World of Warships: Legends ship guide

Cross of Dorn

Beta
Germany · Tier VI · CB Cruiser · Premium
Heavy cruiserAP into broadside cruisers and chip pressure on battleships; not a brawler.
Playstyle
  • Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides…
  • The AP kit pays best when you choose your salvo target, not when you chase one
  • Avoid: Open-water broadside trading
Key characteristics
Improved HE penEngine BoostDefensive AAHardened superstructureWide dispersion
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Community Data

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Playstyle

Overview

Cross of Dorn is a Tier VI German heavy cruiser carrying 210mm guns at 14.5 km, 10-second reload. The guns earn citadels on broadside cruisers and chip pressure on battleships; she is not a brawler. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best superstructure armor in T6 CAs (20 mm) and top-decile AP overmatch threshold in T6 CAs (14.6 mm).

Positioning

Hold 12-15 km angles with islands close enough to break line of sight when focus comes; pick broadsides as they rotate rather than baiting them. The AP kit pays best when you choose your salvo target, not when you chase one.

Potato Avoidance

Open-water broadside trading

Her 210mm shells citadel cruisers on the wrong frame, and her 32,600-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 5/43 T6 CAs.

Engine Boost

+15% speed, 180 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T6 CAs.

ELITE ARMOR
  • Hardened superstructure · 20.0 mm
  • Heavy armor · 150.0 mm
Big-caliber overmatch

14.6 mm overmatch threshold, top decile of T6 CAs. Punishes bow-tanking ships peers can't crack.

Fast torp reload

68.0 s torpedo reload, top decile of T6 CAs. More frequent drops than peers.

WEAK MAIN BATTERY
  • Wide dispersion
  • Stiff AP fuse · 35.0 mm
Acquisition

How to get Cross of Dorn

Cross of Dorn is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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.

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 Fleet Members, pack math personalized to your port.

Builds Beta

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 AL Graf SpeeAL HipperAL Roon

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

Cohort position

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Where Cross of Dorn sits among Tier VI CAs (43 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.

BestAP fuse timer0.03 s (1 of 21 tied) BestTorpedo reload68 s (1 of 3 tied) Top 10%Main battery caliber210 mm (5/43) Top 25%Rudder shift8.1 s (11/43) Top 25%Displacement10,000 t (7/43) Top 25%Torpedo speed64 kt (9/33) Top 25%Max armor150 mm (9/43) Bottom 25%Max speed32 kt (37/43) Bottom 25%Stealth profile12.98 km / 7.79 km (37/43 / 37/43) Bottom 25%Traverse-to-turn ratio3.58 × (37/43) Bottom 25%Main battery range14.49 km (37/43) Bottom 25%Fires per minute4.8 (35/39) Bottom 25%HE alpha1,200 (35/38) Bottom 25%Secondary fire chance5% (34/38) Bottom 25%Engine power80,000 hp (35/43) Bottom 25%Turn-speed retention123.1 hp/m (35/43) Bottom 25%Torpedo range6 km (27/33) Bottom 25%Torpedo damage≈12,700 (29/33) Bottom 25%Citadel belt80 mm (33/41) Bottom 10%AP arming threshold35 mm (39/42)
See 28 mid-pack stats

