World of Warships: Legends ship guide

Okt. Revolutsiya

Also called: 十月革命 · Октябрьская революция · Oktjabrskaja Revoljuzija · Oktyabrskaya Revolutsiya Beta
U.S.S.R. · Tier IV · Battleship · Premium
Bow-tank battleshipAngle bow-in and absorb; the armor holds a lane peer battleships cannot push through.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
Strong AALobs over islandsThick deck armorHigh-arc AP shellsThin armor
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Community Data

Okt. Revolutsiya Community Stats

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Playstyle

Overview

Okt. Revolutsiya is a Tier IV Soviet bow-tank battleship: top-decile bow and deck plate shrugs what peer guns cannot crack, so she holds the line bow-in and soaks fire while the team trades around her. AA (259 AA DPS at 3.5 km) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: top-decile high-arc AP shells in T4 BBs (17.2°).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Thick deck armor

70.0 mm armor deck, top quartile of T4 BBs. Eats plunging fire and HE that peers don't.

ELITE AA
  • Top-tier AA · 259.0 AA
  • AA specialist
LOBBING BATTERY
  • High-arc AP shells · 17.18°
  • High-arc howitzer
Thin armor

250.0 mm max plate, bottom decile of T4 BBs. Citadel windows open against peer-tier guns.

Light secondaries

59510.0 secondary DPM (theoretical), bottom decile of T4 BBs. Less per-minute secondary throughput than peers; brawl trade depends more on the mains.

Bow-in or broadside-dead

Angled bow-on, the bow and belt bounce AP that would citadel a flat-side peer -- but show a full broadside even for one salvo and you hand out a citadel. Commit to a lane you can hold angled; you can't afford to swing broadside to dodge torpedoes.

Acquisition

How to get Okt. Revolutsiya

Okt. Revolutsiya is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

  • Super Santa '22 7% Tier IV or V Premium ship Archived · Super Santa '22
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Archived · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Archived · Santa Level 2 · 1 of 15 ships
Show all 8 containers (5 more)
  • Santa Level 1 0.078333% Tier IV Premium ship Archived · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Archived · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '22 0.055833% Premium Ship Archived · Secret Santa '22 · 1 of 12 ships
  • Secret Santa '23 0.053333% Tier IV Premium ship Archived · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event · Mystic Box · 1 of 16 ships
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.

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Cohort position

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Where Okt. Revolutsiya sits among Tier IV BBs (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.

Top 10%Acceleration32.4 s (3/24) Top 10%AA DPS259 (2/24) Top 10%AA threat673 (3/23) Top 25%Fires per minute7.43 (5/24) Top 25%HE DPM101,250 (5/24) Top 25%AP DPM193,500 (7/24) Top 25%AP arming threshold51 mm (6/24) Top 25%Displacement27,200 t (6/24) Top 25%Effective HE DPM (incl. fire)155,012 (6/24) Top 25%Deck armor70 mm (7/24) Bottom 25%Hit points42,500 HP (21/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Main battery reload32 s (19/24) Bottom 25%Main dispersion208.4 m (20/24) Bottom 25%HE alpha1,700 (21/23) Bottom 25%Secondary HE pen20 mm (21/23) Bottom 25%HE velocity762 m/s (21/24) Bottom 10%Secondary DPM (per side)59,510 (23/24) Bottom 10%AP velocity762 m/s (23/24) WorstAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort) WorstRepair charges2 (1 of 4 tied) WorstMax armor250 mm (24/24)
See 23 mid-pack stats

Not standouts for Okt. Revolutsiya -- 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.

