World of Warships: Legends ship guide

Hindenburg

Beta
Utility cruiserFlexible support -- spot, screen, and farm where the team needs it.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
Improved HE penSonarDefensive AASlow
Community Data

Hindenburg Community Stats

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Playstyle

Overview

Hindenburg is a Legendary German heavy cruiser with Sonar as her vision tool. Hydro lets her contest islands and smoke without exposing the hull to vision cycles, which shapes how she pressures caps. 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 Sonar ship range in Legendary CAs (6.4 km) and best Sonar torpedo range in Legendary CAs (4.4 km).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (6.4 km on ships, 4.4 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Open-water broadside trading

Her 203mm shells citadel cruisers on the wrong frame, and her 55,500-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 2/21 Legendary CAs.

Long-range sonar

6.37 km Sonar ship-detection range, best of Legendary CAs. Lights DDs and torpedoes inside the bubble.

Wide torpedo sonar

4.37 km Sonar torpedo-detection range, best of Legendary CAs. More reaction time on incoming torps.

Long-duration sonar

120.0 s Sonar duration, best of Legendary CAs.

Thick deck armor

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

Slow for the class

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

Acquisition

How to get Hindenburg

Hindenburg is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Campaign and Marathon.

Official WG availability sources
  • Dragon’s Voyage Campaign Breakdown Campaign Start: 2025-04-07 · End: 2025-05-18 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Forward for Freedom Campaign Breakdown Campaign Start: 2025-06-30 · End: 2025-08-03 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Hindenburg Marathon Starts! Marathon Start: 2025-04-04 · End: 2025-06-25 Multi-patch Marathon event: free-to-earn by completing daily missions over the marathon window (typically several months across multiple updates).
  • April Update: The Bonds of Loyalty Store price varies 2025-04-03

Builds Beta

Build for reload, range, AP/HE performance, rudder, and survivability.

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Cohort position

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Where Hindenburg sits among Legendary CAs (21 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.

BestDeck armor150 mm (1 of 4 tied) Top 25%AP DPM490,909 (6/21) Top 25%AP velocity925 m/s (5/21) Top 25%HE velocity925 m/s (5/20) Top 25%Torpedo reload90 s (3/13) Top 25%Bow armor27 mm (6/21) Bottom 25%Stealth profile14.19 km / 8.51 km (18/21 / 18/21) Bottom 25%Acceleration11.2 s (19/21) WorstMax speed31.5 kt (21/21) WorstHE alpha1,200 (13/13) WorstSecondary fire chance5% (1 of 5 tied) WorstTorpedo range6 km (13/13) WorstTorpedo damage13,700 (13/13)
See 34 mid-pack stats

Not standouts for Hindenburg -- 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 points55,500 HP(9/21) Rudder shift15.8 s(12/21) Traverse-to-turn ratio6.89 ×(8/21) Main battery caliber203 mm(13/21) Main battery range15.9 km(8/21) Main battery reload8.8 s(9/21) Sigma2.05(13/21) HE shell damage2,700(14/20) HE fire chance13%(14/20) Fires per minute10.64(9/20) HE DPM220,909(8/20) AP shell damage6,000(11/21) Main dispersion142.7 m(12/21) Secondary DPM (per side)171,940(8/14) Secondary HE pen20 mm(9/13) AP arming threshold34 mm(10/21) Engine power155,000 hp(12/21) Turn-speed retention193.8 hp/m(10/21) Displacement22,324 t(12/21) Power-to-weight6.94 hp/t(9/21) AA DPS566(11/21) AA range5 km(15/21) AA threat2,370(7/21) Torpedo speed64 kt(6/13) Repair heal rate0.6 %/s(9/21) Max armor150 mm(15/21) Citadel belt110 mm(16/21) Stern armor27 mm(7/21) NormSecondary dispersion bracket57(11 of 14 tied at this value) NormAP fuse timer0.03 s(11 of 21 tied at this value) NormAP ricochet start45°(14 of 21 tied at this value) NormAP auto-bounce angle60°(14 of 21 tied at this value) NormSecondary range5 km(11 of 14 tied at this value) NormRepair charges2(15 of 21 tied at this value)

