World of Warships: Legends ship guide

Roma

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
Spotter planeShort AA reach
Community Data

Roma Community Stats

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Playstyle

Overview

Roma is a Tier VII Italian all-rounder battleship with 381mm guns at 16.8 km: she has no single dominant kit trait but is competent across the board. The role flexes by team comp - mid-range AP anchor by default, brawl support when the team commits, sniper when the line sits back. Versatility is the value, not specialization. Standout traits: best Repair Party charges in T7 BBs (4).

Positioning

Anchor a flank at 14-17 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

Extra heal charges

4.0 Repair Party charges, best of T7 BBs. More total HP available across a match.

Fast turret traverse

6.0°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Flat HE shells

880.0 m/s HE muzzle velocity, top decile of T7 BBs. Flatter trajectory, easier to land at range.

Thick deck armor

150.0 mm armor deck, top decile of T7 BBs. Eats plunging fire and HE that peers don't.

Fast HE shells

11.11 s HE flight time to max range, top decile of T7 BBs. Harder to dodge.

Short AA reach

4.0 km AA reach, bottom decile of T7 BBs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Roma

Roma is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers, Global XP, and Campaign. 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 VII Crate 4% One of the Tier VII Premium ships Event containers · Super VII Crate · 1 of 25 ships
  • Santa Level 5 0.428571% Tier VII Premium ship Event containers · Santa Level 5 · 1 of 35 ships
  • Spectral Vault 5.0 0.375% Tier VII Premium ship Event containers · Spectral Vault 5.0 · 1 of 40 ships
Show all 17 containers (14 more)
  • Mega Santa '23 0.172414% Tier VII Premium ship Event containers · Mega Santa '23 · 1 of 29 ships
  • Santa Level 4 0.157143% Tier VII Premium ship Event containers · Santa Level 4 · 2 paths combined · 1 of 35 ships
    Show 2 paths
    • Santa Level 40.114286%
    • Santa Level 4 → Santa Level 50.042857%
  • Spectral Vault 4.0 0.15625% Tier VII Premium ship Event containers · Spectral Vault 4.0 · 2 paths combined · 1 of 40 ships
    Show 2 paths
    • Spectral Vault 4.00.1%
    • Spectral Vault 4.0 → Spectral Vault 5.00.05625%
  • Santa Level 3 0.102143% Tier VII Premium ship Event containers · Santa Level 3 · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Santa Level 30.057143%
    • Santa Level 3 → Santa Level 50.021429%
    • Santa Level 3 → Santa Level 40.017143%
    • Santa Level 3 → Santa Level 4 → Santa Level 50.006429%
  • Spectral Vault 3.0 0.078437% Tier VII Premium ship Event containers · Spectral Vault 3.0 · 4 paths combined · 1 of 40 ships
    Show 4 paths
    • Spectral Vault 3.00.05%
    • Spectral Vault 3.0 → Spectral Vault 5.00.01125%
    • Spectral Vault 3.0 → Spectral Vault 4.00.011%
    • Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.006188%
  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
  • Super Santa '23 0.051724% Tier VII Premium ship Event containers · Super Santa '23 · 1 of 29 ships
