World of Warships: Legends ship guide

Cherbourg

Beta
Heavy cruiserBig-gun cruiser: bully other cruisers with AP, angle versus battleships.
Playstyle
  • Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Trading the super-heal advantage in open water
Key characteristics
305 mm overmatchHeavy AP pen16 km gun rangeStrong secondaries (5 km)Slow
Community Data

Cherbourg Community Stats

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Playstyle

Overview

Cherbourg is a Tier VII French super-cruiser: a battleship-sized hull with a 305mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. She also packs the super-heal (0.6%/s, for 28 s, every 60 s, 2 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Sonar (4.9 km on ships and 3.5 km on torpedoes, 96 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo belt percent in T7 CAs (25).

Positioning

Hold 14-17 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Trading the super-heal advantage in open water

The kit rewards finishing the trade behind cover so the heal recovers what the salvo took; sustained open-water exposure burns through all 2 charges before the cooldown completes.

Signature Traits

Big-caliber overmatch

21.3 mm overmatch threshold, top decile of T7 CAs. Punishes bow-tanking ships peers can't crack.

Long-range AP brick

308.3 mm AP pen at max range, top decile of T7 CAs. Threatens citadels even from range.

Strong torpedo belt

25.0% torpedo damage reduction, best of T7 CAs.

Burny secondaries

9.0% best HE fire chance per secondary shell (before target resistance), best of T7 CAs. Stacks fires faster than peers in a brawl.

Slow reload

25.2 s reload, worst of T7 CAs. Salvos punish more, but cycle is slower than peers.

Loose grouping

Sigma 1.8, bottom decile of T7 CAs. Shells scatter more; bracketing matters.

Acquisition

How to get Cherbourg

Cherbourg is available in the Cruiser Hunters branch of the France Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 4,500,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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 France tech-tree branch diagram
France Tech Tree

Cherbourg sits in the Cruiser Hunters branch. The highlighted path shows the local branch context inside the full France tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, reload, range, speed, concealment, and survivability.

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Cohort position

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Where Cherbourg sits among Tier VII CAs (46 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.

BestSecondary fire chance9% (1/40) BestAcceleration9 s (1/46) BestAP fuse timer0.03 s (1 of 20 tied) Top 10%Hit points49,500 HP (5/46) Top 10%Main battery caliber305 mm (3/46) Top 10%Main battery range16 km (4/46) Top 10%Secondary dispersion bracket33 (3/40) Top 10%HE alpha1,900 (5/40) Top 10%Secondary HE pen22 mm (5/40) Top 10%Max armor280 mm (2/46) Top 25%Stealth profile11.95 km / 7.17 km (11/46 / 10/46) Top 25%Secondary DPM (per side)159,600 (10/40) Top 25%Turn-speed retention194 hp/m (7/45) Top 25%AA range5.2 km (7/46) Top 25%Citadel belt160 mm (7/45) Bottom 25%HE DPM77,143 (37/41) Bottom 25%Stern armor25 mm (37/45) Bottom 10%Max speed31.9 kt (43/46) Bottom 10%Rudder shift16.3 s (44/46) Bottom 10%Traverse-to-turn ratio4.28 × (44/46) Bottom 10%AP DPM156,190 (44/46) Bottom 10%Main dispersion170.2 m (44/46) Bottom 10%AP arming threshold51 mm (43/46) Bottom 10%Displacement26,529 t (43/46) WorstMain battery reload25.2 s (46/46) WorstSigma1.8 (1 of 2 tied) WorstFires per minute3.24 (41/41) WorstPower-to-weight4.9 hp/t (1 of 2 tied) WorstNo torpedoes (13 of 46 in cohort)
See 12 mid-pack stats

Not standouts for Cherbourg -- 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.

