World of Warships: Legends ship guide

Kane

Also called: 凯恩 Beta
Advanced Radar destroyerAdvanced Radar on a hard-hitting gunboat: hold caps from inside your own scan
Playstyle
  • Hold a flank position your team can rotate behind, not a center lane your team has to defend you in
  • Avoid: Idling beam-on in an obvious torpedo lane
Key characteristics
Heavy HE shellsLRS Radar 8.0kmWide always-pen zoneClose-range AP brickLong smoke deploymentSlow
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Community Data

Kane Community Stats

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Playstyle

Overview

Kane is a Tier V American super-radar destroyer (8 km) and an equal 8 km torpedo-detection radius so the same scan that lights an enemy DD also paints incoming torps. The kit isn't stealth-and-ambush -- the radar IS the kit; she takes caps by lighting up the contest from inside her own scan, not by sneaking in under detection. Standout traits: best close-range AP pen in T5 DDs (248.1 mm) and best long-range AP brick in T5 DDs (81.4 mm).

Positioning

Hold a flank position your team can rotate behind, not a center lane your team has to defend you in. 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

Idling beam-on in an obvious torpedo lane

Unspotted is not unseen: once the enemy has reason to think a destroyer is holding this cap they will put torpedoes into the water you are probably in, and one fish the size of your own (10,833 damage against 14,800 HP) takes 73% of the ship. Keep way on, cross lanes bow or stern first, and never sit still beam-on to a chokepoint you would torpedo yourself.

Signature Traits

Surveillance Radar

8 km range, 10 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Close-range AP brick · 248.1 mm
  • Long-range AP brick · 81.42 mm
  • Flat AP shells · 960 m
  • Wide always-pen zone · 60°
  • Late auto-bounce · 67.5°
Long smoke deployment

26 s smoke deployment window, top decile of T5 DDs. Lays a longer rolling smoke trail while moving.

Thin armor

13 mm max plate, bottom decile of T5 DDs. Citadel windows open against peer-tier guns. AP above 78 mm of caliber cannot arm on 13 mm at flat impact and overpenetrates for minimal damage; angling adds effective thickness and can push those same shells over the arming threshold, turning overpens into full penetrations; 203 mm and up overmatch it at any angle.

Acquisition

How to get Kane

Kane is available in the Recon Destroyers branch of the U.S.A. Tech Tree for 2,400,000 credits after researching it in the branch. Known module upgrades cost up to 600,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.S.A. tech-tree branch diagram
U.S.A. Tech Tree

Kane sits in the Recon Destroyers branch. The highlighted path shows the local branch context inside the full U.S.A. tree.

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

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

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Cohort position

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Where Kane sits among Tier V DDs (24 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 dispersion71.3 m (1/25) BestAP velocity960 m/s (1/23) BestAP ricochet start60° (1/23) BestAP auto-bounce angle67.5° (1/23) BestDisplacement1,700 t (1/25) BestAP pen at 10 km84 mm (1/23) Top 10%HE shell damage2,150 (3/25) Top 10%AP shell damage3,300 (2/23) Top 25%Rudder shift2.8 s (4/25) Top 25%Main battery range10.59 km (7/25) Top 25%Main battery reload4.5 s (7/25) Top 25%HE fire chance9% (4/25) Bottom 25%Stealth profile6.63 km / 3.32 km (20/25 / 20/25) Bottom 25%HE velocity792 m/s (21/25) Bottom 25%AA DPS71 (20/25) Bottom 25%Torpedo damage≈10,833 (21/25) Bottom 25%Torpedo reload100 s (23/25) WorstMax speed34 kt (1 of 2 tied) WorstEngine power27,500 hp (25/25) WorstTurn-speed retention52.9 hp/m (25/25) WorstPower-to-weight16.18 hp/t (25/25) WorstTorpedo speed38 kt (25/25) WorstMax armor13 mm (25/25) WorstCitadel belt13 mm (25/25) WorstEnd plates10 mm (25/25 / 25/25)
See 15 mid-pack stats

