World of Warships: Legends ship guide

Hampshire

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Firing AP into thin destroyers or unangled bows
Key characteristics
Long torps (10 km)2 sigma accuracyStrong secondaries (5 km)Stealthy (11.8 km)Slow
Community Data

Hampshire Community Stats

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Playstyle

Overview

Hampshire is a Tier VII British AP-only cruiser with strong AP DPM (293,684): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Sonar (5.5 km on ships and 3.8 km on torpedoes, 100 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 AP always-pen window in T7 CAs (60°) and best AP guaranteed-ricochet angle in T7 CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you.

Potato Avoidance

Firing AP into thin destroyers or unangled bows

Without HE the wrong target nets over-pens or shatters; pick broadside cruisers and BB sides only, and route around situations where the only shot is into a bow. AP discipline is the kit.

Signature Traits

Wide always-pen zone

60.0° AP min ricochet angle, best of T7 CAs. Larger impact-angle window where shells always penetrate.

Late auto-bounce

75.0° AP guaranteed ricochet angle, best of T7 CAs. Auto-bounce kicks in later than peers'.

Heavy secondary DPM

180000.0 secondary DPM per side, top decile of T7 CAs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Sensitive AP fuse

12.0 mm AP arming threshold, top decile of T7 CAs. Arms on thinner plates than peers; fewer over-pens against cruisers.

Slow for the class

30.0 kt, bottom decile of T7 CAs. Hard to rotate flanks or disengage; commit positioning early.

Bleeds speed in turns

112.7 hp per metre of turn radius, bottom decile of T7 CAs. Lateral drag outpaces engine output, so speed drops noticeably during sustained turns.

Acquisition

How to get Hampshire

Hampshire is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Collaboration. 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

  • Super VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
Show all 7 containers (4 more)
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Pirates Are Back on the Legendary Seas! Event/store source Start: 2024-11-29 · End: open/unknown end Official ship/event post that can indicate store, collaboration, event, return, or limited availability.
  • Through the Spy Glass: Hampshire Ship feature / release Start: 2023-11-22 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

Bruce Fraser is the official recommended direction, with Make Haste supporting movement speed. Build for concealment, reload, range, and AP consistency so Hampshire can reposition and unleash repeated high-damage salvos.

Open in Build Tool →

Commanders frequently paired with this ship Bruce Fraser

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

Cohort position

Hide

Where Hampshire 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.

BestAP arming threshold12 mm (1 of 3 tied) BestAP ricochet start60° (1 of 10 tied) BestAP auto-bounce angle75° (1 of 5 tied) Top 10%Stealth profile11.76 km / 7.06 km (5/46 / 5/46) Top 10%Secondary DPM (per side)180,000 (5/40) Top 25%AA DPS522 (8/46) Top 25%Citadel belt152 mm (12/45) Bottom 25%Secondary HE pen17 mm (33/40) Bottom 25%Engine power80,000 hp (41/45) Bottom 25%Power-to-weight5.55 hp/t (38/45) Bottom 25%Stern armor25 mm (37/45) WorstMax speed30 kt (46/46) WorstTurn-speed retention112.7 hp/m (1 of 3 tied)
See 29 mid-pack stats