Max speed23 kt(15/24) Concealment13.25 km(13/24) Air detection10.6 km(13/24) Rudder shift12.6 s(10/24) Traverse-to-turn ratio2.97 ×(16/24) Main battery range14.84 km(12/24) Sigma1.8(11/24) HE shell damage4,500(17/24) AP shell damage8,600(17/24) Secondary fire chance8%(17/23) Engine power61,000 hp(12/24) Turn-speed retention96.8 hp/m(12/24) Power-to-weight2.24 hp/t(11/24) AP pen at 10 km329 mm(13/24) AA range3.5 km(12/24) Flak per wave (expected)180(12/16) Citadel belt250 mm(11/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormTurn speed retained81%(23 of 24 tied at this value) NormSecondary range4 km(14 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit Points42,500
Displacement27,200 t
Armor range12–250 mm
Plate armor thicknesses12, 13, 19, 25, 30, 32, 38, 44, 50, 70, 75, 100, 120, 125, 225, 250 mm
Armor material/layer entries62
Fire resistance16.6%
Fire duration60 s
Torp Reduction10%
Main Battery
ModuleArtillery: 305 mm/52 Model 1907
Mounts / barrels4 mounts / 12 barrels
Reload time32 s
Firing range14.8 km
Turret traverse3.2 °/s
HE fire DPM vs T4 BB53726
Effective HE DPM vs T4 BB154976
Shell Grouping (σ)1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1484030·1221000+2)·30=208.4m
208.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =208.4·0.6=125m
125 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =208.4·0.344(σ=1.8)=71.7m
71.7 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =125·0.344(σ=1.8)=43m
43 m
Turret turn time
ƒ180 degrees / 3.2 deg/s traverse speed = 56.2 s.
56.2 s
Shells/min
ƒ12 broadside guns x 60 / 32 s base reload = 22.5.
22.5
HE shells
HE Damage4,500
HE Velocity762 m/s
Fire Chance33%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,500 HE damage x 12 broadside guns = 54,000.
54,000
HE DPM
ƒ54,000 HE full-salvo alpha x 60 / 32 s base reload = 101,250.
101,250
Fires/min
ƒ22.5 shells/min x 33% fire chance = 7.42.
7.42
AP shells
AP Damage8,600
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
620.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.6 km), where the shell has slowed to 385.5 m/s: P=107·2627·470.90.69·0.3051.07·385.51.38=242.3mm.
242.3 mm
AP full-salvo alpha
ƒ8,600 AP damage x 12 broadside guns = 103,200.
103,200
AP DPM
ƒ103,200 AP full-salvo alpha x 60 / 32 s base reload = 193,500.
193,500
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.
40
AA Defense
AA mount points40
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.75) + (3×3.5×0.75) + (53×3.5×0.75) + (7×3.5×0.75) + (33×3.5×0.7) = 259. 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.
259
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76 mm 34-K6×1 76mm
76 mm 39-K1×2 76mm
76 mm 81-K2×2 76mm
37 mm 70-K5×1 37mm
37 mm 46-K1×4 37mm
37 mm 70-K11×1 37mm
12.7 mm DShK12×1 13mm
12.7 mm Vickers2×4 13mm
Outer Far + Outer Medium aura
Guns37 mm 46-K + 76 mm 39-K + 76 mm 81-K
Outer Far continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.75 hit probability = 8 - the same in-game units as the Close-range AA DPS headline.
8
Outer Medium continuous DPS
ƒEffective DPS: 7 raw aura damage × 3.5 × 0.75 hit probability = 18 - the same in-game units as the Close-range AA DPS headline.
18
Range3.5 km
Total DPS in Aura
ƒOuter Far 8 + Outer Medium 18 = 26
26
Inner Medium aura
Guns37 mm 70-K
Continuous DPS
ƒEffective DPS: 53 raw aura damage × 3.5 × 0.75 hit probability = 139 - the same in-game units as the Close-range AA DPS headline.
139
Range3.2 km
Total DPS in Aura
ƒOuter Far 8 + Outer Medium 18 + Inner Medium 139 = 165
165
Inner Far aura
Guns76 mm 34-K
Continuous DPS
ƒEffective DPS: 5 raw aura damage × 3.5 × 0.75 hit probability = 13 - the same in-game units as the Close-range AA DPS headline.
13
Range3 km
Total DPS in Aura
ƒOuter Far 8 + Outer Medium 18 + Inner Medium 139 + Inner Far 13 = 178
178
Near aura
Guns12.7 mm DShK + 12.7 mm Vickers
Continuous DPS
ƒEffective DPS: 33 raw aura damage × 3.5 × 0.7 hit probability = 81 - the same in-game units as the Close-range AA DPS headline.
81
Range1.2 km
Total DPS in Aura
ƒOuter Far 8 + Outer Medium 18 + Inner Medium 139 + Inner Far 13 + Near 81 = 259
259
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 × 120 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.
120
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 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 3.5 km - once planes get inside the band, new waves stop.
2.5-3.5 km
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 1 clouds ahead of the attacking squadron - up to 2 clouds per wave × 120 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.
120
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 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
S
Secondary Battery
Mounts10
Firing range4.0 km
Shell Grouping (σ)1
120 mm/50 Model 190510×1 120mm
Caliber120 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity823 m/s
Fire Chance8%
Armor Pen20 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine power61,000 hp
Maximum speed23 kt
Turning circle radius630 m
Rudder shift time12.6 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 (20.7 kt of 23 kt), from our in-house acceleration model.
32.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (22.8 kt of 23 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
51.6 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·23.0·0.5144630=1.08°/s, so ratio=ωturretωhull=3.21.08=3.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.0× drags
Concealment
Detectability by sea13.25 km
Detectability by air10.6 km
Smoke firing penalty10.12 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.25 km
Detect Fire Sea15.25 km
Detect Fire Air13.6 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party2 charges · 80 s reload · 28 s active · 5,950 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.
· 11,900 HP (28% of max HP) total heal (all charges)
ƒ14% per charge x 2 charges = up to 28% of max HP if the whole Repair Party loadout is used.
· 212 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (42,500 HP) per second = 212 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