Not standouts for Kane -- 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 points14,800 HP(9/25) Traverse-to-turn ratio5.19 ×(10/25) Main battery caliber127 mm(15/25) Fires per minute3.6(16/25) HE DPM86,000(16/25) AP DPM132,000(10/23) Acceleration17 s(11/25) AP arming threshold21 mm(11/23) Effective HE DPM (incl. fire)113,112(16/25) AA range3 km(17/25) AA threat146(19/25) Torpedo range8 km(18/25) Deck armor13 mm(13/21) NormAP fuse timer0.01 s(19 of 23 tied at this value) NormTurn speed retained81%(23 of 25 tied at this value)
Survivability
Hit PointsInitial: 12,200 → 14,800
Displacement1,700 t
Armor range6–13 mm
Plate armor thicknesses6, 10, 13 mm
Armor material/layer entries21
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
7,400
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.
4,400
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 127 mm Mk7 mod. 2
Mounts / barrels4 mounts / 4 barrels
Reload timeInitial: 5 s → 4.5 s
Firing range (base)9.6 km
Firing range (top fire control)10.6 km
Turret traverseInitial: 10 °/s → 12.5 °/s
Turret armor22 mm
HE fire DPM vs T5 BB27112
Effective HE DPM vs T5 BB113112
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 =(1059330·60.41000+0.4)·30=71.3m
71.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =71.3·0.6=42.8m
42.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =71.3·0.62=21.4m
21.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =42.8·0.62=12.8m
12.8 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 4.5 s all-upgrades reload = 40.
Initial: 36 → 40
HE shells
HE Damage2,150
HE Velocity792 m/s
Fire Chance9%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ2,150 HE damage x 3 broadside guns = 6,450.
6,450
HE DPM
ƒZero upgrades: 6,450 HE full-salvo alpha x 60 / 5 s base reload = 77,400. All upgrades (top gun): 6,450 HE full-salvo alpha x 60 / 4.5 s all-upgrades reload = 86,000.
Initial: 77,400 → 86,000
Fires/min
ƒZero upgrades: 36 shells/min x 9% fire chance = 3.24. All upgrades (top gun): 40 shells/min x 9% fire chance = 3.6.
Initial: 3.24 → 3.6
AP shells
AP Damage3,300
AP Velocity960 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2750·250.69·0.1271.07·9601.38=300.9mm. Matches the in-game spec card.
300.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: P=107·2750·250.69·0.1271.07·311.91.38=63.8mm.
63.8 mm
AP full-salvo alpha
ƒ3,300 AP damage x 3 broadside guns = 9,900.
9,900
AP DPM
ƒZero upgrades: 9,900 AP full-salvo alpha x 60 / 5 s base reload = 118,800. All upgrades (top gun): 9,900 AP full-salvo alpha x 60 / 4.5 s all-upgrades reload = 132,000.
Initial: 118,800 → 132,000
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.
12
Torpedoes
ModuleTorpedoes: 533 mm triple
Launchers / tubes4 launchers × 3 tubes = 12 tubes
Reload time100 s
Projectile speed38 kt
Range8 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=32,500·0.333=10,833.
≈ 10,833
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.
11,733
Torpedo detectability0.9 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.9 km38 kt×2.6=9.1 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.
9.1 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 1.59 per hit, shown as 1.59×100=159%. 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.
159%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming117 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
129,996
AA Defense
AA mount points3
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
3 km
76.2 mm/23 Mk71×1 76mm
20 mm Oerlikon Mk20 (upgraded hull only)2×2 20mm
12.7 mm Browning M2 mod. 2 (stock hull only)2×1 13mm
Medium aura
Guns76.2 mm/23 Mk7
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
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 20 raw aura damage × 3.5 × 0.95 hit probability = 66 - the same in-game units as the Close-range AA DPS headline.
66
Range2 km
Total DPS in Aura
ƒMedium 4 + Near 66 = 70
70
Maneuverability
Engine power27,500 hp
Maximum speed34 kt
Turning circle radius520 m
Rudder shift time2.8 s
Engine power-boost threshold8.8 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34 kt), from our in-house acceleration model.
17 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34 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.
29.4 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·34.0·0.5144520=1.93°/s, so ratio=ωturretωhull=101.93=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea6.63 km
Detectability by air3.32 km
Smoke firing penalty2.48 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.63 km
Detect Fire Sea8.63 km
Detect Fire Air6.32 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 26 s emit / 118 s cloud active · 450 m radius
Long-Range Surveillance Radar2 charges · 150 s reload · 10 s active · 8 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
· 8 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 267×301000=8 km
· 18°/s passive sweep
ƒThe passive radar beam rotates at 18°/s -- one full Minimap rotation every ~20 s (measured from community gameplay footage).
· 2.5 s blip duration
ƒA ship caught by the passive sweep stays marked on the Minimap for about 2.5 s after the beam passes (community hand-timed).
Module options (3)

