World of Warships: Legends ship guide

Nebraska

Also called: 内布拉斯加 Beta
Airstrike battleshipAirstrike pressure that needs no line of sight; force broadsides, then punish with the main guns.
Playstyle
  • Park 14-17 km from a contested cap with island cover within one rotation of your bow
  • Avoid: Launching airstrikes at maneuvering targets
Key characteristics
406 mm overmatch2 sigma accuracyLobs over islandsSpotter planeLong DCP windowLow HE DPM
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Community Data

Nebraska Community Stats

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Playstyle

Overview

Nebraska is the Tier VII American airstrike battleship. Her right-trigger fires a torpedo-bomber airstrike in place of shipborne torpedoes: the planes drop a spread of aerial torpedoes on the marked lane, a damage source that does not need line of sight on top of her main battery. Standout traits: best DCP duration in T7 BBs (20 s) and best Catapult Fighter duration in T7 BBs (150 s).

Positioning

Park 14-17 km from a contested cap with island cover within one rotation of your bow. The airstrike line wants to cross the cap and the predictable retreat lane, both of which favor positions a little further back than a brawler would take. Open-water lanes are pure downside; you do not need line of sight to score with the airstrike, so cover is free upside.

Potato Avoidance

Launching airstrikes at maneuvering targets

The squadron's travel time is long enough that a healthy DD or cruiser with engine boost simply turns out of the cone. Reserve strikes for capping destroyers, island-huggers, and anyone already tying up with a teammate.

Signature Traits

Airstrike alt-armament

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Long DCP window

20.0 s Damage Control duration, best of T7 BBs. Stays fire / flood immune longer per activation.

Long fighter loiter

150.0 s Catapult Fighter active time, best of T7 BBs.

Long spotter loiter

40.0 s Observation Seaplane duration, best of T7 BBs. Spotting + tighter shell grouping stays up longer.

ELITE ARMOR
  • Thick citadel floor · 50.0 mm
  • Heavy citadel belt · 406.0 mm
Low HE DPM

76000 HE DPM, bottom decile of T7 BBs. Don't bank on burn pressure.

Acquisition

How to get Nebraska

Nebraska is available in the Aviation Battleships branch of the U.S. Tech Tree for 18,000,000 credits after researching it in the branch. Known module upgrades cost up to 3,600,000 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. Tech Tree

Nebraska sits in the Aviation Battleships branch. The highlighted path shows the local branch context inside the full U.S. tree.

U.S. hybrid battleships offer unique torpedo airstrike capabilities compared to conventional battleships, but they make large targets and have more limited gunnery abilities as a trade-off.
Advantages
Torpedo Airstrike, Large HP pool
Disadvantages
Low-velocity shells, Limited main battery firing angles, Large target

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

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

Open in Build Tool →

Commanders frequently paired with this ship Joseph ReevesJonathan HawkeCommander Riker

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 Nebraska sits among Tier VII BBs (49 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 10%Citadel belt406 mm (2/47) Top 25%Stealth profile14.95 km / 11.96 km (7/49 / 6/49) Top 25%Sigma2 (7/49) Top 25%AA DPS638 (9/49) Top 25%Flak per wave (expected)1,725 (7/49) Top 25%Max armor406 mm (13/49) Bottom 25%Rudder shift16.2 s (41/49) Bottom 25%Fires per minute4.8 (43/48) Bottom 25%Displacement50,897 t (42/49) Bottom 25%Deck armor32 mm (41/45) Bottom 10%AP DPM174,667 (48/49) WorstTraverse-to-turn ratio3.44 × (49/49) WorstHE DPM76,000 (48/48) WorstSecondary fire chance5% (1 of 11 tied) WorstSecondary HE pen21 mm (1 of 11 tied) WorstAP velocity701 m/s (1 of 3 tied) WorstEffective HE DPM (incl. fire)111,605 (48/48) WorstNo torpedoes (33 of 49 in cohort)
See 29 mid-pack stats