  • Super Santa '22 0.034615% Tier VII Premium ship Event containers · Super Santa '22 · 1 of 13 ships
  • Santa Level 2 0.026036% Tier VII Premium ship Event containers · Santa Level 2 · 7 paths combined · 1 of 35 ships
    Show 7 paths
    • Santa Level 2 → Santa Level 30.008571%
    • Santa Level 2 → Santa Level 40.005714%
    • Santa Level 2 → Santa Level 3 → Santa Level 50.003214%
    • Santa Level 20.002857%
    • Santa Level 2 → Santa Level 3 → Santa Level 40.002571%
    • Santa Level 2 → Santa Level 4 → Santa Level 50.002143%
    • Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000964%
  • Champion's Box 0.020429% Tier VII Premium ship Event containers · Champion's Box · 4 paths combined · 1 of 35 ships
    Show 4 paths
    • Champion's Box → Santa Level 30.011429%
    • Champion's Box → Santa Level 3 → Santa Level 50.004286%
    • Champion's Box → Santa Level 3 → Santa Level 40.003429%
    • Champion's Box → Santa Level 3 → Santa Level 4 → Santa Level 50.001286%
  • Spectral Vault 2.0 0.013469% Tier VII Premium ship Event containers · Spectral Vault 2.0 · 7 paths combined · 1 of 40 ships
    Show 7 paths
    • Spectral Vault 2.0 → Spectral Vault 3.00.005%
    • Spectral Vault 2.00.0025%
    • Spectral Vault 2.0 → Spectral Vault 4.00.002%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.001125%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.0011%
    • Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000619%
  • Santa Level 1 0.007834% Tier VII Premium ship Event containers · Santa Level 1 · 9 paths combined · 1 of 35 ships
    Show 9 paths
    • Santa Level 1 → Santa Level 30.002857%
    • Santa Level 1 → Santa Level 2 → Santa Level 30.001286%
    • Santa Level 1 → Santa Level 3 → Santa Level 50.001071%
    • Santa Level 1 → Santa Level 2 → Santa Level 40.000857%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 50.000482%
    • Santa Level 1 → Santa Level 20.000429%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 40.000386%
    • Santa Level 1 → Santa Level 2 → Santa Level 4 → Santa Level 50.000321%
    • Santa Level 1 → Santa Level 2 → Santa Level 3 → Santa Level 4 → Santa Level 50.000145%
  • Ultimate Crate 0.005172% Tier VII Premium ship Event containers · Ultimate Crate → Super Santa '23 · 1 of 29 ships
  • Spectral Vault 1.0 0.001997% Tier VII Premium ship Event containers · Spectral Vault 1.0 · 11 paths combined · 1 of 40 ships
    Show 11 paths
    • Spectral Vault 1.0 → Spectral Vault 3.00.0005%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.00.00045%
    • Spectral Vault 1.0 → Spectral Vault 2.00.000225%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.00.00018%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000112%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.00.00011%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 5.00.000101%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.00.000099%
    • Spectral Vault 1.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000062%
    • Spectral Vault 1.0 → Spectral Vault 2.0 → Spectral Vault 3.0 → Spectral Vault 4.0 → Spectral Vault 5.00.000056%
Official WG availability sources
Show direct source rows

