World of Warships: Legends ship guide

Indomitable

Also called: 不挠 Beta
U.K. · Tier VII · Aircraft Carrier · Premium
Skip-bomber carrierSkip HE bombs into hulls; hunt distracted targets, avoid AA.
Playstyle
  • Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull
  • Launch from positions where the recall path stays inside your team's AA umbrella
  • Avoid: Trading a full squadron for one high-value kill
Key characteristics
Fire bombsHeavy bombsStrong torpedo beltThick stern plateSlow acceleration
On this page
Community Data

Indomitable Community Stats

Across 870+ Standard battles from 39 players, Indomitable averages a 64% win rate, 103,000 damage and 1.5 kills per battle, and survives 73% of them.

Community Data

Indomitable Community Stats

Log in to GamingDiver and upload your data to see Community Data for Indomitable: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Indomitable is the premium Tier VII British carrier whose skip bombs hit hard for up to 15,500 per drop, so impact comes from picking targets and landing bomb runs rather than volume saturation. Her planes are tough enough to push strikes through contested AA. Each squadron flies 6 planes and they come back 42.5 s apiece, so losing a full wave costs 255 seconds of reserves.

Positioning

Stay a full map cell behind the brawl line, far enough back that a rotated DD or radar cruiser cannot threaten the hull. Launch from positions where the recall path stays inside your team's AA umbrella, not over open water where intercepting fighters can finish off limping squadrons. Longer trip back, fewer waves per match. You are spotted at 14 km and run at 30.5 kn, so that distance plus your speed is the whole margin for noticing a DD has slipped past and getting out. She is genuinely evasive in both phases of a turn, answering the helm in 13.1 s and carving a 970 m circle, so you can break a salvo and still be where you meant to go.

Potato Avoidance

Trading a full squadron for one high-value kill

Match impact comes from cycling waves across multiple targets, not committing a dive into layered AA for one battleship. When a target's AA is heavy, route around and find a softer pick rather than burning planes through the wall. Replacing a lost aircraft takes 85 s at best, and your most fragile squadron flies at 2,300 HP, so a wave sent into a wall of AA thins the reserve for the rest of the match.

Signature Traits

Heavy bombs ↗

15500 damage per bomb, best of T7 CVs. Each successful drop bites harder.

ELITE ARMOR ↗
  • Strong torpedo belt · 28%
  • Thick stern plate · 21 mm
  • Torpedo belt specialist
Slow acceleration ↗

~13 s from a stop to 12 kt, bottom decile of T7 CVs. Sluggish rebuild after a turn or a stop, so a full stop or a hard turn leaves it exposed for longer.

Acquisition

How to get Indomitable

Indomitable is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Global XP.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources
  • September Update: Full Progress Ahead Global XP 2026-09-03
    • A new ship is arriving in the Store on September 14, available for Global XP: British Tier VII Premium aircraft carrier Indomitable!

Builds

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Indomitable sits among Tier VII CVs (11 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.

BestRudder shift13.1 s (1 of 5 tied) BestBomb alpha15,500 (1/12) Top 25%Turning circle970 m (3/12) Top 25%Displacement29,730 t (3/12) Top 25%Stern armor21 mm (3/11) Bottom 25%Max speed30.5 kt (11/12) Bottom 25%Acceleration (0-12 kt)13 s (11/12) Bottom 25%Power / turn radius114.4 hp/m (11/12) Bottom 25%Power-to-weight3.73 hp/t (11/12) Bottom 25%Squadron HP14,400 HP (10/12) WorstSecondary HE pen19 mm (1 of 3 tied) WorstEngine power111,000 hp (1 of 2 tied) WorstFlak damage per salvo (expected)1,400 (1 of 3 tied) WorstHangar capacity12 (1 of 4 tied) WorstSquadron size6 (1 of 4 tied)
See 20 mid-pack stats

