World of Warships: Legends ship guide

Turbine

Also called: 图尔比内 Beta
SAP destroyerFires SAP instead of AP; farm chunks from agile, smoke-screened spots and pick bite-able targets.
Playstyle
  • Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke
  • Avoid: Pouring SAP into bow-in or heavily armored targets
Key characteristics
Long torps (8 km)Strong AAExhaust SmokeEngine BoostHeavy powerplantSlow
On this page
Community Data

Turbine Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Turbine is a Tier III Italian SAP destroyer: her main guns fire high-alpha semi-armor-piercing shells instead of AP, so one good salvo lands a big guaranteed hit on broadsides and superstructures. Lean on agility to pick targets your SAP bites rather than shatters on; the torpedoes are slow and secondary. Exhaust smoke and engine boost cover the approach. AA (63 AA DPS at 2 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best torpedo range in T3 DDs (8 km) and best engine power in T3 DDs (40,000 HP).

Positioning

Fight at mid-cap range where you can angle in for a SAP salvo and slip back behind exhaust smoke. Pick broadsides, soft destroyers, and exposed superstructures where SAP lands full damage; do not trade SAP into the bow armor of an angled cruiser, and use the agility, not concealment, to survive. Shooting from the cloud gives you away at 2.1 km, and a destroyer here is spotted at about 5.7 km, so you see it coming with roughly 3.6 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 3.5 km) reads straight in regardless. With 2.9 s on the rudder she starts turning late, so the angle has to be set before you are shot at.

Potato Avoidance

Pouring SAP into bow-in or heavily armored targets

SAP shatters on the belt armor AP would pen, so salvos into an angled cruiser are wasted; hunt the broadsides, soft destroyers, and superstructures it bites cleanly, and remember the torpedoes are slow backup, not your primary damage.

Signature Traits

Engine Boost

+25% speed (about +8.2 kt), 15 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Long-range torps

8 km torpedo range, best of T3 DDs.

Top-tier AA

63 AA DPS, best of T3 DDs (median 21).

ELITE MOBILITY
  • Heavy powerplant · 40000 hp
  • Holds speed in turns · 78.4 hp
  • Nimble for the tonnage · 23.53 hp
Slow torp reload

75 s torpedo reload, worst of T3 DDs. Long wait between drops.

Sluggish rudder

2.9 s rudder shift, bottom decile of T3 DDs. Hard to dodge incoming AP; lean on island cover.

Acquisition

How to get Turbine

Turbine is available in the Destroyer Hunters branch of the Italy Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

Show Italy tech-tree branch diagram
Italy Tech Tree

Turbine sits in the Destroyer Hunters branch. The highlighted path shows the local branch context inside the full Italy 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 →

Commanders frequently paired with this ship Carlo BergaminiLuigi Rizzo

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

Cohort position

Hide

Where Turbine sits among Tier III DDs (10 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.

BestEngine power40,000 hp (1/11) BestTurn-speed retention78.4 hp/m (1/11) BestAA DPS63 (1/11) BestTorpedo range8.01 km (1 of 2 tied) Top 10%Acceleration15.2 s (2/11) Top 10%Power-to-weight23.53 hp/t (2/11) Top 10%AA threat126 (2/11) Top 25%Main battery range9.69 km (3/11) Top 25%HE velocity850 m/s (3/10) WorstMax speed33 kt (1 of 2 tied) WorstTorpedo reload75 s (1 of 2 tied) WorstMax armor10 mm (1 of 4 tied) WorstCitadel belt10 mm (1 of 5 tied) WorstDeck armor10 mm (1 of 4 tied)
See 21 mid-pack stats

