (38.2 kt of 38.6 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.
32.4 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·38.6·0.5144620=1.83°/s, so ratio=ωturretωhull=14.71.83=8.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.0× ok
Concealment
Detectability by sea7.32 km
Detectability by air3.56 km
Smoke firing penalty2.65 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.
10.94 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (2.54 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
6.1 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.
9.32 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.
6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

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 Disp97.1 m at 10.9 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1094130·80.51000+0.5)·30=97.1m
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 Disp58.2 m at 10.9 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.1·0.6=58.2m
Shell scatter height @ 10 km52.5 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=0.5·10941=5470 m, and radiusOnMax=0.6 at 10941 m. Above the kink: k=0.5+(0.60.5)·100005470109415470=0.5828, so σV=σH·k=90·0.5828=52.5m.
Med Horiz Disp29.1 m at 10.9 km
50%-hit horizontal radius: σH,50=σH·0.6σ =97.1·0.62=29.1m
Med Vert Disp17.5 m at 10.9 km
50%-hit vertical radius: σV,50=σV·0.6σ =58.2·0.62=17.5m
AP Pen Close218 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
AP Pen Far50.2 mm at 10.9 km
Same formula at the ship's max firing range (10.9 km), where the shell has slowed to 273.1 m/s: P=107·2598·250.69·0.1271.07·273.11.38=50.2mm.
AP pen 5 km104 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 km55 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 km8.28 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·0.347·0.12728·24.5=8.97×105. That runs from a 792 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 km8.17 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·0.347·0.12728·25=8.79×105. That runs from a 792 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 penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 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 alpha8
All 8 barrels bear on the broadside.
Turret turn time12.2 s
180 degrees / 14.7 deg/s traverse speed = 12.2 s.
HE full-salvo alpha14,400
1,800 HE damage x 8 broadside guns = 14,400.
AP full-salvo alpha16,800
2,100 AP damage x 8 broadside guns = 16,800.
HE DPMInitial: 144,000 → 160,000
Zero upgrades: 14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 5.4 s all-upgrades reload = 160,000.
AP DPMInitial: 168,000 → 186,667
Zero upgrades: 16,800 AP full-salvo alpha x 60 / 6 s base reload = 168,000. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 5.4 s all-upgrades reload = 186,667.
Shells/minInitial: 80 → 88.9
Zero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.4 s all-upgrades reload = 88.9.
Fires/minInitial: 4 → 4.44
Zero upgrades: 80 shells/min x 5% fire chance = 4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.9 shells/min x 5% fire chance = 4.44.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.9 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 speed66 kt
Travel time to max range67.7 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,200
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 count12
3 launchers x 4 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage200,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 16,700 = 200,400.
Per-side salvo damage200,400
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 16,700 = 200,400.

AA defense

AA DPS at max range10
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: Browning M2 Mod2 2x1 -> 20 DPS @ 1.2 km; 1in Mk2 Mod2 2x4 -> 10 DPS @ 3.1 km.
Maximum AA range3.1 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range10 DPS @ 3.1 km, 30 DPS @ 1.2 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-blank30
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index55
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 range3.1 km

Armor Beta

Hull HP 17,300, 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 & stern19 mm

Overmatched by 136+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,300 (13% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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)19 mm13,000 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,800 (10% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mm1,100 (6% 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 HP8,700 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 (28 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 HP5,200 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

Exteriors

Skins & permanent camouflages

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

  • Somers CE 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.