Not standouts for Cross of Dorn -- 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 points32,600 HP(29/43) Main battery reload10 s(18/43) Sigma2(23/43) HE shell damage2,900(15/39) HE fire chance10%(29/39) HE DPM139,200(21/39) AP shell damage4,500(21/42) AP DPM216,000(19/42) Main dispersion133 m(24/43) Secondary DPM (per side)85,970(25/38) Secondary HE pen20 mm(16/38) AP velocity900 m/s(13/42) HE velocity900 m/s(13/39) Acceleration25.2 s(15/43) Power-to-weight8 hp/t(25/43) AP pen at 10 km165 mm(23/42) Effective HE DPM (incl. fire)175,095(23/39) AA DPS307(16/43) AA range4.5 km(29/43) AA threat949(24/43) Flak per wave (expected)900(15/42) Bow armor16 mm(25/41) Stern armor16 mm(25/41) Deck armor50 mm(29/40) NormAP ricochet start45°(33 of 42 tied at this value) NormAP auto-bounce angle60°(31 of 42 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 Points32,600
Displacement10,000 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 20, 25, 30, 40, 50, 51, 80, 100, 150 mm
Armor material/layer entries56
Fire resistance30%
Fire duration30 s
Torp Reduction10%
Main Battery
ModuleArtillery: 210 mm L/45 SK L/45
Mounts / barrels4 mounts / 8 barrels
Reload time10 s
Firing range14.5 km
Turret traverse5.2 °/s
HE fire DPM vs T6 BB35895
Effective HE DPM vs T6 BB175095
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 =(1449030·81.11000+1.1)·30=133m
133 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133·0.6=79.8m
79.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133·0.32(σ=2)=42.5m
42.5 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.8·0.32(σ=2)=25.5m
25.5 m
Turret turn time
ƒ180 degrees / 5.2 deg/s traverse speed = 34.6 s.
34.6 s
Shells/min
ƒ8 broadside guns x 60 / 10 s base reload = 48.
48
HE shells
HE Damage2,900
HE Velocity900 m/s
Fire Chance10%
HE penetration
ƒ53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
53 mm
HE full-salvo alpha
ƒ2,900 HE damage x 8 broadside guns = 23,200.
23,200
HE DPM
ƒ23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.
139,200
Fires/min
ƒ48 shells/min x 10% fire chance = 4.8.
4.8
AP shells
AP Damage4,500
AP Velocity900 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold35 mm
AP overmatch
ƒfloor(210 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: P=107·K·m0.69·d1.07·v01.38 =107·2495·1080.69·0.211.07·9001.38=400.1mm. Matches the in-game spec card.
400.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.1 km), where the shell has slowed to 334 m/s: P=107·2495·1080.69·0.211.07·3341.38=101.9mm.
101.9 mm
AP full-salvo alpha
ƒ4,500 AP damage x 8 broadside guns = 36,000.
36,000
AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.
216,000
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.
25
Torpedoes
ModuleTorpedoes: 533 mm Drilling
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time68 s
Projectile speed64 kt
Range6 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=38,100·0.333=12,700.
≈ 12,700
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
13,700
Torpedo detectability1.3 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.3 km64 kt×2.6=7.8 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7.8 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.27 per hit, shown as 2.27×100=227%. 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.
227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.
76,200
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: (26×3.5×0.9) + (47×3.5×0.85) + (27×3.5×0.9) = 307. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
307
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
40 mm L/56 Flak 286×1 40mm
20 mm Flakvierling 384×4 20mm
20 mm Flakzwilling 388×2 20mm
20 mm Flak 384×1 20mm
105 mm L/65 Dop. L. C/37 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 105mm
Far aura
Guns105 mm L/65 Dop. L. C/37 (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 85 from dual-purpose secondaries firing as AA in this range band.
85
Range4.5 km
Medium aura
Guns40 mm L/56 Flak 28
Continuous DPS
ƒEffective DPS: 26 raw aura damage × 3.5 × 0.9 hit probability = 82 - the same in-game units as the Close-range AA DPS headline.
82
Range3.5 km
Total DPS in Aura
ƒFar 85 + Medium 82 = 167
167
Near aura
Guns20 mm Flak 38 + 20 mm Flakvierling 38 + 20 mm Flakzwilling 38
Continuous DPS
ƒEffective DPS: 47 raw aura damage × 3.5 × 0.85 hit probability = 140 - the same in-game units as the Close-range AA DPS headline.
140
Range2 km
Total DPS in Aura
ƒFar 85 + Medium 82 + Near 140 = 307
307
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 2 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 5 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 × 2 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 4.5 km - once planes get inside the band, new waves stop.
2.5-4.5 km
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
105 mm L/65 Dop. L. C/37 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 105mm
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 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 @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power80,000 hp
Maximum speed32 kt
Turning circle radius650 m
Rudder shift time8.1 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.8 kt of 32 kt), from our in-house acceleration model.
25.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.7 kt of 32 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.
40.8 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·32.0·0.5144650=1.45°/s, so ratio=ωturretωhull=5.21.45=3.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.6× drags
Concealment
Detectability by sea12.98 km
Detectability by air7.79 km
Smoke firing penalty7.62 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.98 km
Detect Fire Sea14.98 km
Detect Fire Air10.79 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Engine Boost2 charges · 120 s reload · 180 s active · +15% speed bonus
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.
Catapult Fighter2 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size

