World of Warships: Legends ship guide

Tallinn

Also called: 塔林 · Таллин Beta
Radar support cruiserRadar lights the cap for the team; the guns cash in on the spotted targets.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts
  • Avoid: Using radar like a destroyer hunter rather than a position tool
Key characteristics
Heavy AP pen15 km gun rangeRadar (9 km)Defensive AAFlat AP trajectoryEasily spotted
On this page
Community Data

Tallinn Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Tallinn is a Tier VI Soviet light cruiser whose signature kit is Surveillance Radar (9 km). The radar drop is what makes her valuable in cap fights; the guns are the secondary story. Standout traits: top-decile close-range AP pen in T6 CAs (501.7 mm) and top-decile long-range AP brick in T6 CAs (254 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to break sightline when focus shifts. Push the radar forward only once the destroyer fight is yours; burning the drop to fish for a lone DD kill leaves the next push with no answer to smoke or vision. Both phases of a turn are slow (10.9 s on the rudder, a 900 m circle), so course changes are a plan rather than a reaction: set the angle before you are shot at.

Potato Avoidance

Using radar like a destroyer hunter rather than a position tool

The consumable's value is locking down a cap your team can take, not stealing a single salvo on a lone DD. Burn it early to fish for a kill and the next push has no answer to smoke or vision. Yours reaches 9 km for 15 s, which is the whole window your team gets to act on what it shows.

Signature Traits

Surveillance Radar

9 km range, 15 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. A short scan - long enough to break a smoke camp or call a target for the team, not to hold a cap.

ELITE MAIN BATTERY
  • Close-range AP brick · 501.7 mm
  • Long-range AP brick · 254.01 mm
  • Flat AP trajectory
  • Fast AP shells · 4.77 s
  • Fast HE shells · 4.77 s
Fast torpedoes

70 kt torpedo speed, top decile of the 33 T6 CAs with torpedoes. Shorter run to the target and less lead to hold; how much warning they get depends on torpedo detectability too.

Slow torp reload

131 s torpedo reload, worst of the 33 T6 CAs with torpedoes. Long wait between drops.

Acquisition

How to get Tallinn

Tallinn is available in the Piercing Heavy Cruisers branch of the U.S.S.R. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. 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.

Show U.S.S.R. tech-tree branch diagram
U.S.S.R. Tech Tree

Tallinn sits in the Piercing Heavy Cruisers branch. The highlighted path shows the local branch context inside the full U.S.S.R. tree.

Best listed chance for this ship

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.

AL Tallinn

Ice and iron
InspirationsAL Cheshire · AL Ägir

Tallinn's Fixated is a 13 percent grouping skill where most cruisers get 5 percent, which is why the shell spread at 15 km falls from 136 m to 119 m. Reload 15.0 s to 13.1 s, AP 4400 to 4840.

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 Tallinn sits among Tier VI CAs (42 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%Main battery range15.35 km (5/43) Top 10%Engine power132,000 hp (3/43) Top 10%AP pen at 10 km325 mm (3/42) Top 10%AA threat1,588 (5/43) Top 10%Flak per wave (expected)1,620 (5/42) Top 10%Torpedo speed70 kt (3/33) Top 25%Traverse-to-turn ratio7.4 × (9/43) Top 25%Secondary DPM (per side)126,000 (8/38) Top 25%AP velocity920 m/s (7/42) Top 25%HE velocity920 m/s (7/36) Top 25%AP ricochet start50° (9/42) Top 25%AP auto-bounce angle65° (9/42) Top 25%AA DPS396 (9/43) Top 25%Torpedo reaction time7.4 s (9/33) Top 25%Max armor150 mm (9/43) Top 25%End plates25 mm (9/43 / 7/43) Bottom 25%Smoke fire bloom7.32 km (35/43) Bottom 25%Main battery reload15 s (37/43) Bottom 25%Fires per minute5.28 (31/36) Bottom 25%Main dispersion138.9 m (39/43) Bottom 25%Citadel belt80 mm (35/43) Bottom 25%Deck armor30 mm (34/42) Bottom 10%Stealth profile13.39 km / 8.03 km (41/43 / 41/43) Bottom 10%Rudder shift10.9 s (41/43) Bottom 10%Displacement18,981 t (41/43) WorstTurning circle900 m (1 of 3 tied) WorstTorpedo range4.02 km (1 of 4 tied) WorstTorpedo reload131 s (1 of 2 tied)
See 23 mid-pack stats