AP velocity870 m/s(23/46) HE velocity905 m/s(16/41) Engine power130,000 hp(17/45) AA DPS362(29/46) AA threat1,329(26/46) Repair heal rate0.6 %/s(18/45) Bow armor25 mm(31/45) Deck armor120 mm(16/44) NormAP ricochet start45°(33 of 46 tied at this value) NormAP auto-bounce angle60°(33 of 46 tied at this value) NormSecondary range5 km(36 of 40 tied at this value) NormRepair charges2(40 of 45 tied at this value)

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

Sonar 4.93 kmRepair 2MBRBDef-AAEngine BoostFighter
Survivability
Hit PointsInitial: 43,100 → 49,500
Displacement26,529 t
Armor range16–280 mm
Plate armor thicknesses16, 20, 25, 27, 30, 40, 45, 50, 85, 90, 100, 110, 120, 160, 170, 200, 280 mm
Armor material/layer entries51
Fire resistanceInitial: 33.3% → 36.6%
Fire duration45 s
Torp Reduction25%
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.
24,800
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.
14,900
Main Battery
ModuleArtillery: 305 mm/50 Mle 1930
Mounts / barrels2 mounts / 8 barrels
Reload time28 s
Firing range (base)14.6 km
Firing range (top fire control)16 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14550/30·(10−1.6)/1000 + 1.6)·30 = 170.2 m
170.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 170.2 × 0.6 = 102.1 m
102.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 170.2 × 0.344 (σ=1.8) = 58.5 m
58.5 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 102.1 × 0.344 (σ=1.8) = 35.1 m
35.1 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage4,050
HE Velocity905 m/s
Fire Chance17%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,050 HE damage x 8 broadside guns = 32,400.
32,400
Base HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429.
69,429
Installed HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 77,143.
77,143
Base fires/min
ƒ8 HE shells x 60 / 28 s reload x 17% fire chance = 2.91.
2.91
AP shells
AP Damage8,200
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 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 × 2225 × 442^0.69 × 0.305^-1.07 × 870^1.38 = 604 mm. Matches the in-game spec card.
604 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 534.5 m/s: 1e-7 × 2225 × 442^0.69 × 0.305^-1.07 × 534.5^1.38 = 308.3 mm.
308.3 mm
AP full-salvo alpha
ƒ8,200 AP damage x 8 broadside guns = 65,600.
65,600
Base AP DPM
ƒ65,600 AP full-salvo alpha x 60 / 28 s base reload = 140,571.
140,571
Installed AP DPM
ƒ65,600 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 156,190.
156,190
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.
75
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×0.9) + (56×3.5×0.85) + (24×3.5×0.9) = 362. 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.
362
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm/70 ACAD Mle 1936Initial: 37 mm/50 Mle 1933 (6×2) → 37 mm/70 ACAD Mle 1936 (6×2)
25 mm/60 CAD Mle 1939Initial: 25 mm Hotchkiss CAS Mle 1939 (4×1) → 25 mm/60 CAD Mle 1939 (16×2)
13.2 mm/76 CAQ Mle 1929 (stock hull only)12×4 13mm
130 mm/45 Mle 1932 (DP)7×2 130mm
Far aura
DPS
ƒIncludes 24 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
24
Range5.2 km
Medium aura
DPS38
Range3.5 km
Total DPS in Aura
ƒFar 24 + Medium 38 = 62
62
Near aura
DPS56
Range3.1 km
Total DPS in Aura
ƒFar 24 + Medium 38 + Near 56 = 118
118
S
Secondary Battery
Mounts7
Firing range5.0 km
Shell Grouping (σ)1
Caliber130 mm
Reload time5 s
HE Damage1,900
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (40%, German battlecruiser type)
Max secondary dispersion @ 5 km
ƒ5 km × 33 + 30 = 195 m.
195 m
Maneuverability
Engine moduleEngine: 130,000 hp
Engine power130,000 hp
Maximum speed31.9 kt
Turning circle radius670 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio4.3× drags
Concealment
Detectability by sea11.95 km
Detectability by air7.17 km
Smoke firing penalty9.15 km
Detect after firing main guns11.95 km
Detect Fire Sea13.95 km
Detect Fire Air10.17 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Main Battery Reload Booster2 charges · 120 s reload · 15 s active · +50% reload boost
Sonar2 charges · 180 s reload · 96 s active · 4.93 km ship detect · 3.47 km torpedo detect
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Catapult Fighter3 charges · 70 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Engine Boost2 charges · 120 s reload · 180 s active · +20% speed bonus
Module options (2)