See all derived stats

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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 Disp133 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1449030·81.11000+1.1)·30=133m
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.
Max Vert Disp79.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =133·0.6=79.8m
Shell scatter height @ 10 km54.9 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.
Med Horiz Disp42.5 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =133·0.32(σ=2)=42.5m
Med Vert Disp25.5 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =79.8·0.32(σ=2)=25.5m
AP Pen Close400.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2495·1080.69·0.211.07·9001.38=400.1mm. Matches the in-game spec card.
AP Pen Far101.9 mm
Same formula at the ship's max firing range (18.1 km), where the shell has slowed to 334 m/s: P=107·2495·1080.69·0.211.07·3341.38=101.9mm.
AP pen 5 km262 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 km165 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration53 mm
53 mm ≈ 210 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.252 in this case. Lets HE pen ~52mm armor instead of ~35mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch14 mm
floor(210 mm caliber / 14.3) = 14 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 alpha8
All 8 barrels bear on the broadside.
Turret turn time34.6 s
180 degrees / 5.2 deg/s traverse speed = 34.6 s.
HE full-salvo alpha23,200
2,900 HE damage x 8 broadside guns = 23,200.
AP full-salvo alpha36,000
4,500 AP damage x 8 broadside guns = 36,000.
HE DPM139,200
23,200 HE full-salvo alpha x 60 / 10 s base reload = 139,200.
AP DPM216,000
36,000 AP full-salvo alpha x 60 / 10 s base reload = 216,000.
Shells/min48
8 broadside guns x 60 / 10 s base reload = 48.
Fires/min4.8
48 shells/min x 10% fire chance = 4.8.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range36.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo6 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage152,400
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 12,700 = 152,400.
Per-side salvo damage76,200
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 12,700 = 76,200.

AA defense

Close-range AA DPS307
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (26×3.5×0.9) + (47×3.5×0.85) + (27×3.5×0.9) = 307. 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. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index949
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 range2 km

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)85,970
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: 4×2 105 mm (4/side) × 60/3.35 × 1200 = 85,970. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1200
Maximum HE damage per shell across secondary HE families. Best on this ship: 1200 from the 105 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 105 mm family.
Max HE pen20 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: 20 mm from the 105 mm family.

Armor Beta

Hull HP 32,600, 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 & stern16 mm

Overmatched by 124+ 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.

Farming16 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
Bow16 mm primary (range 16–30 mm)1,100 (3% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)80 mm primary (range 20–80 mm)24,500 (75% of HP)
No common 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.
Stern16 mm primary (range 16–51 mm)900 (3% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel80 mm primary (range 13–80 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.
Superstructure20 mm primary (range 20–150 mm)1,500 (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 HP16,300 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 (105 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 (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 HP9,800 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.

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Ship Charts

Balance History

Balance updates affecting Cross of Dorn. Cards are condensed; use each source link for full context.

Rework ×2
2025-10-30

Ministry of Balance: Preparing for Winter

  • Slightly changed the geometry of the superstructure, casemate, and main guns.
Read the full official post
2025-05-15

Ministry of Balance: New Horizons, Greater Heights

  • The ship traits Long Reach and Reloader have been replaced with Agile and Area Denial. This change does not affect the ship's performance.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Cross of Dorn can equip, from in-game data.

  • Cross of Dorn default exterior
    DefaultThe ship’s standard exterior
  • Warhammer 40K
    Yorck Wh40KWarhammer 40K

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.