Not standouts for Indomitable -- 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 points51,400 HP(9/12) Concealment14.03 km(7/12) Air detection10.02 km(8/12) Secondary DPM (per side)163,200(6/11) Secondary HE alpha1,700(9/11) Secondary fire chance8%(5/11) Time to 90% speed32.9 s(9/12) AA DPS685(5/12) AA range5 km(5/12) AA threat1,834(7/12) Max armor114 mm(7/12) Citadel belt114 mm(7/11) Bow armor21 mm(4/11) Bomb fire chance35%(4/9) Bomb penetration51 mm(4/9) Squadron restore time85 s(7/12) Deck HP25,700 HP(9/12) Plane HP2,300 HP(8/12) NormSecondary dispersion bracket57(7 of 11 tied at this value) NormSecondary range4.5 km(7 of 11 tied at this value)
Survivability
Hit Points51,400
Displacement29,730 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
228.5 x 35 m
Armor range13–114 mm
Plate armor thicknesses13, 19, 21, 25, 30, 38, 40, 51, 64, 76, 114 mm
Armor material/layer entries62
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration60 s
Fire damage
ƒOne unattended fire: 0.4% of max HP per second × 60 s = 24% of the pool = 24% × 51,400 HP = 12,336 HP on this ship. 4 fire points can burn at once.
0.4% of HP per second
Flood duration30 s
Flood damage
ƒOne unattended flood: 0.25% of max HP per second × 30 s = 7.5% of the pool = 7.5% × 51,400 HP = 3,855 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.24 hull torpedo-damage coefficient / 0.333 unprotected baseline = 28%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
28%
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.
15,400
Repairable: penetration50%
Repairable: citadel10%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,600
Auxiliary section HP
ƒDamage saturation pool for the auxiliary room: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
8,900
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
38,600
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
600
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until roughly this much damage has landed on the section, then further hits on it deal half damage. Once a section is saturated, a penetration there deals exactly half (1,125 becomes 563); hits on the ship's other, unsaturated sections still deal full damage. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
✈
Squadrons
Total plane capacity75
Flight deck HP25,700
Hangar HP25,700
Dive bomber
Plane HP2,400
Cruising speed177.0 kt
OrdnanceHE bomb, 4,700 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane6
Bombs per drop
ƒ2 planes per drop x 6 bombs each = 12.
12
Alpha per drop
ƒ12 bombs x 4,700 alpha = 56,400, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
56,400
Fire chance20%
Bomb penetration32.7 mm
Hangar max12
Hangar restore+2 every 100 s, start 12
Recovery time100 s
Skip bomber
Plane HP2,300
Cruising speed177.0 kt
OrdnanceHE skip bomb, 15,500 alpha
Squadron size6 planes
Planes per drop2
Bombs per plane1
Bombs per drop
ƒ2 planes per drop x 1 bomb each = 2.
2
Alpha per drop
ƒ2 bombs x 15,500 alpha = 31,000, if every bomb hits. Before armor, saturation and the target's damage reduction; a real drop lands a share of it.
31,000
Fire chance35%
Bomb penetration51 mm
Hangar max12
Hangar restore+2 every 85 s, start 12
Recovery time85 s
Squadron consumables
Patrol Fighters
Charges4
Duration60 s
Reload10 s
Evasive Maneuver
Charges2
Duration10 s
Reload150 s
Damage reduction-50%
Return to Carrier
EffectAll aircraft return to carrier.
AA Defense
AA mount points47
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
40 mm Vickers 2-pdr. Mk VII6×4 40mm
40 mm/56 OQF Mk.1/24×2 40mm
20 mm Oerlikon Mk IV16×1 20mm
20 mm Oerlikon Mk V21×2 20mm
114 mm/45 Mark II BD (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 114mm
Far aura
Guns114 mm/45 Mark II BD (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 88 from dual-purpose secondaries firing as AA in this range band.
88
Range5 km
Outer Medium aura
Guns40 mm/56 OQF Mk.1/2
Continuous DPS
ƒEffective DPS: 24 raw aura damage × 3.5 × 1 hit probability = 84 - the same in-game units as the Close-range AA DPS headline.
84
Range3.5 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 = 172
172
Inner Medium aura
Guns40 mm Vickers 2-pdr. Mk VII
Continuous DPS
ƒEffective DPS: 42 raw aura damage × 3.5 × 1 hit probability = 147 - the same in-game units as the Close-range AA DPS headline.
147
Range2.5 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 + Inner Medium 147 = 319
319
Near aura
Guns20 mm Oerlikon Mk IV + 20 mm Oerlikon Mk V
Continuous DPS
ƒEffective DPS: 110 raw aura damage × 3.5 × 0.95 hit probability = 366 - the same in-game units as the Close-range AA DPS headline.
366
Range2 km
Total DPS in Aura
ƒFar 88 + Outer Medium 84 + Inner Medium 147 + Near 366 = 685
685
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 7 clouds per salvo × 200 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.
2 per salvo, 3 clouds each + 1 outer cloud
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
200
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every salvo. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.
2.5-5 km
S
Secondary Battery
Mounts8
Firing range4.5 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum 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: 8×2 114 mm (8/side) × 60/5 × 1700 = 163,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
163,200
Secondary fire DPM vs T7 BB (per side)
ƒFires/min (per side) 7.7 × (1 − 36.6% fire resistance) × 60 s × 0.3%/s × 65,000 HP = 56,969. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
56,969
Total secondary DPM vs T7 BB (per side)
ƒSecondary DPM (per side) 163,200 + secondary fire DPM 56,969 = 220,169: shell damage plus fire damage against one T7 battleship, every shell hitting.
220,169
114 mm/45 Mark II BD (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 114mm
Caliber114 mm
Reload time5 s
HE alpha1,700
Muzzle Velocity746 m/s
Fire Chance8%
Secondary fires/min (per side)
ƒ8×2 barrels / 2 sides × 60 / 5 s × 8% = 7.7. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
7.7
HE Pen19 mm
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 power111,000 hp
Maximum speed30.5 kt
Turning circle radius970 m
Rudder shift time13.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Reverse speed
ƒtop speed / 4 + 4.9 = 30.5 / 4 + 4.9 = 12.5 kt. Base value; speed modifiers scale it.
12.5 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
42.4 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.4 kt of 30.5 kt).
32.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (30.2 kt of 30.5 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.
51.2 s
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 14.03 km x 0.955 = 13.4 km. Camouflage does not change detectability by air.
14.03 km
With Grade IV camouflage (sea)
ƒDetectability by sea 14.03 km x 0.955 (Grade IV permanent camo or any disposable camo) = 13.4 km.
13.4 km
Detectability by air10.02 km
Detect when firing (air)
ƒAir detectability 10.02 km + gun-firing bloom 0 km = 10.02 km. The bloom tracks main-battery caliber x 0.020.
10.02 km
Detect when on fire (sea)
ƒSea detectability 14.03 km + 2.0 km while burning = 16.03 km.
16.03 km
Detect when on fire (air)
ƒAir detectability 10.02 km + 3.0 km while burning = 13.02 km.
13.02 km
Guaranteed Detect2 km
✦
Consumables
Automatic Damage Control Party∞ charges · 90 s reload · 60 s active
Automatic Fighter4 charges · 40 s reload · 150 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
· 4 squadron size

