World of Warships: Legends ship guide

Brindisi

Beta
Open-water kiting cruiserKite at range, bleed fires, and never get pinned.
Playstyle
  • Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long torps (14 km)2.1 sigma accuracyStealthy (11.7 km)Defensive AAShatter-prone secondaries
Community Data

Brindisi Community Stats

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Playstyle

Overview

Brindisi is a Tier VIII Italian heavy cruiser with a long-range torpedo battery reaching 13.5 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Standout traits: best top speed in T8 CAs (36.7 kt).

Positioning

Sit 12-15 km on a lane that the torpedoes can reach without exposing the hull. Drop on choke points and predictable rotations rather than direct lines; the torps are the threat tool, the guns are how you earn damage between waves.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Fast for the class

36.7 kt, best of T8 CAs. Lets you rotate flanks or escape disengagements.

Holds speed in turns

301.4 hp per metre of turn radius, best of T8 CAs. Engine power overpowers lateral drag, so speed loss in sustained turns is mild.

Nimble for the tonnage

11.95 hp per ton, best of T8 CAs. Engine punch outclasses the hull's mass, so the ship retains speed through sustained turns better than peers.

Thick deck armor

150.0 mm armor deck, best of T8 CAs. Eats plunging fire and HE that peers don't.

Shatter-prone secondaries

15.0 mm best HE pen across secondary families, bottom decile of T8 CAs. Shatters on plates peers' secondaries pen, so direct damage trails the brackets above.

Short AA reach

4.0 km AA reach, bottom decile of T8 CAs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Brindisi

Brindisi is available in the Evasive Cruisers branch of the Italy Tech Tree for 25,000,000 credits after researching it in the branch. Known module upgrades cost up to 6,875,000 credits.

Show Italy tech-tree branch diagram
Italy Tech Tree

Brindisi sits in the Evasive Cruisers branch. The highlighted path shows the local branch context inside the full Italy tree.

Builds Beta

Build for reload, shell grouping, smoke utility, rudder, concealment, and survivability.

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Cohort position

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Where Brindisi sits among Tier VIII CAs (27 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.

BestMax speed36.7 kt (1/27) BestTurn-speed retention301.4 hp/m (1/27) BestPower-to-weight11.95 hp/t (1/27) BestDeck armor150 mm (1 of 4 tied) Top 10%Stealth profile11.65 km / 6.99 km (3/27 / 3/27) Top 10%Sigma2.1 (2/27) Top 10%Engine power220,000 hp (2/27) Top 10%Torpedo range13.5 km (2/16) Top 25%AP velocity910 m/s (7/27) Top 25%Stern armor30 mm (5/27) Bottom 25%Secondary DPM (per side)117,000 (17/21) Bottom 25%Torpedo damage13,900 (13/16) Bottom 25%Torpedo speed56 kt (15/16) Bottom 10%HE alpha1,300 (19/20) WorstSecondary fire chance5% (1 of 7 tied) WorstSecondary HE pen15 mm (20/20) WorstAA range4 km (1 of 2 tied)
See 30 mid-pack stats

