World of Warships: Legends ship guide

Romulus

Also called: 罗慕路斯 Beta
Long-range torpedo DDDrop torps on probable lanes from outside detection; the guns chip between waves.
Playstyle
  • Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment
  • Avoid: Pushing the cap fight yourself
Key characteristics
Long torps (8 km)Heavy AP penHeavy HE shellsEngine BoostHeavy AP shellsFragile
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Community Data

Romulus Community Stats

Across 490+ Standard battles from 160+ players, Romulus averages a 59% win rate, 17,200 damage and 0.9 kills per battle, and survives 31% of them.

Community Data

Romulus Community Stats

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Playstyle

Overview

Romulus is a Tier II European long-range torpedo destroyer reaching 8 km. The torps drop on probable lanes from outside detection; the guns are for sustained chip damage between waves. Standout traits: best AP overmatch threshold in T2 DDs (8.3 mm, 2nd of 23) and heavy AP shells in T2 DDs (2,000, 3rd of 21). The trade is worst surface detection in T2 DDs (6.1 km, 23rd of 23).

Positioning

Sit outside the contested cap's detection ring and drop torpedoes on probable lanes from concealment. The long-range torps make you a map-control tool; the cap fight itself is for your peer DDs while you shape rotations from the flank. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on. Once the rudder is over she turns tightly for her cohort (440 m), so a committed turn costs less water than most of what she is fighting.

Potato Avoidance

Pushing the cap fight yourself

The kit is map control via torpedo lanes, not cap brawling; if you contest the cap directly your peer DDs will out-trade you and the long torps stop mattering when you are dead.

Signature Traits

Engine Boost

+8% speed (about +2.7 kt), 120 s duration. Engine Boost consumable gives a small speed nudge - useful for closing a gap or steadying a torpedo run, not for running anything down.

ELITE MAIN BATTERY ↗
  • Big-caliber AP overmatch · 8.3 mm
  • Heavy AP shells · 2000 damage
  • Long-range AP brick · 40.74 mm
  • Heavy HE shells · 1600 damage
Long-reach AA ↗

3.5 km AA reach, best of T2 DDs.

Long-range torps ↗

8 km torpedo range, top decile of T2 DDs.

Easily spotted ↗

6.1 km surface detect, worst of T2 DDs. Visible before you can react; position early.

Fragile HP pool ↗

6800 HP, bottom decile of T2 DDs. Trade hits sparingly.

Acquisition

How to get Romulus

Romulus is available in the Area-Denial Destroyers branch of the Pan-Europe Tech Tree for 13,000 credits after researching it in the branch. Known module upgrades cost up to 2,600 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock.

History: Early Access May 2022 – Jun 2022 (temporary crate drops, now ended).

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Show Pan-Europe tech-tree branch diagram
Pan-Europe Tech Tree

Romulus sits in the Area-Denial Destroyers branch. The highlighted path shows the local branch context inside the full Pan-Europe tree.

Official WG availability sources
  • Sailing United: Pan-European Destroyers Arrive in Early Access Tech tree line Start: 2022-05-18 · End: 2022-06-15
    • Tier I cruiser Gryf and Tier II destroyer Romulus, which reside at the branch's start, are available for credits from the get-go, with Romulus unlocking after Gryf is maxed out.
  • May update: Galloping Seahorse Tech tree line 2022-05-12
    • Both Tier I Gryf and Tier II Romulus are unlockable for credits, while Tier VII Östergötland is going to reinforce the destroyer ranks with the start of the next update, marking the line becoming fully researchable.

Builds

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

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Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Romulus sits among Tier II DDs (22 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.

BestTurning circle440 m (1 of 3 tied) BestMain battery caliber120 mm (1 of 3 tied) BestHE fire chance7% (1 of 4 tied) BestAA range3.5 km (1/17) Top 10%HE shell damage1,600 (3/23) Top 10%AP shell damage2,000 (3/21) Top 10%Torpedo range8.01 km (3/23) Top 25%AA DPS39 (4/17) Top 25%AA threat136 (3/17) Bottom 25%Engine power19,000 hp (20/23) Bottom 25%Power / turn radius43.2 hp/m (20/23) Bottom 10%Smoke fire bloom2.02 km (22/23) WorstHit points6,800 HP (23/23) WorstConcealment6.14 km (23/23) WorstAP arming threshold20 mm (1 of 2 tied) WorstTorpedo damage≈5,033 (1 of 2 tied) WorstMax armor6 mm (1 of 8 tied) WorstCitadel belt6 mm (1 of 8 tied)
See 22 mid-pack stats