Not standouts for Hampshire -- 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 points37,600 HP(33/46) Rudder shift12.7 s(27/46) Traverse-to-turn ratio6.42 ×(15/46) Main battery caliber203 mm(16/46) Main battery range15.61 km(20/46) Main battery reload9.5 s(23/46) Sigma2(25/46) AP shell damage4,650(17/46) AP DPM293,684(17/46) Main dispersion140.7 m(31/46) HE alpha1,500(22/40) Secondary fire chance6%(15/40) AP velocity884 m/s(20/46) Acceleration9.45 s(15/46) AP fuse timer0.02 s(34/46) Displacement14,420 t(14/46) AA range5 km(23/46) AA threat1,354(24/46) Torpedo range9.99 km(11/33) Torpedo damage15,533(15/33) Torpedo speed62 kt(19/33) Torpedo reload96 s(20/33) Repair heal rate0.6 %/s(18/45) Max armor152 mm(15/46) Bow armor25 mm(31/45) Deck armor76 mm(29/44) NormSecondary dispersion bracket57(37 of 40 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 5.47 kmRepair 2Def-AAFighter
Survivability
Hit Points37,600
Displacement14,420 t
Armor range16–152 mm
Plate armor thicknesses16, 25, 27, 30, 38, 40, 64, 76, 128, 146, 152 mm
Armor material/layer entries63
Fire resistance36.6%
Fire duration30 s
Torp Reduction7%
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.
18,800
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.
11,300
Main Battery
ModuleArtillery: 203 mm/50 BL Mk VIII
Mounts / barrels5 mounts / 10 barrels
Reload time10.5 s
Firing range15.6 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15610/30·(8−1.1)/1000 + 1.1)·30 = 140.7 m
140.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.7 × 0.6 = 84.4 m
84.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.7 × 0.32 (σ=2) = 45 m
45 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.4 × 0.32 (σ=2) = 27 m
27 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ10 broadside guns x 60 / 10.5 s base reload = 57.1.
57.1
HE shells
HE penetration
ƒfloor(203 mm caliber / 6): standard HE penetration.
33 mm
AP shells
AP Damage4,650
AP Velocity884 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.022 s
Fuse Threshold12 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 × 3000 × 131.5^0.69 × 0.203^-1.07 × 884^1.38 = 557.5 mm. Matches the in-game spec card.
557.5 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.5 km), where the shell has slowed to 407.5 m/s: 1e-7 × 3000 × 131.5^0.69 × 0.203^-1.07 × 407.5^1.38 = 191.5 mm.
191.5 mm
AP full-salvo alpha
ƒ4,650 AP damage x 10 broadside guns = 46,500.
46,500
Base AP DPM
ƒ46,500 AP full-salvo alpha x 60 / 10.5 s base reload = 265,714.
265,714
Installed AP DPM
ƒ46,500 AP full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 293,684.
293,684
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 QR Mk IV
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time96 s
Projectile speed62 kt
Range9.99 km
Maximum simulated damage14,433 (est.)
Alpha damage43,300
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming191 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
57,732
AA Defense
AA mount points30
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (78×3.5×0.85) + (21×3.5×0.9) = 522. 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.
522
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VII4×4 40mm
40 mm Vickers 2-pdr. Mk VIII4×8 40mm
20 mm Oerlikon Mk IV4×1 20mm
20 mm Oerlikon Mk V18×2 20mm
102 mm/45 QF Mk XIX (DP)6×2 102mm
Far aura
DPS
ƒIncludes 21 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
21
Range5 km
Medium aura
DPS71
Range2.5 km
Total DPS in Aura
ƒFar 21 + Medium 71 = 92
92
Near aura
DPS78
Range2 km
Total DPS in Aura
ƒFar 21 + Medium 71 + Near 78 = 170
170
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber102 mm
Reload time3 s
HE Damage1,500
Muzzle Velocity811 m/s
Fire Chance6%
Armor Pen17 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: 80,000 hp
Engine power80,000 hp
Maximum speed30 kt
Turning circle radius710 m
Engine power multiplier speed threshold23.5 kt
Traverse-to-turn ratio6.4× slow
Concealment
Detectability by sea11.76 km
Detectability by air7.06 km
Smoke firing penalty6.58 km
Detect after firing main guns11.76 km
Detect Fire Sea13.76 km
Detect Fire Air10.06 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
Choose one
Sonar2 charges · 180 s reload · 100 s active · 5.47 km ship detect · 3.8 km torpedo detect
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

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp140.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15610/30·(8−1.1)/1000 + 1.1)·30 = 140.7 m
Max Vert Disp84.4 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 140.7 × 0.6 = 84.4 m
Med Horiz Disp45 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 140.7 × 0.32 (σ=2) = 45 m
Med Vert Disp27 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 84.4 × 0.32 (σ=2) = 27 m
AP Pen Close557.5 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 × 3000 × 131.5^0.69 × 0.203^-1.07 × 884^1.38 = 557.5 mm. Matches the in-game spec card.
AP Pen Far191.5 mm
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 407.5 m/s: 1e-7 × 3000 × 131.5^0.69 × 0.203^-1.07 × 407.5^1.38 = 191.5 mm.
HE penetration33 mm
floor(203 mm caliber / 6): standard HE penetration.
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 alpha10
All 10 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
AP full-salvo alpha46,500
4,650 AP damage x 10 broadside guns = 46,500.
Base AP DPM265,714
46,500 AP full-salvo alpha x 60 / 10.5 s base reload = 265,714.
Installed AP DPM293,684
46,500 AP full-salvo alpha x 60 / 9.5 s installed reload (Main Battery Mod. 3 = -10%) = 293,684.
Base shells/min57.1
10 broadside guns x 60 / 10.5 s base reload = 57.1.
Installed shells/min63.2
10 broadside guns x 60 / 9.5 s installed Artillery reload = 63.2.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed62 kt
Travel time to max range62 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 damage115,464
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage57,732
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS522
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (71×3.5×0.9) + (78×3.5×0.85) + (21×3.5×0.9) = 522. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1354
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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 102 mm (6/side) × 60/3 × 1500 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1500
Maximum HE damage per shell across secondary HE families. Best on this ship: 1500 from the 102 mm family.
Max HE fire chance6%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 6% from the 102 mm family.
Max HE pen17 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 17 mm from the 102 mm family.

Armor

Hull HP 37,600, 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.

Section Plates HP cap Threats Tactic
Bow25 mm3,700 (10% 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)16 mm primary (range 16–152 mm)28,200 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 25–40 mm)2,200 (6% of HP)
Overmatched by 380mm+ (Gneisenau, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 27–152 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.50 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 (×0.50 direct pen, ×0.10 over-pen).
Superstructure25 mm primary (range 25–76 mm)1,300 (3% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP18,800 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 (102 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 HP11,300 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.

Shell ballistics chart

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

Skins & permanent camouflages

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

  • Hampshire 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.