Not standouts for Brindisi -- 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 points47,400 HP(13/27) Rudder shift14.1 s(16/27) Traverse-to-turn ratio4.72 ×(21/27) Main battery caliber203 mm(15/27) Main battery range15.65 km(11/27) Main battery reload14.4 s(19/27) HE shell damage2,900(15/25) HE fire chance15%(11/25) Fires per minute7.5(15/25) HE DPM145,000(15/25) AP shell damage4,800(17/27) AP DPM240,000(21/27) Main dispersion131.2 m(10/27) HE velocity850 m/s(13/25) Acceleration11.5 s(21/27) AP arming threshold34 mm(13/27) Displacement18,404 t(11/27) AA DPS513(12/27) AA threat1,881(12/27) Torpedo reload95 s(7/16) Max armor150 mm(18/27) Citadel belt150 mm(13/27) Bow armor25 mm(17/27) NormSecondary dispersion bracket57(16 of 21 tied at this value) NormAP fuse timer0.03 s(18 of 27 tied at this value) NormAP ricochet start45°(21 of 27 tied at this value) NormAP auto-bounce angle60°(20 of 27 tied at this value) NormSecondary range5 km(17 of 21 tied at this value) NormRepair charges2(25 of 27 tied at this value) NormRepair heal rate0.5 %/s(14 of 27 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 2Def-AASmokeFighter
Survivability
Hit PointsInitial: 43,000 → 47,400
Displacement18,404 t
Armor range16–150 mm
Plate armor thicknesses16, 19, 21, 25, 27, 30, 40, 50, 65, 75, 90, 100, 120, 140, 150 mm
Armor material/layer entries71
Fire resistance40%
Fire duration30 s
Torp Reduction22%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
22,400
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.
14,200
Main Battery
ModuleArtillery: 203 mm/55 1934
Mounts / barrels4 mounts / 12 barrels
Reload time16 s
Firing range (base)14.2 km
Firing range (top fire control)15.7 km
Turret traverse7 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.1
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14231/30·(8−1.1)/1000 + 1.1)·30 = 131.2 m
131.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.2 × 0.6 = 78.7 m
78.7 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.2 × 0.308 (σ=2.1) = 40.4 m
40.4 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.7 × 0.307 (σ=2.1) = 24.2 m
24.2 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ12 broadside guns x 60 / 16 s base reload = 45.
45
HE shells
HE Damage2,900 → 3,200
HE Velocity850 m/s
Fire Chance15% → 17%
HE penetration
ƒ34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,200 HE damage x 12 broadside guns = 38,400.
38,400
Base HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 16 s base reload = 144,000.
144,000
Installed HE DPM
ƒ38,400 HE full-salvo alpha x 60 / 14.4 s installed reload (Main Battery Mod. 3 = -10%) = 160,000.
160,000
Base fires/min
ƒ12 HE shells x 60 / 16 s reload x 17% fire chance = 7.65.
7.65
AP shells
AP Damage4,800 → 5,100
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 910^1.38 = 467.7 mm. Matches the in-game spec card.
467.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.6 km), where the shell has slowed to 470.8 m/s: 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 470.8^1.38 = 188.4 mm.
188.4 mm
AP full-salvo alpha
ƒ5,100 AP damage x 12 broadside guns = 61,200.
61,200
Base AP DPM
ƒ61,200 AP full-salvo alpha x 60 / 16 s base reload = 229,500.
229,500
Installed AP DPM
ƒ61,200 AP full-salvo alpha x 60 / 14.4 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.
255,000
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.
30
Torpedoes
ModuleTorpedoes: 533 mm tubo lanciasiluri
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time95 s
Projectile speed56 kt
Range13.5 km
Maximum simulated damage12,900 (est.)
Alpha damage38,700
Torpedo detectability1.1 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming173 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
51,600
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.9) + (33×3.5×0.9) + (40×3.5×0.9) = 513. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
513
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
65 mm/64 1939 (upgraded hull only)8×1 65mm
37 mm/54 Breda 1938Initial: 14×2 → 16×2 37mm
20 mm/65 Breda 1935 (stock hull only)10×2 20mm
90 mm/50 OTO 1939 (DP)12×1 90mm
Far aura
DPS
ƒIncludes 40 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
40
Range4 km
Outer Medium aura
DPS33
Range3.7 km
Total DPS in Aura
ƒFar 40 + Outer Medium 33 = 73
73
Inner Medium aura
DPSInitial: 82 → 90
Range3.5 km
Total DPS in Aura
ƒFar 40 + Outer Medium 33 + Inner Medium 90 = 163
163
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 220,000 hp
Engine power220,000 hp
Maximum speed36.7 kt
Turning circle radius730 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.7× drags
Concealment
Detectability by sea11.65 km
Detectability by air6.99 km
Smoke firing penalty6.5 km
Detect after firing main guns11.65 km
Detect Fire Sea13.65 km
Detect Fire Air9.99 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Exhaust Smoke Generator2 charges · 180 s reload · 20 s emit / 35 s cloud active
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Repair Party2 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Module options (2)

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

HullUpgrade
  • Hit points43,000 → 47,400
  • Rudder shift19.7 → 14.1 s
  • Close-range AA DPS103 → 123
  • Maximum AA range3.5 → 3.7 km
  • Turret traverse7 → 10 °/s
Fire controlUpgrade
  • Main battery range14,231 → 15654.1 m