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

Sonar 6.37 kmRepair 2Def-AAFighter
Survivability
Hit Points55,500
Displacement22,324 t
Armor range13–150 mm
Plate armor thicknesses13, 16, 20, 27, 30, 35, 40, 45, 60, 70, 90, 100, 110, 150 mm
Armor material/layer entries61
Fire resistance40%
Fire duration30 s
Torp Reduction13%
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.
26,000
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.
16,700
Main Battery
ModuleArtillery: 203 mm L/60 Drh LC/34
Mounts / barrels4 mounts / 12 barrels
Reload time9.8 s
Firing range15.9 km
Turret traverse8 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15900/30·(8−1.1)/1000 + 1.1)·30 = 142.7 m
142.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 142.7 × 0.6 = 85.6 m
85.6 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 142.7 × 0.314 (σ=2.05) = 44.8 m
44.8 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 85.6 × 0.314 (σ=2.05) = 26.9 m
26.9 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Base shells/min
ƒ12 broadside guns x 60 / 9.8 s base reload = 73.5.
73.5
HE shells
HE Damage2,700
HE Velocity925 m/s
Fire Chance13%
HE penetration
ƒ51 mm ≈ 203 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
51 mm
HE full-salvo alpha
ƒ2,700 HE damage x 12 broadside guns = 32,400.
32,400
Base HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 9.8 s base reload = 198,367.
198,367
Installed HE DPM
ƒ32,400 HE full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 220,909.
220,909
Base fires/min
ƒ12 HE shells x 60 / 9.8 s reload x 13% fire chance = 9.55.
9.55
AP shells
AP Damage6,000
AP Velocity925 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 × 2409 × 122^0.69 × 0.203^-1.07 × 925^1.38 = 452.6 mm. Matches the in-game spec card.
452.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.9 km), where the shell has slowed to 402.7 m/s: 1e-7 × 2409 × 122^0.69 × 0.203^-1.07 × 402.7^1.38 = 143.6 mm.
143.6 mm
AP full-salvo alpha
ƒ6,000 AP damage x 12 broadside guns = 72,000.
72,000
Base AP DPM
ƒ72,000 AP full-salvo alpha x 60 / 9.8 s base reload = 440,816.
440,816
Installed AP DPM
ƒ72,000 AP full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 490,909.
490,909
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 Vierling
Launchers / tubes4 launchers × 4 tubes = 16 tubes
Reload time90 s
Projectile speed64 kt
Range6 km
Maximum simulated damage12,700 (est.)
Alpha damage38,100
Torpedo detectability1.3 km
Torpedo launcher traverse25 °/s
Torp Turn7.2 s
Torp Arming198 m
Per-side salvo damage
ƒper-side salvo x per-torpedo simulated damage.
101,600
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: (16×3.5×0.9) + (81×3.5×0.9) + (41×3.5×0.85) + (44×3.5×0.9) = 566. 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.
566
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
55 mm L/77 Gerät 582×1 55mm
55 mm L/77 Gerät 58 Zwilling7×2 55mm
20 mm Flakvierling 382×4 20mm
20 mm Flakvierling 387×4 20mm
20 mm Flakzwilling 384×2 20mm
105 mm L/65 Dop. L. C/31 (DP)8×2 105mm
Outer Medium aura
DPS81
Range5 km
Far + Inner Medium aura
Far DPS
ƒIncludes 44 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
44
Inner Medium DPS16
Range4.5 km
Total DPS in Aura
ƒOuter Medium 81 + Far 44 + Inner Medium 16 = 141
141
Near aura
DPS41
Range2 km
Total DPS in Aura
ƒOuter Medium 81 + Far 44 + Inner Medium 16 + Near 41 = 182
182
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 155,000 hp
Engine power155,000 hp
Maximum speed31.5 kt
Turning circle radius800 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio6.9× slow
Concealment
Detectability by sea14.19 km
Detectability by air8.51 km
Smoke firing penalty8.45 km
Detect after firing main guns14.19 km
Detect Fire Sea16.19 km
Detect Fire Air11.51 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
Sonar2 charges · 180 s reload · 120 s active · 6.37 km ship detect · 4.37 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
Repair Party2 charges · 60 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal

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)2.05
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp142.7 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (15900/30·(8−1.1)/1000 + 1.1)·30 = 142.7 m
Max Vert Disp85.6 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 142.7 × 0.6 = 85.6 m
Med Horiz Disp44.8 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 142.7 × 0.314 (σ=2.05) = 44.8 m
Med Vert Disp26.9 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 85.6 × 0.314 (σ=2.05) = 26.9 m
AP Pen Close452.6 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 × 2409 × 122^0.69 × 0.203^-1.07 × 925^1.38 = 452.6 mm. Matches the in-game spec card.
AP Pen Far143.6 mm
Same formula at the ship's max firing range (19.9 km), where the shell has slowed to 402.7 m/s: 1e-7 × 2409 × 122^0.69 × 0.203^-1.07 × 402.7^1.38 = 143.6 mm.
HE penetration51 mm
51 mm ≈ 203 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) - 0.251 in this case. Lets HE pen ~50mm armor instead of ~33mm. 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(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 time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha32,400
2,700 HE damage x 12 broadside guns = 32,400.
AP full-salvo alpha72,000
6,000 AP damage x 12 broadside guns = 72,000.
Base HE DPM198,367
32,400 HE full-salvo alpha x 60 / 9.8 s base reload = 198,367.
Base AP DPM440,816
72,000 AP full-salvo alpha x 60 / 9.8 s base reload = 440,816.
Installed HE DPM220,909
32,400 HE full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 220,909.
Installed AP DPM490,909
72,000 AP full-salvo alpha x 60 / 8.8 s installed reload (Main Battery Mod. 3 = -10%) = 490,909.
Base shells/min73.5
12 broadside guns x 60 / 9.8 s base reload = 73.5.
Installed shells/min81.8
12 broadside guns x 60 / 8.8 s installed Artillery reload = 81.8.
Base fires/min9.55
12 HE shells x 60 / 9.8 s reload x 13% fire chance = 9.55.
Installed fires/min10.64
12 HE shells x 60 / 8.8 s installed reload x 13% fire chance = 10.64.

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 count16
4 launchers x 4 tubes.
Per-side salvo8 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage203,200
tube count x per-torpedo simulated damage (all torpedoes hitting).
Per-side salvo damage101,600
per-side salvo x per-torpedo simulated damage.

AA defense

Close-range AA DPS566
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (16×3.5×0.9) + (81×3.5×0.9) + (41×3.5×0.85) + (44×3.5×0.9) = 566. 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 index2370
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)171,940
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: 8×2 105 mm (8/side) × 60/3.35 × 1200 = 171,940. 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

Hull HP 55,500, 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
Bow27 mm primary (range 20–40 mm)1,500 (3% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)30 mm primary (range 13–110 mm)41,600 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–90 mm)1,700 (3% of HP)
Overmatched by 406mm+ (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel110 mm primary (range 13–110 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).
Superstructure30 mm primary (range 30–150 mm)3,500 (6% 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 HP26,000 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 (55 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 HP16,700 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 Hindenburg can equip, from in-game data.

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.