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

HullTrade-off
  • Hit points43,100 → 49,500
  • Rudder shift22.8 → 16.3 s
  • Close-range AA DPS59 → 94
  • Maximum AA range3 → 3.5 km
  • Turret traverse6 → 4 °/s
Fire controlUpgrade
  • Main battery range14,550 → 16,005 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)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp170.2 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (14550/30·(10−1.6)/1000 + 1.6)·30 = 170.2 m
Max Vert Disp102.1 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 170.2 × 0.6 = 102.1 m
Med Horiz Disp58.5 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 170.2 × 0.344 (σ=1.8) = 58.5 m
Med Vert Disp35.1 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 102.1 × 0.344 (σ=1.8) = 35.1 m
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close604 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 × 2225 × 442^0.69 × 0.305^-1.07 × 870^1.38 = 604 mm. Matches the in-game spec card.
AP Pen Far308.3 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 534.5 m/s: 1e-7 × 2225 × 442^0.69 × 0.305^-1.07 × 534.5^1.38 = 308.3 mm.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius75
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha32,400
4,050 HE damage x 8 broadside guns = 32,400.
AP full-salvo alpha65,600
8,200 AP damage x 8 broadside guns = 65,600.
Base HE DPM69,429
32,400 HE full-salvo alpha x 60 / 28 s base reload = 69,429.
Base AP DPM140,571
65,600 AP full-salvo alpha x 60 / 28 s base reload = 140,571.
Installed HE DPM77,143
32,400 HE full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 77,143.
Installed AP DPM156,190
65,600 AP full-salvo alpha x 60 / 25.2 s installed reload (Main Battery Mod. 3 = -10%) = 156,190.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Installed shells/min19
8 broadside guns x 60 / 25.2 s installed Artillery reload = 19.
Base fires/min2.91
8 HE shells x 60 / 28 s reload x 17% fire chance = 2.91.
Installed fires/min3.24
8 HE shells x 60 / 25.2 s installed reload x 17% fire chance = 3.24.

AA defense

Close-range AA DPS362
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (38×3.5×0.9) + (56×3.5×0.85) + (24×3.5×0.9) = 362. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1329
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

Secondary battery dispersion

Secondary dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)159,600
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: 7×2 130 mm (7/side) × 60/5 × 1900 = 159,600. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 130 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen22 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: 22 mm from the 130 mm family.

Armor

Hull HP 43,10049,500 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 25–40 mm)1,600 (3% of HP)
Overmatched by 380mm+ (Gneisenau, 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)45 mm primary (range 20–280 mm)37,100 (75% of HP)
No common caliber overmatches45 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–110 mm)2,200 (4% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel160 mm primary (range 16–160 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 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 (×0.10 direct pen, ×0.10 over-pen).
Superstructure50 mm primary (range 50–200 mm)1,400 (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 HP24,800 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 (130 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 (37 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship HP field in the binary. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the decoded deceleration fields; exact meaning unconfirmed in the current decoder.
Rudder (module)separate HP pool, does not drain ship HP14,900 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 Cherbourg. Cards are condensed; use each source link for full context.

Buff ×1Main Battery ×2
2024-03-21

Ministry of Balance: Spring Changes

  • The primary pain point anyone playing the French large cruisers will notice is the lengthy reload time, so we're slightly improving Cherbourg's rate of fire to address this. She's only slightly behind most other Tier VII cruisers, so the change is small.
  • Main Battery reload time reduced from 29 to 28 seconds.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Cherbourg default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision