World of Warships: Legends ship guide

Izyaslav

Also called: 伊贾斯拉夫 · Изяслав · Isjaslaw Beta
U.S.S.R. · Tier III · Destroyer · Tech Tree
Ranged gunboat destroyerPressure with DPM while using range to stay alive
Playstyle
  • Sit in open water at the edge of 10.4 km where peer DDs cannot return fire and most cruisers have to pu…
  • Avoid: Overstaying detection after a torpedo drop
Key characteristics
10 km gun rangeHigh HE / fire outputHigh fire chanceSmokeEngine BoostEasily spotted
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Community Data

Izyaslav Community Stats

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Playstyle

Overview

Izyaslav is a Tier III Soviet long-range gunboat destroyer reaching 10.4 km: her guns out-reach peer DDs and most cruisers can be kited at the edge of her range. The kit is HE spam from open water rather than cap contesting; the torpedoes are a backup, not the primary threat. Standout traits: best HE DPM in T3 DDs (90,000) and best fires per minute in T3 DDs (4.2).

Positioning

Sit in open water at the edge of 10.4 km where peer DDs cannot return fire and most cruisers have to push to engage. The kit is HE pressure from distance, not cap contesting; let your peer DDs take the cap while you kite the rotating cruisers and BBs that come to support it. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Overstaying detection after a torpedo drop

The detection window is a hard timer; if you are still firing guns when concealment closes again, you have already taken more damage than the drop earned.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

ELITE MAIN BATTERY
  • Long gun range · 10.35 km
  • HE DPM machine · 90000 HE
  • High fire pressure · 4.2 fires
Long DCP window

10.0 s Damage Control duration, best of T3 DDs. Stays fire / flood immune longer per activation.

ELITE ARMOR
  • Heavy citadel belt · 15.0 mm
  • Heavy armor · 15.0 mm
Easily spotted

6.15 km surface detect, worst of T3 DDs. Visible before you can react; position early.

Acquisition

How to get Izyaslav

Izyaslav is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line.

Builds Beta

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

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Commanders frequently paired with this ship Anton GurinRumbleSergio Splendento

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 Izyaslav sits among Tier III DDs (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.

BestMain battery range10.35 km (1/11) BestFires per minute4.2 (1/10) BestHE DPM90,000 (1/10) BestAP arming threshold17 mm (1 of 3 tied) BestEffective HE DPM (incl. fire)117,556 (1/10) BestTorpedo reload39 s (1/11) BestCitadel belt15 mm (1/11) Top 10%Rudder shift2.5 s (2/11) Top 10%Max armor15 mm (2/11) Top 25%Main battery reload5 s (3/11) Top 25%AP DPM108,000 (3/9) Top 25%AP velocity823 m/s (3/9) Top 25%Displacement1,560 t (3/11) Top 25%AA range3 km (3/11) Top 25%Deck armor14 mm (3/11) Bottom 25%Traverse-to-turn ratio4.5 × (10/11) Bottom 25%Torpedo damage≈6,633 (10/11) WorstStealth profile6.15 km / 3.08 km (11/11 / 11/11) WorstMain battery caliber102 mm (1 of 3 tied) WorstMain dispersion85.6 m (11/11) WorstTorpedo range5.01 km (11/11)
See 14 mid-pack stats

Not standouts for Izyaslav -- 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 points10,300 HP(8/11) Max speed35 kt(5/11) HE shell damage1,500(7/10) AP shell damage1,800(7/9) HE velocity823 m/s(4/10) Acceleration16.5 s(4/11) Engine power32,700 hp(5/11) Turn-speed retention56.4 hp/m(5/11) Power-to-weight20.96 hp/t(5/11) AA DPS18(9/11) AA threat46(6/11) Torpedo speed57 kt(5/11) NormAP fuse timer0.01 s(8 of 9 tied at this value) NormTurn speed retained81%(10 of 11 tied at this value)
Survivability
Hit PointsInitial: 9,400 → 10,300
Displacement1,560 t
Armor range4–15 mm
Plate armor thicknesses4, 6, 10, 12, 14, 15 mm
Armor material/layer entries26
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 102 mm/60 Model 1911
Mounts / barrels5 mounts / 5 barrels
Reload time5 s
Firing range (base)9.4 km
Firing range (top fire control)10.4 km
Turret traverse8 °/s
HE fire DPM vs T3 BB27556
Effective HE DPM vs T3 BB117556
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 =(941030·80.51000+0.5)·30=85.6m
85.6 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =85.6·0.6=51.3m
51.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =85.6·0.319(σ=2)=27.3m
27.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =51.3·0.32(σ=2)=16.4m
16.4 m
Turret turn time
ƒ180 degrees / 8 deg/s traverse speed = 22.5 s.
22.5 s
Shells/min
ƒ5 broadside guns x 60 / 5 s base reload = 60.
60
HE shells
HE Damage1,500
HE Velocity823 m/s
Fire Chance7%
HE penetration
ƒ17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
17 mm
HE full-salvo alpha
ƒ1,500 HE damage x 5 broadside guns = 7,500.
7,500
HE DPM
ƒ7,500 HE full-salvo alpha x 60 / 5 s base reload = 90,000.
90,000
Fires/min
ƒ60 shells/min x 7% fire chance = 4.2.
4.2
AP shells
AP Damage1,800
AP Velocity823 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
7 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1488·17.50.69·0.1021.07·8231.38=130.1mm. Matches the in-game spec card.
130.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (12.9 km), where the shell has slowed to 255.7 m/s: P=107·1488·17.50.69·0.1021.07·255.71.38=25.9mm.
25.9 mm
AP full-salvo alpha
ƒ1,800 AP damage x 5 broadside guns = 9,000.
9,000
AP DPM
ƒ9,000 AP full-salvo alpha x 60 / 5 s base reload = 108,000.
108,000
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.
3
Torpedoes
ModuleTorpedo Model 1912
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 33 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 39×0.85=33.1 s.
39 s
Projectile speed
ƒSpeed of the top torpedo module (all-upgrades configuration, 57 kt); the stock torpedo module runs 56 kt. Site stats assume the full-upgrades fit unless a row shows a stock → top pair.
57 kt
Range5.01 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=19,900·0.333=6,633.
≈ 6,633
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.
7,233
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km57 kt×2.6=5.4 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.
5.4 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.15 per hit, shown as 1.15×100=115%. 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.
115%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming176 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 6,633 = 59,697.
59,697
AA Defense
AA mount pointsInitial: 3 → 5
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×1) = 18. 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.
18
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
76.2 mm Lender gun (upgraded hull only)1×1 76mm
45 mm 21-K (upgraded hull only)4×1 45mm
63.3 mm Model 1916 (stock hull only)1×1 63mm
7.62 mm Maxim machine gun (stock hull only)2×1 8mm
Far aura
Guns76.2 mm Lender gun
Continuous DPS
ƒEffective DPS: 1 raw aura damage × 3.5 × 1 hit probability = 4 - the same in-game units as the Close-range AA DPS headline.
4
Range3 km
Medium aura
Guns45 mm 21-K
Continuous DPS
ƒEffective DPS: 4 raw aura damage × 3.5 × 1 hit probability = 14 - the same in-game units as the Close-range AA DPS headline.
14
Range2.5 km
Total DPS in Aura
ƒFar 4 + Medium 14 = 18
18
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 100 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 × 1 clouds
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
100
Cloud spawn chance
ƒEvery potential cloud spawns - the full pattern, every wave. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
100%
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 AA mounts mount is operational - even losing every other AA mount does not stop it.
Aa mounts
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 3 km - once planes get inside the band, new waves stop.
2.5-3 km
Maneuverability
Engine power32,700 hp
Maximum speed35 kt
Turning circle radius580 m
Rudder shift time2.5 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.5 kt of 35 kt), from our in-house acceleration model.
16.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
27.9 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·35.0·0.5144580=1.78°/s, so ratio=ωturretωhull=81.78=4.5×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.5× drags
Concealment
Detectability by sea6.15 km
Detectability by air3.08 km
Smoke firing penalty1.92 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.15 km
Detect Fire Sea8.15 km
Detect Fire Air6.08 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 10 s active
Smoke Generator2 charges · 240 s reload · 20 s emit / 73 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Hit points9,400 → 10,300
  • Rudder shift4.5 → 3.2 s
  • AA mounts3 → 5
  • Close-range AA DPS4 → 5
Fire controlUpgrade
  • Main battery range9,410 → 10,351 m
TorpedoesTrade-off
  • Range4.02 → 5.01 km
  • Reload33 → 39 s
  • Alpha damage16,700 → 19,900
  • Display damage5,567 → 6,633
  • Speed56 → 57 kt