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

AA defense

AA DPS at max range88
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVII Quad 6x4 -> 147 DPS @ 2.5 km; 40mm Bofors Mk1 4x2 -> 84 DPS @ 3.5 km; 20mm Oerlikon MK4 16x1 -> 158 DPS @ 2 km; 20mm Oerlikon MK V 21x2 -> 208 DPS @ 2 km; 114mm 45 MKIII 8x2 -> 88 DPS @ 5 km.
AA DPS layered by range88 DPS @ 5 km, 172 DPS @ 3.5 km, 319 DPS @ 2.5 km, 685 DPS @ 2 km
@ 5 km: 88 from one family; @ 3.5 km: 84 + 88 = 172; @ 2.5 km: 147 + 84 + 88 = 319; @ 2 km: 147 + 84 + 158 + 208 + 88 = 685. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank685
147 + 84 + 158 + 208 + 88 = 685 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index1834
147 × 2.5 + 84 × 3.5 + 158 × 2 + 208 × 2 + 88 × 5 = 1834. 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 firepower

Max HE alpha1700
The only family (114 mm): 1700. Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 114 mm family.
Max HE fire chance8%
The only family (114 mm): 8%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 114 mm family.
Max HE pen19 mm
The only family (114 mm): 19 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: 19 mm from the 114 mm family.
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Ship Charts

Background

HMS Indomitable, the fourth ship of the Illustrious series, was an attempt to solve the problem of the small air group size. The hangar was expanded by building an additional semi-hangar, but this worsened its side armor protection. The carrier's architecture was distinguished by its aerodynamic shape. The aircraft carrier covered the landing of Allied forces on Madagascar and took part in Operation Pedestal in 1942. After the war, Indomitable replaced battleship Vanguard as the flagship of the Home Fleet.

Armor Beta

Hull HP 51,400, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern21 mm

Overmatched by 133+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel114 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow21 mm primary (range 21–40 mm)2,000 (4% of HP)
Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 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)38 mm primary (range 19–76 mm)38,600 (75% of HP)
No common AP caliber overmatches38 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern21 mm primary (range 21–76 mm)1,300 (3% of HP)
Overmatched by 305mm+ AP (Toulon, Cherbourg)Angle bounces 283mm21 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel114 mm primary (range 13–114 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.
Superstructure13 mm primary (range 13–114 mm)600 (1% 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).
Secondary mount (114 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 HP15,400 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.

Exteriors

Skins & permanent camouflages

Every custom exterior Indomitable can equip.

  • Indomitable 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.