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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)1.8
Max Horiz Disp208.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1484030·1221000+2)·30=208.4m
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.
Max Vert Disp125 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =208.4·0.6=125m
Shell scatter height @ 10 km85.6 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 Disp71.7 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =208.4·0.344(σ=1.8)=71.7m
Med Vert Disp43 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =125·0.344(σ=1.8)=43m
AP Pen Close620.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2627·470.90.69·0.3051.07·7621.38=620.4mm. Matches the in-game spec card.
AP Pen Far242.3 mm
Same formula at the ship's max firing range (18.6 km), where the shell has slowed to 385.5 m/s: P=107·2627·470.90.69·0.3051.07·385.51.38=242.3mm.
AP pen 5 km447 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 km329 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 penetration51 mm
51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time56.2 s
180 degrees / 3.2 deg/s traverse speed = 56.2 s.
HE full-salvo alpha54,000
4,500 HE damage x 12 broadside guns = 54,000.
AP full-salvo alpha103,200
8,600 AP damage x 12 broadside guns = 103,200.
HE DPM101,250
54,000 HE full-salvo alpha x 60 / 32 s base reload = 101,250.
AP DPM193,500
103,200 AP full-salvo alpha x 60 / 32 s base reload = 193,500.
Shells/min22.5
12 broadside guns x 60 / 32 s base reload = 22.5.
Fires/min7.42
22.5 shells/min x 33% fire chance = 7.42.

AA defense

Close-range AA DPS259
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (5×3.5×0.75) + (3×3.5×0.75) + (53×3.5×0.75) + (7×3.5×0.75) + (33×3.5×0.7) = 259. 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 index673
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 range1.2 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)59,510
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: 10×1 120 mm (5/side) × 60/8.57 × 1700 = 59,510. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 120 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 120 mm family.
Max HE pen20 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: 20 mm from the 120 mm family.

Armor Beta

Hull HP 42,500, 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 76+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–125 mm)2,000 (5% 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)125 mm primary (range 12–225 mm)31,900 (75% of HP)
No common caliber overmatches125 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–125 mm)1,800 (4% of HP)
Overmatch not possible in its bracketAngle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 19–250 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm800 (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 HP21,300 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 (120 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 (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 HP12,800 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 Okt. Revolutsiya can equip, from in-game data.

  • Okt. Revolutsiya 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.