Royal Sovereign
Beta- With 15.86 km of range and a 22 knot top speed (21st of 27), she cannot reposition quickly
- Keep the bow toward threats: her 26 mm ends are tied for thickest in the cohort
- Avoid: Torpedo Boat Brawling; with no torpedoes she cannot trade back inside enemy torpedo range
On this page
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Royal Sovereign Community Stats
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Royal Sovereign Community Stats
Record History
Playstyle
Overview
Royal Sovereign is a British Tier V premium battleship built around long-range AP and a secondary battery that sets ships on fire. Her eight 381 mm guns keep 411.9 mm of AP penetration at long range (2nd at her tier), and her HE shells hit for 6,300 (tied 2nd) with a 35 percent fire chance. Her secondaries reach 6.0 km, the longest of the 27, and her 374 AA DPS ranks 4th. The trade is a 32 s reload and AP DPM of 170,250, 24th of 27, so she wins on salvo quality, not volume.
Positioning
With 15.86 km of range and a 22 knot top speed (21st of 27), she cannot reposition quickly, so pick a lane early and fight from the second line at 12 to 15 km, where her long-range penetration and short shell flight time of 8.9 s to max range reward patient aim. Keep the bow toward threats: her 26 mm ends are tied for thickest in the cohort, but a 26 mm hull and 16 percent torpedo protection punish a broadside. Close to 6 km only when the target is already damaged and her secondaries can finish it.
Potato Avoidance
Torpedo Boat Brawling
With no torpedoes she cannot trade back inside enemy torpedo range, and charging in to show off the secondaries is how she ends up there. The 6.0 km secondary reach is real, but at 22 knots she arrives slowly, and with 16 percent torpedo protection (near the bottom of her tier) and a 32 s reload, the destroyers and cruisers she meets on the way out-trade her. Every torpedo hit and every broadside caught while turning back drains a 56,000 HP pool she cannot rebuild fast. Let enemies walk into her secondaries instead of driving to them.
Signature Traits
- Tighter secondary dispersion · 192 m
- Extended secondary range · 6 km
- Heavy secondary DPM · 245714 secondary
- Burny secondaries · 12%
- Big-caliber AP overmatch · 26.6 mm
- Heavy HE shells · 6300 damage
- Long-range AP brick · 411.88 mm
170250 AP DPM, bottom quartile of T5 BBs. Citadel windows matter more than spam.
A brawler with no torpedoes: every trade is guns and secondaries. The sweet spot is inside secondary range but outside easy torpedo range -- close enough that the auto-fire battery works, not so close that a destroyer or torpedo cruiser lands a salvo you can't answer.
How to get Royal Sovereign
Royal Sovereign 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.
While you save up, check active promo codes for free doubloons, camouflages, and other rewards.
Best listed chance for this ship
-
Royal Benevolence crate
5%
V Royal Sovereign
New · Royal Benevolence crate
Show direct source rows
- Royal Benevolence crate 5% · V Royal Sovereign
Want the full picture? Each container page charts the odds as you open more crates - including pity guaranteed-reward timers and, for GD Supporters, pack math personalized to your port.
Builds
Invest first in main battery reload and accuracy, since 170,250 AP DPM is her weakest number and every 32 s salvo has to land. Secondary range and fire upgrades come next, building on the cohort's longest 6.0 km reach. Her 374 AA DPS already ranks 4th, so anti-air points are a low priority. Survivability investment helps cover 16 percent torpedo protection. Check current picks in the Build Tool before committing points.
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 Royal Sovereign sits among Tier V BBs (26 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.
See 36 mid-pack stats
Not standouts for Royal Sovereign -- 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.