Not standouts for Nebraska -- 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 points67,200 HP(19/49) Max speed30 kt(29/49) Main battery caliber406 mm(17/49) Main battery range17.27 km(17/49) Main battery reload27 s(33/49) HE shell damage5,700(24/48) HE fire chance36%(22/48) Main dispersion217 m(24/49) Secondary DPM (per side)180,000(35/49) HE alpha1,800(31/46) HE velocity820 m/s(25/48) Acceleration35.7 s(23/49) AP arming threshold68 mm(35/49) Engine power160,000 hp(21/49) Turn-speed retention210.5 hp/m(16/49) Power-to-weight3.14 hp/t(29/49) AP pen at 10 km545 mm(31/48) Secondary range5 km(35/49) AA range5 km(19/49) AA threat1,954(17/49) Repair charges3(24/49) NormSecondary dispersion bracket57(36 of 49 tied at this value) NormSecondary sigma1(48 of 49 tied at this value) NormAP fuse timer0.03 s(40 of 49 tied at this value) NormAP ricochet start45°(47 of 49 tied at this value) NormAP auto-bounce angle60°(46 of 49 tied at this value) NormRepair heal rate0.5 %/s(35 of 49 tied at this value) NormBow armor32 mm(36 of 47 tied at this value) NormStern armor32 mm(35 of 47 tied at this value)
Survivability
Hit PointsInitial: 61,500 → 67,200
Displacement50,897 t
Armor range6–406 mm
Plate armor thicknesses6, 19, 32, 43, 49, 50, 100, 120, 140, 152, 165, 235, 282, 305, 378, 406 mm
Armor material/layer entries66
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction23%
Main Battery
ModuleArtillery: 406 mm Mk6
Mounts / barrels2 mounts / 6 barrels
Reload time30 s
Firing range (base)15.7 km
Firing range (top fire control)17.3 km
Turret traverse4 °/s
AP pen max range448 mm
HE fire DPM vs T7 BB32045
Effective HE DPM vs T7 BB100445
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 =(1570030·1221000+2)·30=217m
217 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =217·0.6=130.2m
130.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =217·0.319(σ=2)=69.3m
69.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =130.2·0.32(σ=2)=41.6m
41.6 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Shells/min
ƒZero upgrades: 6 broadside guns x 60 / 30 s base reload = 12. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 27 s all-upgrades reload = 13.3.
Initial: 12 → 13.3
HE shells
HE Damage5,700
HE Velocity820 m/s
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 6 broadside guns = 34,200.
34,200
HE DPM
ƒZero upgrades: 34,200 HE full-salvo alpha x 60 / 30 s base reload = 68,400. All upgrades (Main Battery Mod. 3 = -10% reload): 34,200 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 76,000.
Initial: 68,400 → 76,000
Fires/min
ƒZero upgrades: 12 shells/min x 36% fire chance = 4.32. All upgrades (Main Battery Mod. 3 = -10% reload): 13.3 shells/min x 36% fire chance = 4.8.
Initial: 4.32 → 4.8
AP shells
AP Damage13,100
AP Velocity701 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·12250.69·0.4061.07·7011.38=778.8mm. Matches the in-game spec card.
778.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.6 km), where the shell has slowed to 466.9 m/s: P=107·2598·12250.69·0.4061.07·466.91.38=444.5mm.
444.5 mm
AP full-salvo alpha
ƒ13,100 AP damage x 6 broadside guns = 78,600.
78,600
AP DPM
ƒZero upgrades: 78,600 AP full-salvo alpha x 60 / 30 s base reload = 157,200. All upgrades (Main Battery Mod. 3 = -10% reload): 78,600 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 174,667.
Initial: 157,200 → 174,667
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.
150
Squadrons
Airstrike 1
Plane HP3,700
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 6,600 dmg
Flooding chance21%
Charges1
Range13 km
Reload90 s
Launch arc-60° to 60°
Airstrike 2
Plane HP3,000
Plane max speed180 kn
Planes per strike4
Ordnancetorpedo, 6,200 dmg
Flooding chance21%
Charges1
Range13.5 km
Reload90 s
Launch arc-60° to 60°
AA Defense
AA mount points47
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.75) + (132×3.5×0.7) + (52×3.5×0.75) = 638. 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.
638
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Bofors Mk2Initial: 40 mm Bofors Mk1 (9×2) → 40 mm Bofors Mk2 (9×4)
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (38×1) → 20 mm Oerlikon Mk20 (38×2)
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
10×2 127mm
Far aura
Guns127 mm Mk32 (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 136 from dual-purpose secondaries firing as AA in this range band.
136
Range5 km
Medium aura
Guns40 mm Bofors Mk2
Continuous DPS
ƒEffective DPS: 68 raw aura damage × 3.5 × 0.75 hit probability = 178 - the same in-game units as the Close-range AA DPS headline.
Initial: 131 → 178
Range3.5 km
Total DPS in Aura
ƒFar 136 + Medium 178 = 314
314
Near aura
Guns20 mm Oerlikon Mk20
Continuous DPS
ƒEffective DPS: 132 raw aura damage × 3.5 × 0.7 hit probability = 323 - the same in-game units as the Close-range AA DPS headline.
Initial: 198 → 323
Range2 km
Total DPS in Aura
ƒFar 136 + Medium 178 + Near 323 = 637
637
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 4 clouds ahead of the attacking squadron, plus 2 stray clouds farther out that appear off-beat between waves - up to 10 clouds per wave × 230 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 × 4 clouds + 2 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
230
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
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 secondary battery mount is operational - even losing every other 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 bursts can land short of 2.5 km or past 5 km - once planes get inside the band, new waves stop.
2.5-5 km
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
10×2 127mm
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power160,000 hp
Maximum speed30 kt
Turning circle radius760 m
Rudder shift time16.2 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (27.0 kt of 30 kt), from our in-house acceleration model.
35.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
57.5 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·30.0·0.5144760=1.16°/s, so ratio=ωturretωhull=41.16=3.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.4× drags
Concealment
Detectability by sea14.95 km
Detectability by air11.96 km
Smoke firing penalty14.43 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.95 km
Detect Fire Sea16.95 km
Detect Fire Air14.96 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,408 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 28,224 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 336 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (67,200 HP) per second = 336 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter3 charges · 70 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
· 2 squadron size
Observation Seaplane3 charges · 200 s reload · 40 s active · 1 squadron size · Tightens main-battery shell grouping
Module options (2)