See all derived stats

Show

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 Disp85.6 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(941030·80.51000+0.5)·30=85.6m
Shell scatter width @ 5 km52.5 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.
Max Vert Disp51.3 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =85.6·0.6=51.3m
Med Horiz Disp27.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =85.6·0.319(σ=2)=27.3m
Med Vert Disp16.4 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =51.3·0.32(σ=2)=16.4m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close130.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1488·17.50.69·0.1021.07·8231.38=130.1mm. Matches the in-game spec card.
AP Pen Far25.9 mm
Same formula at the ship's max firing range (12.9 km), where the shell has slowed to 255.7 m/s: P=107·1488·17.50.69·0.1021.07·255.71.38=25.9mm.
AP pen 5 km59 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 km29 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 penetration17 mm
17 mm ≈ 102 mm caliber / 6 (standard HE penetration ratio).
AP overmatch7 mm
floor(102 mm caliber / 14.3) = 7 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius3
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 alpha5
All 5 barrels bear on the broadside.
Turret turn time22.5 s
180 degrees / 8 deg/s traverse speed = 22.5 s.
HE full-salvo alpha7,500
1,500 HE damage x 5 broadside guns = 7,500.
AP full-salvo alpha9,000
1,800 AP damage x 5 broadside guns = 9,000.
HE DPM90,000
7,500 HE full-salvo alpha x 60 / 5 s base reload = 90,000.
AP DPM108,000
9,000 AP full-salvo alpha x 60 / 5 s base reload = 108,000.
Shells/min60
5 broadside guns x 60 / 5 s base reload = 60.
Fires/min4.2
60 shells/min x 7% fire chance = 4.2.

Torpedoes

Torpedo detectability0.8 km
Estimated torpedo reaction time5.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range33.8 s
range / (speed kt x 2.6 community game-speed factor).
Tube count9
3 launchers x 3 tubes.
Per-side salvo9 torpedoes
9 (centerline launchers train across - full salvo to either side).
Full-salvo damage59,697
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 6,633 = 59,697.
Per-side salvo damage59,697
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 6,633 = 59,697.

AA defense

Close-range AA DPS18
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (1×3.5×1) + (4×3.5×1) = 18. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index46
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.

Armor Beta

Hull HP 9,40010,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern10 mm

Overmatched by 96+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 4–14 mm)1,600 (16% of HP)
Overmatch not possible in its bracketAngle bounces 127mm10 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)14 mm7,700 (75% of HP)
Overmatch not possible in its bracketAngle bounces 152mm14 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–14 mm)1,000 (10% of HP)
Overmatch not possible in its bracketAngle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel15 mm primary (range 10–15 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.
Superstructure6 mm primary (range 6–14 mm)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 HP5,200 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.
AA mount (76 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 HP3,100 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

Exteriors

Skins & permanent camouflages

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

  • Izyaslav default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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

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