Not standouts for Tallinn -- 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 points36,000 HP(14/43) Max speed33 kt(19/43) Main battery caliber180 mm(23/43) Sigma2(23/43) HE shell damage2,500(21/36) HE fire chance11%(23/36) HE DPM120,000(25/36) AP shell damage4,400(23/42) AP DPM211,200(21/42) Secondary HE alpha1,400(29/38) Secondary fire chance6%(23/38) Secondary HE pen17 mm(27/38) Acceleration26.7 s(32/43) AP fuse timer0.02 s(31/42) AP arming threshold30 mm(19/42) Turn-speed retention146.7 hp/m(23/43) Power-to-weight6.95 hp/t(29/43) Effective HE DPM (incl. fire)159,484(27/36) AA range5 km(15/43) Torpedo damage≈14,000(23/33) NormSecondary dispersion bracket57(37 of 38 tied at this value) NormTurn speed retained81%(39 of 43 tied at this value) NormSecondary range4.5 km(26 of 38 tied at this value)
Survivability
Hit PointsInitial: 32,000 → 36,000
Displacement18,981 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.
212.3 x 23.5 m (measured from the ship model)
Armor range13–150 mm
Plate armor thicknesses13, 20, 25, 27, 30, 40, 70, 80, 150 mm
Armor material/layer entries59
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: 26.6% → 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 (3,240 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 (3,600 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.
7%
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.
18,000
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.
10,800
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 180 mm/57 MK-3-180
Mounts / barrels4 mounts / 12 barrels
Reload timeInitial: 16 s → 15 s
Firing range (base)14 km
Firing range (top fire control)15.4 km
Turret traverse8 °/s
Turret armor70 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 ±143°, 2x ±147°
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.
37° off bow / 37° off stern
AP pen max range254 mm
HE fire DPM vs T6 BB39484
Effective HE DPM vs T6 BB159484
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 =(15350.530·81.11000+1.1)·30=138.9m
138.9 m at 15.4 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.9·0.6=83.4m
83.4 m at 15.4 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =138.9·0.62=41.7m
41.7 m at 15.4 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.4·0.62=25m
25 m at 15.4 km
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒZero upgrades: 12 broadside guns x 60 / 16 s base reload = 45. All upgrades (top gun): 12 broadside guns x 60 / 15 s all-upgrades reload = 48.
Initial: 45 → 48
HE shells
HE Damage2,500
HE Velocity920 m/s
Fire Chance11%
HE penetration
ƒ30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
30 mm
HE full-salvo alpha
ƒ2,500 HE damage x 12 broadside guns = 30,000.
30,000
HE DPM
ƒZero upgrades: 30,000 HE full-salvo alpha x 60 / 16 s base reload = 112,500. All upgrades (top gun): 30,000 HE full-salvo alpha x 60 / 15 s all-upgrades reload = 120,000.
Initial: 112,500 → 120,000
Fires/min
ƒZero upgrades: 45 shells/min x 11% fire chance = 4.95. All upgrades (top gun): 48 shells/min x 11% fire chance = 5.28.
Initial: 4.95 → 5.28
AP shells
AP Damage4,400
AP Velocity920 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.022 s
Fuse Threshold30 mm
AP overmatch
ƒfloor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
12 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2670·114.660.69·0.181.07·9201.38=542.5mm. Matches the in-game spec card.
542.5 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.4 km), where the shell has slowed to 530.8 m/s: P=107·2670·114.660.69·0.181.07·530.81.38=254mm.
254 mm at 15.4 km
AP full-salvo alpha
ƒ4,400 AP damage x 12 broadside guns = 52,800.
52,800
AP DPM
ƒZero upgrades: 52,800 AP full-salvo alpha x 60 / 16 s base reload = 198,000. All upgrades (top gun): 52,800 AP full-salvo alpha x 60 / 15 s all-upgrades reload = 211,200.