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

HullUpgrade
  • Hit points61,500 → 67,200
  • Rudder shift29.6 → 21.1 s
  • Close-range AA DPS131 → 200
Fire controlUpgrade
  • Main battery range15,700 → 17,270 m

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 Disp217 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1570030·1221000+2)·30=217m
Shell scatter width @ 5 km110 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 km160 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.
Shell scatter width @ 15 km210 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp130.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =217·0.6=130.2m
Shell scatter height @ 10 km84.4 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.
Med Horiz Disp69.3 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =217·0.319(σ=2)=69.3m
Med Vert Disp41.6 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =130.2·0.32(σ=2)=41.6m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close778.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·12250.69·0.4061.07·7011.38=778.8mm. Matches the in-game spec card.
AP Pen Far444.5 mm
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 466.9 m/s: P=107·2598·12250.69·0.4061.07·466.91.38=444.5mm.
AP pen 5 km640 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 km545 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.
AP pen 15 km473 mm
AP penetration at a fixed 15 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 penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha34,200
5,700 HE damage x 6 broadside guns = 34,200.
AP full-salvo alpha78,600
13,100 AP damage x 6 broadside guns = 78,600.
HE DPMInitial: 68,400 → 76,000
Zero upgrades: 34,200 HE full-salvo alpha x 60 / 30 s base reload = 68,400. All upgrades (Main Battery Mod. 3 = -10% reload): 34,200 HE full-salvo alpha x 60 / 27 s all-upgrades reload = 76,000.
AP DPMInitial: 157,200 → 174,667
Zero upgrades: 78,600 AP full-salvo alpha x 60 / 30 s base reload = 157,200. All upgrades (Main Battery Mod. 3 = -10% reload): 78,600 AP full-salvo alpha x 60 / 27 s all-upgrades reload = 174,667.
Shells/minInitial: 12 → 13.3
Zero upgrades: 6 broadside guns x 60 / 30 s base reload = 12. All upgrades (Main Battery Mod. 3 = -10% reload): 6 broadside guns x 60 / 27 s all-upgrades reload = 13.3.
Fires/minInitial: 4.32 → 4.8
Zero upgrades: 12 shells/min x 36% fire chance = 4.32. All upgrades (Main Battery Mod. 3 = -10% reload): 13.3 shells/min x 36% fire chance = 4.8.

AA defense

Close-range AA DPS638
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (68×3.5×0.75) + (132×3.5×0.7) + (52×3.5×0.75) = 638. 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 range5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1954
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 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: 21 mm from the 127 mm family.

Armor Beta

Hull HP 61,50067,200 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 & stern32 mm

Overmatched by only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel305 mm

Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.

Farming6 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
Bow32 mm primary (range 32–50 mm)2,100 (3% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)32 mm primary (range 19–406 mm)50,400 (75% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–235 mm)3,500 (5% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 19–406 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 6–406 mm)1,200 (2% 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 HP35,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (127 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 HP20,200 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

Balance History

Balance updates affecting Nebraska. Cards are condensed; use each source link for full context.

Nerf ×16Airstrike ×1Main Battery ×1
2025-06-26

Ministry of Balance: Declaration of Changes

  • Main battery reload time increased from 28 to 30 seconds.
  • Upgraded Airstrike torpedo speed reduced from 45 to 43 knots.
Read the full official post
2024-10-10

Ministry of Balance: Trick and Treat

  • Stock hull total health reduced from 62,000 to 61,500.
  • Stock hull engine HP reduced from 71,100 to 67,200.
  • Stock hull auxiliary room HP reduced from 6,900 to 6,800.
  • Stock hull stern HP reduced from 3,300 to 3,200.
  • Stock hull HP reduced from 46,500 to 46,100.
  • Stock hull steering gear HP reduced from 18,600 to 18,500.
  • Upgraded hull total health reduced from 71,100 to 67,200.
  • Upgraded hull engine HP reduced from 71,100 to 67,200.
  • Upgraded hull bow HP reduced from 2,200 to 2,100.
  • Upgraded hull casemate HP reduced from 6,200 to 5,900.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.