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

HullUpgrade
  • Hit points12,200 → 14,800
  • Close-range AA DPS5 → 21
  • Turret traverse10 → 12.5 °/s
Fire controlUpgrade
  • Main battery range9,630 → 10,593 m
ArtilleryUpgrade
  • Base reload5 → 4.5 s

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 Disp71.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1059330·60.41000+0.4)·30=71.3m
Shell scatter width @ 5 km40 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 km68 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 Disp42.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =71.3·0.6=42.8m
Shell scatter height @ 10 km40 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10593=5296 m, and radiusOnMax=0.6 at 10593 m. Above the kink: k=0.5+(0.60.5)·100005296105935296=0.5888, so σV=σH·k=68·0.5888=40m.
Med Horiz Disp21.4 m
50%-hit horizontal radius: σH,50=σH·0.6σ =71.3·0.62=21.4m
Med Vert Disp12.8 m
50%-hit vertical radius: σV,50=σV·0.6σ =42.8·0.62=12.8m
AP Pen Close300.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2750·250.69·0.1271.07·9601.38=300.9mm. Matches the in-game spec card.
AP Pen Far63.8 mm
Same formula at the ship's max firing range (13.2 km), where the shell has slowed to 311.9 m/s: P=107·2750·250.69·0.1271.07·311.91.38=63.8mm.
AP pen 5 km160 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 km84 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 flight time @ 10 km7.16 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2723·0.12728·25=6.9×105. That runs from a 792 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km6.18 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.3·0.12728·25=7.6×105. That runs from a 960 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius12
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 alpha3
Barrels that can bear on one beam (3 of 4); casemate/wing mounts only fire one side.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha6,450
2,150 HE damage x 3 broadside guns = 6,450.
AP full-salvo alpha9,900
3,300 AP damage x 3 broadside guns = 9,900.
HE DPMInitial: 77,400 → 86,000
Zero upgrades: 6,450 HE full-salvo alpha x 60 / 5 s base reload = 77,400. All upgrades (top gun): 6,450 HE full-salvo alpha x 60 / 4.5 s all-upgrades reload = 86,000.
AP DPMInitial: 118,800 → 132,000
Zero upgrades: 9,900 AP full-salvo alpha x 60 / 5 s base reload = 118,800. All upgrades (top gun): 9,900 AP full-salvo alpha x 60 / 4.5 s all-upgrades reload = 132,000.
Shells/minInitial: 36 → 40
Zero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 4.5 s all-upgrades reload = 40.
Fires/minInitial: 3.24 → 3.6
Zero upgrades: 36 shells/min x 9% fire chance = 3.24. All upgrades (top gun): 40 shells/min x 9% fire chance = 3.6.

Torpedoes

Torpedo detectability0.9 km
Estimated torpedo reaction time9.1 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed38 kt
Travel time to max range81 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
4 launchers x 3 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage129,996
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.
Per-side salvo damage129,996
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 10,833 = 129,996.

AA defense

AA DPS at max range4
Only families that reach 3 km contribute at the outer edge of the AA bubble. In-game families: 3in23 1x1 -> 4 DPS @ 3 km; 20mm Oerlikon Twin 2x2 -> 67 DPS @ 2 km.
Maximum AA range3 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3 km; dual-purpose mount auras extend it.
AA DPS layered by range4 DPS @ 3 km, 71 DPS @ 2 km
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-blank71
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index146
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

Armor Beta

Hull HP 12,20014,800 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern10 mm

Overmatched by 183+ 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 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–13 mm)≈ 740 (~5% of HP)
Overmatched by 150mm+ (Nürnberg, Z-31)Angle 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.
Stern10 mm≈ 740 (~5% of HP)
Overmatched by 150mm+ (Nürnberg, Z-31)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel13 mm primary (range 10–13 mm)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 6–13 mm)no cap
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).

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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

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

  • Kane 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.