Not standouts for Romulus -- 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 speed34 kt(13/23) Air detection2.78 km(11/23) Rudder shift2.1 s(7/23) Main battery range8.8 km(7/23) Main battery reload5.5 s(16/23) Fires per minute2.26(9/23) HE DPM51,692(14/23) AP DPM64,615(8/21) Main dispersion81 m(17/23) AP velocity800 m/s(13/21) HE velocity800 m/s(15/23) Time to 90% speed15.7 s(16/23) Acceleration (0-12 kt)5.1 s(15/23) Displacement995 t(9/23) Power-to-weight19.1 hp/t(17/23) Torpedo speed55 kt(9/23) Torpedo reaction time8.1 s(17/23) Torpedo reload35 s(10/23) NormAP fuse timer0.01 s(18 of 21 tied at this value) NormAP ricochet start45°(20 of 21 tied at this value) NormTurn speed retained81%(21 of 23 tied at this value) NormStern armor6 mm(21 of 23 tied at this value)
Survivability
Hit Points6,800
Displacement995 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
80.9 x 8.5 m (ship-model figure)
Armor range6–6 mm
Plate armor thicknesses6 mm
Armor material/layer entries20
Fire resistance
ƒstock hull: 1 − 1 fire coefficient = 0%; top hull: 1 − 0.9667 fire coefficient = 3.3%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
Initial: 0% → 3.3%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 6,800 HP = 612 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 6,800 HP = 680 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
3,900
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.
2,300
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,300 = 2,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,300
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 5,800 = 11,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
5,800
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 300 = 600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
300
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 700 = 1,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
700
Main Battery
ModuleArtillery: 120 mm/45 Bofors M1924
Mounts / barrels3 mounts / 3 barrels
Reload timeInitial: 5 s → 5.5 s
Firing range (base)8 km
Firing range (top fire control)8.8 km
Turret traverse10 °/s
Turret armor6 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±130°, ±154°, ±148°
Guns to bear
ƒ180° − 130° (the most restricted aft-facing mount's arc) = 50° off bow; 180° − 148° (the most restricted forward-facing mount's arc) = 32° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
50° off bow / 32° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (8.8 km) shells land in an ellipse about 81 m wide and 49 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(8803.330·8−0.51000+0.5)·30=81m
81 m at 8.8 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =81·0.6=48.6m
48.6 m at 8.8 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =81·0.62=24.3m
24.3 m at 8.8 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =48.6·0.62=14.6m
14.6 m at 8.8 km
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Shells/min
ƒZero upgrades: 3 broadside guns x 60 / 5 s base reload = 36. All upgrades (top gun): 3 broadside guns x 60 / 5.571 s (5.5 s = 39 ticks) all-upgrades reload = 32.3.
Initial: 36 → 32.3
HE shells
HE alpha1,550 → 1,600
HE Velocity840 m/s → 800 m/s
Fire Chance6% → 7%
HE penetration
ƒ20 mm ≈ 120 mm caliber / 6 (standard HE penetration ratio).
20 mm
HE full-salvo alpha
ƒZero upgrades: 1,550 HE damage x 3 broadside guns = 4,650. All upgrades (top gun): 1,600 HE damage x 3 broadside guns = 4,800.
Initial: 4,650 → 4,800
HE DPM
ƒZero upgrades: 4,650 HE full-salvo alpha x 60 / 5 s base reload = 55,800. All upgrades (top gun): 4,800 HE full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) all-upgrades reload = 51,692.
Initial: 55,800 → 51,692
Fires/min
ƒZero upgrades: 36 shells/min × 0.07 (7% fire chance) = 2.52. All upgrades (top gun): 32.3 shells/min × 0.07 (7% fire chance) = 2.26.
Initial: 2.52 → 2.26
AP shells
AP alpha1,650 → 2,000
AP Velocity840 m/s → 800 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold17 mm
AP overmatch
ƒfloor(120 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1721·210.69·0.12−1.07·8001.38=137.9mm.
137.9 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (8.8 km), where the shell has slowed to 317.9 m/s: P=10−7·1721·210.69·0.12−1.07·317.91.38=38.6mm.
38.6 mm at 8.8 km
AP full-salvo alpha
ƒZero upgrades: 1,650 AP damage x 3 broadside guns = 4,950. All upgrades (top gun): 2,000 AP damage x 3 broadside guns = 6,000.
Initial: 4,950 → 6,000
AP DPM
ƒZero upgrades: 4,950 AP full-salvo alpha x 60 / 5 s base reload = 59,400. All upgrades (top gun): 6,000 AP full-salvo alpha x 60 / 5.571 s (5.5 s = 39 ticks) all-upgrades reload = 64,615.
Initial: 59,400 → 64,615
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.
7
Torpedoes
ModuleTorpedoes: 450 mm Quadruple
Launchers / tubes2 + 4 tubes = 6 tubes
Reload time35 s
Projectile speed55.0 kt
Range8.01 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 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=15,100·0.333=5,033. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 5,033
Maximum damage (ammunition)
ƒ15,100 warhead alpha / 3 + 500 blast = 5,533. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
5,533
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
500
Torpedo detectability1.2 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.2 km55 kt×2.6855=8.1 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
8.1 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 0.63 per hit, shown as 0.63×100=63%. 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.
63%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming178 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
30,198
AA Defense
AA mount points2
Maximum AA range
ƒInitial: 2 km → 3.5 km (stock → upgraded). Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2 km; dual-purpose mount auras extend it.
Initial: 2 km → 3.5 km
40 mm/60 Bofors M1936 (upgraded hull only)2×1 40mm
20 mm/65 Breda M1935 (stock hull only)2×2 20mm
Medium aura
Guns40 mm/60 Bofors M1936
Continuous DPS
ƒEffective DPS: 11 raw aura damage × 3.5 × 1 hit probability = 38 - the same in-game units as the Close-range AA DPS headline.
38
Range3.5 km
Maneuverability
Engine power19,000 hp
Maximum speed34.0 kt
Turning circle radius440 m
Rudder shift timeInitial: 2.9 s → 2.1 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 34 / 4 + 4.9 = 13.4 kt. Base value; speed modifiers scale it.
13.4 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
19.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.6 kt of 34.0 kt).
15.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.7 kt of 34.0 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.
26 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 10.0°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 10 − 10.0 = +0.0°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+0.0°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.14 km x 0.955 = 5.86 km. Camouflage does not change detectability by air.
6.14 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.14 km x 0.955 (Grade IV permanent camo or any disposable camo) = 5.86 km.
5.86 km
Detectability by air2.78 km
Smoke firing penalty2.02 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 6.14 km) = 8.8 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
8.8 km
Detect when firing (air)
ƒAir detectability 2.78 km + gun-firing bloom 2.4 km = 5.18 km. The bloom tracks main-battery caliber x 0.020.
5.18 km
Detect when on fire (sea)
ƒSea detectability 6.14 km + 2.0 km while burning = 8.14 km.
8.14 km
Detect when on fire (air)
ƒAir detectability 2.78 km + 3.0 km while burning = 5.78 km.
5.78 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus
Module options (3)