Builds Beta

Build for main-battery accuracy, survivability, smoke/spotter utility, concealment, and maneuverability.

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Cohort position

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Where Roma sits among Tier VII BBs (39 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.

BestRepair charges4 (1 of 3 tied) Top 10%HE velocity880 m/s (4/38) Top 25%Traverse-to-turn ratio5.5 × (9/39) Top 25%AP velocity850 m/s (7/39) Top 25%Citadel belt375 mm (9/37) Top 25%Deck armor150 mm (6/36) Bottom 25%Main battery range16.79 km (32/39) Bottom 25%Fires per minute4.8 (35/38) Bottom 25%Secondary fire chance7% (29/37) Bottom 25%Engine power128,200 hp (33/39) Bottom 25%AA threat1,203 (32/39) WorstAA range4 km (1 of 3 tied) WorstNo torpedoes (27 of 39 in cohort)
See 31 mid-pack stats

Not standouts for Roma -- 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 points65,400 HP(19/39) Max speed30 kt(20/39) Concealment15.23 km(15/39) Air detection12.18 km(13/39) Rudder shift20.3 s(22/39) Main battery caliber381 mm(25/39) Main battery reload27 s(25/39) Sigma1.8(23/39) HE shell damage5,800(15/38) HE DPM116,000(12/38) AP shell damage12,000(23/39) AP DPM240,000(24/39) Main dispersion230.5 m(28/39) Secondary DPM (per side)180,000(27/39) HE alpha2,100(18/37) Secondary HE pen25 mm(18/37) Acceleration8.8 s(17/39) AP arming threshold64 mm(15/39) Turn-speed retention158.3 hp/m(29/39) Displacement46,215 t(18/39) Power-to-weight2.77 hp/t(29/39) Secondary range5 km(27/39) AA DPS364(30/39) Max armor375 mm(17/39) Stern armor32 mm(15/37) NormSecondary dispersion bracket57(28 of 39 tied at this value) NormAP fuse timer0.03 s(31 of 39 tied at this value) NormAP ricochet start45°(38 of 39 tied at this value) NormAP auto-bounce angle60°(37 of 39 tied at this value) NormRepair heal rate0.5 %/s(27 of 39 tied at this value) NormBow armor32 mm(29 of 37 tied at this value)

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 4SmokeFighter
Survivability
Hit Points65,400
Displacement46,215 t
Armor range13–375 mm
Plate armor thicknesses13, 19, 32, 40, 44, 45, 50, 60, 70, 85, 90, 100, 102, 108, 112, 130, 150, 162, 200, 210, 260, 280, 350, 375 mm
Armor material/layer entries82
Fire resistance36.6%
Fire duration60 s
Torp Reduction38%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
32,700
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.
19,600
Main Battery
ModuleArtillery: 381 mm/50 OTO 1934
Mounts / barrels3 mounts / 9 barrels
Reload time30 s
Firing range16.8 km
Turret traverse6 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16787/30·(12−2.2)/1000 + 2.2)·30 = 230.5 m
230.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 230.5 × 0.6 = 138.3 m
138.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 230.5 × 0.344 (σ=1.8) = 79.3 m
79.3 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 138.3 × 0.344 (σ=1.8) = 47.6 m
47.6 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ9 broadside guns x 60 / 30 s base reload = 18.
18
HE shells
HE Damage5,800
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,800 HE damage x 9 broadside guns = 52,200.
52,200
Base HE DPM
ƒ52,200 HE full-salvo alpha x 60 / 30 s base reload = 104,400.
104,400
Installed HE DPM
ƒ52,200 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 116,000.
116,000
Base fires/min
ƒ9 HE shells x 60 / 30 s reload x 24% fire chance = 4.32.
4.32
AP shells
AP Damage12,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.
814.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21 km), where the shell has slowed to 547.5 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 547.5^1.38 = 443.6 mm.
443.6 mm
AP full-salvo alpha
ƒ12,000 AP damage x 9 broadside guns = 108,000.
108,000
Base AP DPM
ƒ108,000 AP full-salvo alpha x 60 / 30 s base reload = 216,000.
216,000
Installed AP DPM
ƒ108,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
240,000
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.
120
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (66×3.5×0.75) + (34×3.5×0.7) + (41×3.5×0.75) = 364. 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.
364
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19388×2 37mm
37 mm/54 RM 19394×1 37mm
20 mm/65 Breda 193516×2 20mm
90 mm/50 OTO 1939 (DP)12×1 90mm
Far aura
DPS
ƒIncludes 41 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
41
Range4 km
Medium aura
DPS66
Range3.5 km
Total DPS in Aura
ƒFar 41 + Medium 66 = 107
107
Near aura
DPS34
Range2 km
Total DPS in Aura
ƒFar 41 + Medium 66 + Near 34 = 141
141
S
Secondary Battery
Mounts16
Firing range5.0 km
Shell Grouping (σ)1
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
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
152 mm/55 OTO 1936 (×2)
Caliber152 mm
Reload time12 s
HE Damage2,100
Muzzle Velocity950 m/s
Fire Chance7%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
90 mm/50 OTO 1939 (×12)
Caliber90 mm
Reload time4 s
HE Damage1,300
Muzzle Velocity860 m/s
Fire Chance5%
Armor Pen15 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 128,200 hp
Engine power128,200 hp
Maximum speed30 kt
Turning circle radius810 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio5.5× slow
Concealment
Detectability by sea15.23 km
Detectability by air12.18 km
Smoke firing penalty10.46 km
Detect after firing main guns15.23 km
Detect Fire Sea17.23 km
Detect Fire Air15.18 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Exhaust Smoke Generator3 charges · 150 s reload · 30 s emit / 10 s cloud active
Choose one
Catapult Fighter4 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

