World of Warships: Legends ship guide

L'Aventurier

Also called: 冒险家 · L’Aventurier Beta
France · Tier VII · Destroyer · Tech Tree
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Push deep into caps with 6.7 km detection - closer than peer DDs can match
  • Avoid: Burning the 6.7 km concealment advantage on guns
Key characteristics
Lobs over islandsSmokeEngine Boost
On this page
Community Data

L'Aventurier Community Stats

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Playstyle

Overview

L'Aventurier is a Tier VII French stealth destroyer with cohort-best surface detection (6.7 km). The kit opens detection windows other DDs cannot, so her value is contesting caps her peer DDs cannot reach unspotted. Standout traits: best smoke duration in T7 DDs (20 s) and end-plate armor (20 mm).

Positioning

Push deep into caps with 6.7 km detection - closer than peer DDs can match. The advantage opens windows for free torpedo drops and unspotted reposition; treat the cap as yours to take rather than yours to contest.

Potato Avoidance

Burning the 6.7 km concealment advantage on guns

Every salvo lights you up and gives back the detection edge that makes the kit work; reserve guns for finishing damage on already-spotted ships, and prioritize torpedo drops you can fire while undetected.

Signature Traits

Engine Boost

+20% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Extra smoke charges

4.0 Smoke Generator charges, top decile of T7 DDs.

High-arc howitzer

Steep impact angle. Shells lob over island cover into targets you can't see directly.

Acquisition

How to get L'Aventurier

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

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 Beta

Charles Bléry, Louis Violette, and Philippe Auboyneau are useful French destroyer commander directions. Inspirations usually start with concealment, then add HP, torpedo reload, gun performance, or speed depending on whether you want safer scouting or harder cap fights.

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Commanders frequently paired with this ship Louis ViolettePhilippe AuboyneauCharles Bléry

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 L'Aventurier sits among Tier VII DDs (34 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.

Top 25%Stealth profile6.71 km / 3.35 km (6/34 / 7/34) Top 25%Acceleration16 s (5/34) Top 25%Turn-speed retention109 hp/m (8/34) Top 25%Power-to-weight23.08 hp/t (6/34) Bottom 25%Max speed35 kt (28/34) Bottom 25%Main battery reload5.9 s (29/34) Bottom 25%AP DPM146,441 (25/32) Bottom 25%AP velocity800 m/s (27/32) Bottom 25%Torpedo damage≈12,500 (28/33) WorstTorpedo speed40 kt (33/33)
See 31 mid-pack stats

Not standouts for L'Aventurier -- 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 points16,700 HP(23/34) Rudder shift4 s(21/34) Traverse-to-turn ratio6.01 ×(24/34) Main battery caliber130 mm(13/34) Main battery range10.96 km(13/34) HE shell damage1,950(11/34) HE fire chance9%(11/34) Fires per minute5.49(19/34) HE DPM118,983(22/34) AP shell damage2,400(15/32) Main dispersion89.7 m(11/34) HE velocity840 m/s(15/34) AP arming threshold22 mm(21/32) Engine power67,600 hp(12/34) Displacement2,929 t(19/34) AP pen at 10 km52 mm(22/32) Effective HE DPM (incl. fire)159,707(22/34) AA DPS139(25/34) AA range3.5 km(23/34) AA threat456(21/34) Torpedo range11 km(11/33) Torpedo reload115 s(25/33) Max armor20 mm(19/34) Citadel belt20 mm(19/34) Deck armor19 mm(11/28) NormAP fuse timer0.01 s(25 of 32 tied at this value) NormAP ricochet start45°(26 of 32 tied at this value) NormAP auto-bounce angle60°(26 of 32 tied at this value) NormTurn speed retained81%(32 of 34 tied at this value) NormBow armor19 mm(30 of 34 tied at this value) NormStern armor19 mm(31 of 34 tied at this value)
Survivability
Hit PointsInitial: 15,700 → 16,700
Displacement2,929 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries22
Fire resistanceInitial: 33.3% → 36.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 130 mm/45 Mle 1935
Mounts / barrels3 mounts / 6 barrels
Reload time6.5 s
Firing range (base)10 km
Firing range (top fire control)11 km
Turret traverse10 °/s
HE fire DPM vs T7 BB36975
Effective HE DPM vs T7 BB144975
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 =(996030·80.51000+0.5)·30=89.7m
89.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.7·0.6=53.8m
53.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =89.7·0.32(σ=2)=28.7m
28.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.8·0.32(σ=2)=17.2m
17.2 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 6.5 s base reload = 55.4. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.9 s all-upgrades reload = 61.
Initial: 55.4 → 61
HE shells
HE Damage1,950
HE Velocity840 m/s
Fire Chance9%
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,950 HE damage x 6 broadside guns = 11,700.
11,700
HE DPM
ƒZero upgrades: 11,700 HE full-salvo alpha x 60 / 6.5 s base reload = 108,000. All upgrades (Main Battery Mod. 3 = -10% reload): 11,700 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 118,983.
Initial: 108,000 → 118,983
Fires/min
ƒZero upgrades: 55.4 shells/min x 9% fire chance = 4.98. All upgrades (Main Battery Mod. 3 = -10% reload): 61 shells/min x 9% fire chance = 5.49.
Initial: 4.98 → 5.49
AP shells
AP Damage2,400
AP Velocity800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·32.10.69·0.131.07·8001.38=207mm. Matches the in-game spec card.
207 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 260.6 m/s: P=107·2100·32.10.69·0.131.07·260.61.38=44mm.
44 mm
AP full-salvo alpha
ƒ2,400 AP damage x 6 broadside guns = 14,400.
14,400
AP DPM
ƒZero upgrades: 14,400 AP full-salvo alpha x 60 / 6.5 s base reload = 132,923. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 146,441.
Initial: 132,923 → 146,441
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: 550 mm lance-torpilles
Launchers / tubes3 launchers × 3 tubes = 9 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 125 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 115×0.85=97.8 s.
115 s
Projectile speed40 kt
Range11 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=37,500·0.333=12,500.
≈ 12,500
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.
13,700
Torpedo detectability1 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1 km40 kt×2.6=9.6 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.
9.6 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 0.8 per hit, shown as 0.8×100=80%. 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.
80%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming123 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 12,500 = 112,500.
112,500
AA Defense
AA mount points6
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (6×3.5×0.95) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
37 mm/70 ACAD Mle 19364×2 37mm
20 mm/70 Mk4 (upgraded hull only)2×1 20mm
13.2 mm/76 CAD Mle 1929 (stock hull only)2×2 13mm
Medium aura
Guns37 mm/70 ACAD Mle 1936
Continuous DPS
ƒEffective DPS: 34 raw aura damage × 3.5 × 1 hit probability = 119 - the same in-game units as the Close-range AA DPS headline.
Initial: 122 → 119
Range3.5 km
Near aura
Guns20 mm/70 Mk4
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.95 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range2 km
Total DPS in Aura
ƒMedium 119 + Near 20 = 139
139
Maneuverability
Engine power67,600 hp
Maximum speed35 kt
Turning circle radius620 m
Rudder shift time4 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 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 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·35.0·0.5144620=1.66°/s, so ratio=ωturretωhull=101.66=6.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
6.0× slow
Concealment
Detectability by sea6.71 km
Detectability by air3.35 km
Smoke firing penalty2.55 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
6.71 km
Detect Fire Sea8.71 km
Detect Fire Air6.35 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 90 s reload · 15 s emit / 70 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +20% speed bonus
Module options (3)