Peers in this cohort
Compare Tier V BattleshipsStats & specs
Customize in the Build Tool →ƒ
How 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.ƒ
180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 147° (the most restricted forward-facing mount's arc) = 33° 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. Mount facing is inferred from turret stations and verified against known layouts, including Izumo's aft-facing forward turret.ƒ
In practice: 2% tighter (better) horizontal dispersion and 2% less vertical spread at max range (15.9 km) than a standard battleship: about 214 m wide × 129 m tall, against 219 m × 131 m. Also on this curve (7): AL Queen Elizabeth, Hood, Ohio, Puerto Rico, Queen Elizabeth, Warspite, Warspite B.ƒ
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model:ƒ
Vertical dispersion ellipse height at max range:ƒ
50%-hit horizontal radius:ƒ
50%-hit vertical radius:ƒ
180 degrees / 4 deg/s traverse speed = 45 s.ƒ
8 broadside guns x 60 / 32 s base reload = 15.HE shells
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95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).ƒ
6,300 HE damage x 8 broadside guns = 50,400.ƒ
50,400 HE full-salvo alpha x 60 / 32 s base reload = 94,500.ƒ
15 shells/min x 35% fire chance = 5.25.AP shells
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floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).ƒ
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.ƒ
Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 537.3 m/s: .ƒ
11,350 AP damage x 8 broadside guns = 90,800.ƒ
90,800 AP full-salvo alpha x 60 / 32 s base reload = 170,250.ƒ
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.ƒ
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.ƒ
Dual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.ƒ
Effective 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 39 from dual-purpose secondaries firing as AA in this range band.ƒ
Effective DPS: 36 raw aura damage × 3.5 × 0.75 hit probability = 94 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 39 + Medium 94 = 133ƒ
Effective DPS: 98 raw aura damage × 3.5 × 0.7 hit probability = 240 - the same in-game units as the Close-range AA DPS headline.ƒ
Far 39 + Medium 94 + Near 240 = 373ƒ
Each ~2 s salvo fires 2 AA explosions in quick succession, each leaving 1 cloud ahead of the attacking squadron - up to 2 clouds per salvo × 170 damage each. Planes that fly into a cloud take its damage; clouds dissipate before the next salvo lands. Defensive AA Fire, where fitted, multiplies the AA explosions within each salvo, and commander skills that raise the Number of AA explosions add to it.ƒ
Damage a plane takes for flying into one flak cloud, before any reductions.ƒ
Each cloud in the pattern rolls this chance to spawn, so salvos 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.ƒ
A new flak salvo (the AA explosions above) fires roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.ƒ
Flak keeps firing while at least one secondary battery mount is operational - even losing every dedicated AA mount does not stop it.ƒ
The activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so clouds can land short of 2.5 km or past 5 km - once planes get inside the band, new salvos stop. AA range bonuses push the outer edge out; the 2.5 km inner edge does not move.ƒ
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.ƒ
6 km × 27 + 30 = 192 m.ƒ
Dual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.Show 1 more gun family
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top speed / 4 + 4.9 = 22 / 4 + 4.9 = 10.4 kt. The community reverse-speed model from the WoWs ShipBuilder project, the same source as the acceleration model on this card. Base value; speed modifiers scale it. Not shown on the in-game card.ƒ
Seconds 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. Same community-model simulation as the acceleration times, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. A real replay test (one ship, not this one) measured full reverse stopping about a quarter faster than a plain Stop order from top speed, and about a tenth faster from full reverse speed; this simulation only covers the full-reverse case.ƒ
Speed below which the engine's built-in power boost applies in reverse. Matches the in-game maneuverability card's reverse threshold (Vampire II reads 10.5 here and the card shows 11; the card rounds half up).ƒ
Time to reach 90% of top speed (19.8 kt of 22 kt), from our in-house acceleration model.ƒ
Time to reach 99% of top speed (21.8 kt of 22 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.ƒ
How many degrees the turret can swing for each degree the hull turns. Turn rate , so . Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.ƒ
max(main battery range, sea detectability 14.39 km) = 15.86 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach. Matches the in-game 'Detect Firing Sea' value on all 8 unmodified captures, and range-modified captures track the modified range.ƒ
Air detectability 11.51 km + gun-firing bloom 7.62 km = 19.13 km. The bloom tracks main-battery caliber x 0.020. Matches the in-game 'Detect Firing Air' value on every captured ship.ƒ
Sea detectability 14.39 km + 2.0 km while burning = 16.39 km; matches the in-game 'Detect Fire Sea' value on every captured ship.ƒ
Air detectability 11.51 km + 3.0 km while burning = 14.51 km; matches the in-game 'Detect Fire Air' value on every captured ship.