See all derived stats

Show

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)2.1
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp131.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14231/30·(8−1.1)/1000 + 1.1)·30 = 131.2 m
Max Vert Disp78.7 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 131.2 × 0.6 = 78.7 m
Med Horiz Disp40.4 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 131.2 × 0.308 (σ=2.1) = 40.4 m
Med Vert Disp24.2 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 78.7 × 0.307 (σ=2.1) = 24.2 m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close467.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 910^1.38 = 467.7 mm. Matches the in-game spec card.
AP Pen Far188.4 mm
Same formula at the ship's max firing range (19.6 km), where the shell has slowed to 470.8 m/s: 1e-7 × 2500 × 125.3^0.69 × 0.203^-1.07 × 470.8^1.38 = 188.4 mm.
HE penetration34 mm
34 mm ≈ 203 mm caliber / 6 (standard HE penetration ratio).
AP overmatch14 mm
floor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius30
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 time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha38,400
3,200 HE damage x 12 broadside guns = 38,400.
AP full-salvo alpha61,200
5,100 AP damage x 12 broadside guns = 61,200.
Base HE DPM144,000
38,400 HE full-salvo alpha x 60 / 16 s base reload = 144,000.
Base AP DPM229,500
61,200 AP full-salvo alpha x 60 / 16 s base reload = 229,500.
Installed HE DPM160,000
38,400 HE full-salvo alpha x 60 / 14.4 s installed reload (Main Battery Mod. 3 = -10%) = 160,000.
Installed AP DPM255,000
61,200 AP full-salvo alpha x 60 / 14.4 s installed reload (Main Battery Mod. 3 = -10%) = 255,000.
Base shells/min45
12 broadside guns x 60 / 16 s base reload = 45.
Installed shells/min50
12 broadside guns x 60 / 14.4 s installed Artillery reload = 50.
Base fires/min7.65
12 HE shells x 60 / 16 s reload x 17% fire chance = 7.65.
Installed fires/min8.5
12 HE shells x 60 / 14.4 s installed reload x 17% fire chance = 8.5.

Torpedoes

Torpedo detectability1.1 km
Estimated torpedo reaction time7.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range92.7 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage103,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage51,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS513
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (90×3.5×0.9) + (33×3.5×0.9) + (40×3.5×0.9) = 513. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1881
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)117,000
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: 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 90 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 90 mm family.
Max HE pen15 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: 15 mm from the 90 mm family.

Armor

Hull HP 43,00047,400 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.

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–50 mm)4,000 (8% of HP)
Overmatched by 380mm+ (Bismarck, 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)16 mm primary (range 16–150 mm)35,600 (75% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 25–140 mm)3,700 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel150 mm primary (range 19–150 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.33 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.33 direct pen, ×0.10 over-pen).
Superstructure16 mm primary (range 16–150 mm)1,600 (3% 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 HP22,400 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (90 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 (65 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 HP14,200 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Nerf ×1Buff ×16Main Battery ×5Consumable ×1
2026-05-28

Ministry of Balance: Summertime Refit

  • Upgraded main battery HE shell reload time reduced from 16 to 15 seconds.
  • Upgraded main battery SAP shell reload time reduced from 18 to 17 seconds.
Read the full official post
2024-09-05

Ministry of Balance: Season of Change

  • Main battery shell grouping increased by 2.4% (from 2.05 to 2.1 sigma).
  • Stock and upgraded HE main battery reload time reduced from 18 to 16 seconds.
  • Upgraded SAP main battery reload time reduced from 20 to 18 seconds.
  • Smoke screen duration increased from 20 to 30 seconds.
  • Stock hull total health increased from 40,000 to 43,000.
  • Stock hull engine HP increased from 44,800 to 47,400.
  • Stock hull bow HP increased from 3,300 to 3,600.
  • Stock hull stern HP increased from 3,100 to 3,400.
  • Stock hull HP increased from 30,000 to 32,300.
  • Stock hull steering gear HP increased from 12,000 to 12,900.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Brindisi 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.