Show

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
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp230.5 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16787/30·(12−2.2)/1000 + 2.2)·30 = 230.5 m
Max Vert Disp138.3 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 230.5 × 0.6 = 138.3 m
Med Horiz Disp79.3 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 230.5 × 0.344 (σ=1.8) = 79.3 m
Med Vert Disp47.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 138.3 × 0.344 (σ=1.8) = 47.6 m
AP Pen Close814.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 850^1.38 = 814.1 mm. Matches the in-game spec card.
AP Pen Far443.6 mm
Same formula at the ship's max firing range (21 km), where the shell has slowed to 547.5 m/s: 1e-7 × 2434 × 884.8^0.69 × 0.381^-1.07 × 547.5^1.38 = 443.6 mm.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha52,200
5,800 HE damage x 9 broadside guns = 52,200.
AP full-salvo alpha108,000
12,000 AP damage x 9 broadside guns = 108,000.
Base HE DPM104,400
52,200 HE full-salvo alpha x 60 / 30 s base reload = 104,400.
Base AP DPM216,000
108,000 AP full-salvo alpha x 60 / 30 s base reload = 216,000.
Installed HE DPM116,000
52,200 HE full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 116,000.
Installed AP DPM240,000
108,000 AP full-salvo alpha x 60 / 27 s installed reload (Main Battery Mod. 3 = -10%) = 240,000.
Base shells/min18
9 broadside guns x 60 / 30 s base reload = 18.
Installed shells/min20
9 broadside guns x 60 / 27 s installed Artillery reload = 20.
Base fires/min4.32
9 HE shells x 60 / 30 s reload x 24% fire chance = 4.32.
Installed fires/min4.8
9 HE shells x 60 / 27 s installed reload x 24% fire chance = 4.8.

AA defense

Close-range AA DPS364
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (66×3.5×0.75) + (34×3.5×0.7) + (41×3.5×0.75) = 364. 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.
Maximum AA range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1203
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: 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 2×3 152 mm (3/side) × 60/12 × 2100 = 31,500 + 12×1 90 mm (6/side) × 60/4 × 1300 = 117,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2100
Maximum HE damage per shell across secondary HE families. Best on this ship: 2100 from the 152 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor

Hull HP 65,400, 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.

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–130 mm)5,000 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle 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)19 mm primary (range 19–350 mm)49,100 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–210 mm)5,300 (8% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 32–375 mm)≈ 165,500 (effectively no cap)
Citadel pen ×0.10 damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. Damage is gated by pen/over-pen multipliers instead (×0.10 direct pen, ×0.10 over-pen).
Superstructure13 mm primary (range 13–280 mm)2,600 (4% 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 HP32,700 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 (152 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 (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 HP19,600 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.

Shell ballistics chart

AP penetration, impact velocity, flight time and impact angle vs range. Click to load the interactive chart.

Balance History

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

Buff ×5Main Battery ×1Concealment ×1Consumable ×3
2026-04-30

Ministry of Balance: Viva la Marina!

  • Detectability range after firing in smoke reduced from 13.95 to 10.46 km.
Read the full official post
2022-06-16

Summer Update: The High Roll

  • Maximum HE shell damage increased from 5,100 to 5,800.
  • Exhaust Smoke Generator consumable added for the 3rd slot.
  • Damage Control Party consumable duration increased from 10 to 15 s.
  • Number of Repair Party consumables increased from 3 to 4.
  • The Catapult Fighter, Spotter, and Enhanced Secondary Targeting consumables were moved from the 3rd slot to the 4th. If you’ve already used Roma, the slot will be reset to the default choice—Catapult Fighter—when the update hits.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Roma 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.