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

HullTrade-off
  • Hit points15,700 → 16,700
  • Close-range AA DPS41 → 40
Fire controlUpgrade
  • Main battery range9,960 → 10,956 m
TorpedoesUpgrade
  • Range10 → 11 km
  • Reload125 → 115 s
  • Alpha damage36,000 → 37,500
  • Display damage12,000 → 12,500

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 Disp89.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(996030·80.51000+0.5)·30=89.7m
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 Disp53.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =89.7·0.6=53.8m
Med Horiz Disp28.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =89.7·0.32(σ=2)=28.7m
Med Vert Disp17.2 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =53.8·0.32(σ=2)=17.2m
Dispersion familyDD Disp.
Standard destroyer dispersion baseline.
AP Pen Close207 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·32.10.69·0.131.07·8001.38=207mm. Matches the in-game spec card.
AP Pen Far44 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 260.6 m/s: P=107·2100·32.10.69·0.131.07·260.61.38=44mm.
AP pen 5 km101 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 km52 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 penetration22 mm
22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
AP overmatch9 mm
floor(130 mm caliber / 14.3) = 9 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 alpha6
All 6 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
HE full-salvo alpha11,700
1,950 HE damage x 6 broadside guns = 11,700.
AP full-salvo alpha14,400
2,400 AP damage x 6 broadside guns = 14,400.
HE DPMInitial: 108,000 → 118,983
Zero upgrades: 11,700 HE full-salvo alpha x 60 / 6.5 s base reload = 108,000. All upgrades (Main Battery Mod. 3 = -10% reload): 11,700 HE full-salvo alpha x 60 / 5.9 s all-upgrades reload = 118,983.
AP DPMInitial: 132,923 → 146,441
Zero upgrades: 14,400 AP full-salvo alpha x 60 / 6.5 s base reload = 132,923. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 AP full-salvo alpha x 60 / 5.9 s all-upgrades reload = 146,441.
Shells/minInitial: 55.4 → 61
Zero upgrades: 6 broadside guns x 60 / 6.5 s base reload = 55.4. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 5.9 s all-upgrades reload = 61.
Fires/minInitial: 4.98 → 5.49
Zero upgrades: 55.4 shells/min x 9% fire chance = 4.98. All upgrades (Main Battery Mod. 3 = -10% reload): 61 shells/min x 9% fire chance = 5.49.

Torpedoes

Torpedo detectability1 km
Estimated torpedo reaction time9.6 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed40 kt
Travel time to max range105.8 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 damage112,500
All tubes hitting one target: tubes x per-torpedo simulated damage = 9 x 12,500 = 112,500.
Per-side salvo damage112,500
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 9 x 12,500 = 112,500.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (34×3.5×1) + (6×3.5×0.95) = 139. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index456
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 15,70016,700 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 & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,300 (14% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 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)19 mm12,500 (75% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–20 mm)1,600 (10% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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.
Superstructure19 mmno 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).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,400 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 (37 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 HP5,000 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior L'Aventurier can equip, from in-game data.

  • L'Aventurier 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.