Initial: 198,000 → 211,200
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.
25
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time131 s
Projectile speed70 kt
Range4.02 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=42,000·0.333=14,000.
≈ 14,000
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.
15,100
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 km70 kt×2.6855=7.4 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.
7.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.5 per hit, shown as 2.5×100=250%. 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.
250%
Torpedo launcher traverse25 °/s
Launch arcs142° per side
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming218 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000.
70,000
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.
5 km
45 mm SM-20-ZIFInitial: 45 mm SM-16 (8×2) → 45 mm SM-20-ZIF (8×4)
100 mm/70 SM-5-1s (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 100mm
Far aura
Guns100 mm/70 SM-5-1s (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 135 from dual-purpose secondaries firing as AA in this range band.
135
Range5 km
Medium aura
Guns45 mm SM-20-ZIF
Continuous DPS
ƒEffective DPS: 83 raw aura damage × 3.5 × 0.9 hit probability = 261 - the same in-game units as the Close-range AA DPS headline.
Initial: 151 → 261
Range3.5 km
Total DPS in Aura
ƒFar 135 + Medium 261 = 396
396
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 9 clouds per wave × 200 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 × 4 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
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 secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
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 5 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.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range4.5 km
Shell Grouping (σ)1
100 mm/70 SM-5-1s (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 100mm
Caliber100 mm
Reload time4 s
HE Damage1,400
Muzzle Velocity1000 m/s
Fire Chance6%
Armor Pen17 mm
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power132,000 hp
Maximum speed33 kt
Turning circle radius900 m
Rudder shift time10.9 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 = 33 / 4 + 4.9 = 13.2 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.
13.2 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.
27.7 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).
9.7 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
26.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
43.9 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·33.0·0.5144900=1.08°/s, so ratio=ωturretωhull=81.08=7.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.4× ok
Concealment
Detectability by sea13.39 km
Detectability by air8.03 km
Smoke firing penalty7.32 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.
15.35 km
Detect when firing (air)
ƒAir detectability plus the gun-firing bloom (3.6 km, which tracks main-battery caliber x 0.020). Matches the in-game 'Detect Firing Air' value on every captured ship.
11.63 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.
15.39 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.
11.03 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 94 s active · 4.2 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 140×301000=4.2 km
· 2.97 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 99×301000=2.97 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Surveillance Radar2 charges · 180 s reload · 15 s active · 9 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 300×301000=9 km
Module options (3)