Not standouts for Turbine -- 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 points10,900 HP(4/11) Concealment5.88 km(8/11) Smoke fire bloom2.12 km(9/11) Air detection2.96 km(9/11) Rudder shift2.9 s(9/11) Turning circle510 m(4/11) Traverse-to-turn ratio5.24 ×(5/11) Main battery caliber120 mm(5/11) Main battery reload5.5 s(4/11) HE shell damage1,700(4/10) HE fire chance5%(8/10) Fires per minute2.18(8/10) HE DPM74,182(4/10) Main dispersion87.6 m(9/11) Displacement1,700 t(8/11) Effective HE DPM (incl. fire)88,485(6/10) AA range2 km(9/11) Torpedo damage≈7,800(9/11) Torpedo speed56 kt(8/11) Torpedo reaction time7.3 s(6/11) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 8,300 → 10,900
Displacement1,700 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.
93.7 x 9.3 m
Armor range10–10 mm
Plate armor thicknesses10 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.
Initial: 6.7% → 10%
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 (981 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 (1,090 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.
5,500
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.
3,300
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 120 mm/45 Vickers-Terni 1926
Mounts / barrels2 mounts / 4 barrels
Reload time5.5 s
Firing range (base)
patched
  1. baseline8806
    In-game data
  2. 2026-04-308810
    Ministry of Balance: Viva la Marina! Main battery firing range increased from 8.51 to 8.81 km.
8.8 km
Firing range (top fire control)9.7 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.
2x ±160°
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.
20° off bow / 20° off stern
HE fire DPM vs T3 BB14315
Effective HE DPM vs T3 BB88497
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 =(9686.630·80.51000+0.5)·30=87.6m
87.6 m at 9.7 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.6·0.6=52.6m
52.6 m at 9.7 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =87.6·0.62=26.3m
26.3 m at 9.7 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =52.6·0.62=15.8m
15.8 m at 9.7 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒ4 broadside guns x 60 / 5.5 s base reload = 43.6.
43.6
HE shells
HE Damage1,700
HE Velocity850 m/s
Fire Chance5%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒ1,700 HE damage x 4 broadside guns = 6,800.
6,800
HE DPM
ƒ6,800 HE full-salvo alpha x 60 / 5.5 s base reload = 74,182.
74,182
Fires/min
ƒ43.6 shells/min x 5% fire chance = 2.18.
2.18
SAP shells
SAP Damage2,350
SAP Velocity850 m/s
SAP Pen (mm)34.2
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
7
AP shells
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.03 s
Fuse Threshold25 mm
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 3 tubes = 6 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 85 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 75×0.85=63.8 s.
75 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 56 kt); the stock torpedo module runs 51 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
56 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=23,400·0.333=7,800.
≈ 7,800
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.
8,600
Torpedo detectability1.1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.1 km56 kt×2.6855=7.3 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.
7.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.36 per hit, shown as 1.36×100=136%. 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.
136%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming180 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 7,800 = 46,800.
46,800
AA Defense
AA mount points3
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.
2 km
40 mm/39 Vickers-TerniInitial: 2×1 → 3×1 40mm
13.2 mm/76 Breda 1931 (stock hull only)1×2 13mm
Medium aura
Guns40 mm/39 Vickers-Terni
Continuous DPS
ƒEffective DPS: 18 raw aura damage × 3.5 × 1 hit probability = 63 - the same in-game units as the Close-range AA DPS headline.
Initial: 42 → 63
Range2 km
Maneuverability
Engine power40,000 hp
Maximum speed33 kt
Turning circle radius510 m
Rudder shift time2.9 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 = 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.
12.6 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).
11.6 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33 kt), from our in-house acceleration model.
15.2 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.
25.4 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·33.0·0.5144510=1.91°/s, so ratio=ωturretωhull=101.91=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea5.88 km
Detectability by air2.96 km
Smoke firing penalty2.12 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.
9.69 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.
5.36 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.
7.88 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.
5.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Exhaust Smoke Generator3 charges · 120 s reload · 25 s emit / 10 s cloud active · 450 m radius
Engine Boost3 charges · 120 s reload · 15 s active · +25% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points8,300 → 10,900
  • Rudder shift5.2 → 3.7 s
  • Close-range AA DPS17 → 18
Fire controlUpgrade
  • Main battery range8,806 → 9686.6 m
TorpedoesUpgrade
  • Reload85 → 75 s
  • Alpha damage19,900 → 23,400
  • Display damage6,633 → 7,800
  • Speed51 → 56 kt

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 Disp87.6 m at 9.7 km
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(9686.630·80.51000+0.5)·30=87.6m
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.
Max Vert Disp52.6 m at 9.7 km
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =87.6·0.6=52.6m
Med Horiz Disp26.3 m at 9.7 km
50%-hit horizontal radius: σH,50=σH·0.6σ =87.6·0.62=26.3m
Med Vert Disp15.8 m at 9.7 km
50%-hit vertical radius: σV,50=σV·0.6σ =52.6·0.62=15.8m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
HE penetration20 mm
20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
SAP Fragment Radius7
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha4
All 4 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,800
1,700 HE damage x 4 broadside guns = 6,800.
HE DPM74,182
6,800 HE full-salvo alpha x 60 / 5.5 s base reload = 74,182.
Shells/min43.6
4 broadside guns x 60 / 5.5 s base reload = 43.6.
Fires/min2.18
43.6 shells/min x 5% fire chance = 2.18.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.3 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 speed56 kt
Travel time to max range53.3 s
range / (speed kt x 2.6855 game-speed factor, m/s per knot, calibrated from in-game measurement).
Torpedo module damage800
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 3 tubes.
Per-side salvo6 torpedoes
6 (centerline launchers train across - full salvo to either side).
Full-salvo damage46,800
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 7,800 = 46,800.
Per-side salvo damage46,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 7,800 = 46,800.

AA defense

AA DPS at max range63
Only families that reach 2 km contribute at the outer edge of the AA bubble. In-game families: 40mm Vickers 3x1 -> 63 DPS @ 2 km.
Maximum AA range2 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 range63 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-blank63
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index126
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 8,30010,900 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 & stern10 mm

Overmatched by 95+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm1,700 (16% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 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.
Stern10 mm1,100 (10% of HP)
Overmatched by 150mm+ AP (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel10 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.
Superstructure10 mm500 (5% 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 HP5,500 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 HP3,300 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 Turbine. Cards are condensed; use each source link for full context.

Buff ×5Main Battery ×1Torpedo ×3Concealment ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Main battery firing range increased from 8.51 to 8.81 km.
  • Detectability range by sea reduced from 6.18 to 5.88 km.
  • Upgraded torpedo damage increased from 7,333 to 8,600.
  • Upgraded torpedo speed increased from 51 to 56 kts.
  • Upgraded torpedo flooding chance increased from 115 to 136%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Turbine 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.