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

HullUpgrade
  • Rudder shift2.9 → 2.1 s
  • Close-range AA DPS4 → 11
  • Maximum AA range2 → 3.5 km
Fire controlUpgrade
  • Main battery range8,003 → 8803.3 m
ArtilleryUpgrade
  • Base reload5 → 5.5 s

Under the hood

Show ▾

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
AP pen 5 km60 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1721·13.80.69·0.102−1.07·473.61.38=60mm, where 473.6 m/s is the shell's speed when it arrives at 5 km (from 840 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
Guns per full salvo (alpha, DPM)3
3 mounts × 1 barrels = 3; all 3 bear on the broadside.

Model inputs

Krupp (AP)1,721
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass13.8 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.3177
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity840 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity840 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time8.1 s
1200 m / (55.0 kt × 2.6855) = 8.1 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed55.0 kt
Travel time to max range54.2 s
8010 m / (55.0 kt × 2.6855) = 54.2 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count6
2 + 4 tubes.
Per-side salvo6 torpedoes
2 + 4 tubes = 6, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage30,198
All tubes hitting one target: tubes x per-torpedo simulated damage = 6 x 5,033 = 30,198. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range39
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 40mm Bofors M36 1barrels SW 2x1 -> 39 DPS @ 3.5 km.
AA DPS layered by range39 DPS @ 3.5 km
@ 3.5 km: 39 from one family. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank39
39 = 39 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index136
39 × 3.5 = 136. 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.
Open in Charting Tool

Ship Charts

Background

A Spica-class destroyer built for the Italian Navy and transferred to Sweden in 1940. The ship was notable for her compact dimensions and the peculiar arrangement of her torpedo tubes.

Armor Beta

Hull HP 6,800, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern6 mm

Overmatched by 105+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 3%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow6 mm1,300 (19% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 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.
Stern6 mm700 (10% of HP)
Overmatched by 127mm+ AP (Farragut, Shenyang)6 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel6 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 mm300 (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 HP3,900 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
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 HP2,300 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.

Balance History

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

Buff ×3Main Battery ×3
2022-08-25

Autumn Update: In the Shadow of Leaves

  • Reload time for torpedo launchers decreased from 40 s to 35 s.
  • Reload time for upgraded main battery decreased from 6.5 s to 5.5 s.
  • HE shell maximum damage for stock main battery increased from 1,450 to 1,550.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Romulus can equip.

  • Romulus 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.