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

HullUpgrade
  • Hit points32,000 → 36,000
  • Rudder shift19.9 → 14.2 s
  • Close-range AA DPS48 → 83
Fire controlUpgrade
  • Main battery range13,955 → 15350.5 m
ArtilleryUpgrade
  • Base reload16 → 15 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 Disp138.9 m at 15.4 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(15350.530·81.11000+1.1)·30=138.9m
Shell scatter width @ 5 km67.5 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 km102 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.
Shell scatter width @ 15 km136.5 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp83.4 m at 15.4 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =138.9·0.6=83.4m
Shell scatter height @ 10 km54.1 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=0.5·15350.5=7675 m, and radiusOnMax=0.6 at 15350.5 m. Above the kink: k=0.5+(0.60.5)·10000767515350.57675=0.5303, so σV=σH·k=102·0.5303=54.1m.
Med Horiz Disp41.7 m at 15.4 km
50%-hit horizontal radius: σH,50=σH·0.6σ =138.9·0.62=41.7m
Med Vert Disp25 m at 15.4 km
50%-hit vertical radius: σV,50=σV·0.6σ =83.4·0.62=25m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close542.5 mm point-blank
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2670·114.660.69·0.181.07·9201.38=542.5mm. Matches the in-game spec card.
AP Pen Far254 mm at 15.4 km
Same formula at the ship's max firing range (15.4 km), where the shell has slowed to 530.8 m/s: P=107·2670·114.660.69·0.181.07·530.81.38=254mm.
AP pen 5 km418 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 km325 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 pen 15 km258 mm
AP penetration at a fixed 15 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 km4.77 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·0.2778·0.1828·114.66=3.08×105. That runs from a 920 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 km4.77 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·0.2654·0.1828·109.2=3.09×105. That runs from a 920 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 penetration30 mm
30 mm ≈ 180 mm caliber / 6 (standard HE penetration ratio).
AP overmatch12 mm
floor(180 mm caliber / 14.3) = 12 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius25
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha30,000
2,500 HE damage x 12 broadside guns = 30,000.
AP full-salvo alpha52,800
4,400 AP damage x 12 broadside guns = 52,800.
HE DPMInitial: 112,500 → 120,000
Zero upgrades: 30,000 HE full-salvo alpha x 60 / 16 s base reload = 112,500. All upgrades (top gun): 30,000 HE full-salvo alpha x 60 / 15 s all-upgrades reload = 120,000.
AP DPMInitial: 198,000 → 211,200
Zero upgrades: 52,800 AP full-salvo alpha x 60 / 16 s base reload = 198,000. All upgrades (top gun): 52,800 AP full-salvo alpha x 60 / 15 s all-upgrades reload = 211,200.
Shells/minInitial: 45 → 48
Zero upgrades: 12 broadside guns x 60 / 16 s base reload = 45. All upgrades (top gun): 12 broadside guns x 60 / 15 s all-upgrades reload = 48.
Fires/minInitial: 4.95 → 5.28
Zero upgrades: 45 shells/min x 11% fire chance = 4.95. All upgrades (top gun): 48 shells/min x 11% fire chance = 5.28.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time7.4 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 speed70 kt
Travel time to max range21.4 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage1,100
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 count10
2 launchers x 5 tubes.
Per-side salvo5 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage140,000
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 14,000 = 140,000.
Per-side salvo damage70,000
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 5 x 14,000 = 70,000.

AA defense

AA DPS at max range135
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 45mm SM 20 Zif 8x4 -> 261 DPS @ 3.5 km; 100mm 70 SM 5 1S 6x2 -> 135 DPS @ 5 km.
Maximum AA range5 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 range135 DPS @ 5 km, 396 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-blank396
Sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index1588
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.

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)126,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 100 mm (6/side) × 60/4 × 1400 = 126,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1400
Maximum HE damage per shell across secondary HE families. Best on this ship: 1400 from the 100 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 100 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 100 mm family.

Armor Beta

Hull HP 32,00036,000 with hull upgrade, 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 & stern25 mm

Overmatched by 80+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel80 mm

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

Farming13 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
Bow25 mm primary (range 20–40 mm)900 (2% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)80 mm primary (range 25–80 mm)29,000 (81% of HP)
No common AP caliber overmatches80 mm: standard HE shatters; improved HE (DE / FR BB) pens from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–70 mm)1,000 (3% of HP)
Overmatched by 380mm+ AP (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 20–80 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.
Superstructure13 mm primary (range 13–150 mm)2,200 (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 HP18,000 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.
Secondary mount (100 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (45 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 HP10,800 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.

Open in Charting Tool

Ship Charts

Balance History

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

Nerf ×2Rework ×1Main Battery ×3
2025-11-27

Holiday Update: Christmas on the Waves

  • Slightly changed the geometry of the main battery and hull. This change has no impact on gameplay.
Read the full official post
2022-09-29

Halloween Update: New Friends, Old Foes

  • Reload time for main battery increased: from 15 to 16 s from 14 to 15 s.
  • Maximum AP shell damage decreased from 4,650 to 4,400.
  • Stock hull armor is now the same as upgraded hull armor.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Tallinn 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.