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 7,840 HP (14% of max HP) total heal (per charge) ƒ
0.5% of max HP per second × 28 s effective active time = up to 14% of max HP restored per charge.ƒ
14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.ƒ
0.5% of max HP (56,000 HP) per second = 280 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
High-Frequency Sonar3 charges · 60 s reload · 30 s active · 4.2 km ship detect ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):ƒ
Derived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000):
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
In practice: 2% tighter (better) horizontal dispersion and 2% less vertical spread at max range (15.9 km) than a standard battleship: about 214 m wide × 129 m tall, against 219 m × 131 m. Also on this curve (7): AL Queen Elizabeth, Hood, Ohio, Puerto Rico, Queen Elizabeth, Warspite, Warspite B.H = horizontal, V = vertical spread. This ship's curve against the standard battleship curve, both evaluated at this ship's max range (15.9 km) with the same model as Max Horiz/Vert Disp: horizontal 214 / 219 m − 1 = -2%, vertical 129 / 131 m − 1 = -2%. Shell grouping (σ) is separate: it sets how shells bunch toward the centre of this ellipse.Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: (166.7 × (12 − 1.7) / 1000 + 1.7) × 30 = 102.5 m. Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.(333.3 × (12 − 1.7) / 1000 + 1.7) × 30 = 154 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.(500 × (12 − 1.7) / 1000 + 1.7) × 30 = 205.5 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.Vertical dispersion ellipse height at max range: How tall the scatter ellipse is at a fixed 5 km, from the same verified model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15860 m. Below the kink: , so .How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15860 m. Above the kink: , so .How tall the scatter ellipse is at a fixed 15 km, from the same verified model. Only shown when the ship's guns reach 15 km. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: at 0 m, at m, and at 15860 m. Above the kink: , so .50%-hit horizontal radius: 50%-hit vertical radius: Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: . Matches the in-game spec card.Same formula at the ship's max firing range (15.9 km), where the shell has slowed to 537.3 m/s: .How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 804 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, , where is air density from a standard-atmosphere profile and bundles the shell's drag coefficient, caliber and mass: . That runs from a 804 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77: the game clock runs faster than real time, and that factor was measured against stopwatch runs in the Training Room. Lower is better, since a faster shell is harder to dodge and needs less lead.95 mm ≈ 381 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.249 in this case. Lets HE pen ~95mm armor instead of ~63mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).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.4 mounts × 2 barrels = 8; all 8 bear on the broadside.180 degrees / 4 deg/s traverse speed = 45 s.6,300 HE damage x 8 broadside guns = 50,400.11,350 AP damage x 8 broadside guns = 90,800.50,400 HE full-salvo alpha x 60 / 32 s base reload = 94,500.90,800 AP full-salvo alpha x 60 / 32 s base reload = 170,250.8 broadside guns x 60 / 32 s base reload = 15.15 shells/min x 35% fire chance = 5.25.AA defense
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 2 pdr MkVIII 8barrel 2x8 -> 58 DPS @ 2.5 km; 2 pdr MkVII Quad 2x4 -> 37 DPS @ 2.5 km; 20mm Oerlikon MK V 16x2 -> 159 DPS @ 2 km; 20mm Oerlikon MK4 14x1 -> 81 DPS @ 2 km; 4in45 QF Mk XIX 4x2 -> 39 DPS @ 5 km.Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 2.5 km; dual-purpose mount auras extend it.@ 5 km: 39 from one family; @ 2.5 km: 58 + 37 + 39 = 134; @ 2 km: 58 + 37 + 159 + 81 + 39 = 374. 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.58 + 37 + 159 + 81 + 39 = 374 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (2 km).58 × 2.5 + 37 × 2.5 + 159 × 2 + 81 × 2 + 39 × 5 = 912. 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.Secondary battery dispersion
Max dispersion = range (km) × 27 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.6 km × 27 + 30 = 192 m.Same per-type line evaluated at a fixed 5 km: 5 km × 27 + 30 = 165 m.Secondary battery firepower
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: 4×2 102 mm (4/side) × 60/3 × 1500 = 120,000 + 8×1 152 mm (4/side) × 60/4.2 × 2200 = 125,714. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).max(1500 (102 mm), 2200 (152 mm)) = 2200. Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 152 mm family.max(6% (102 mm), 12% (152 mm)) = 12%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 12% from the 152 mm family.max(17 mm (102 mm), 25 mm (152 mm)) = 25 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.Ship Charts
Background
A Revenge-class battleship, built as a slower version of the Queen Elizabeth class with a less powerful power plant - and therefore less expensive to produce. Royal Sovereign entered service at the height of World War I but did not see action. During World War II, the battleship protected convoys in the Atlantic and operated in the Mediterranean and the Indian Ocean. From 1944 to 1949, Royal Sovereign served in the Soviet Navy under the name Arkhangelsk, after which she was returned to Great Britain and scrapped.
Armor Beta
Hull HP 56,000, 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.
Overmatched by 33+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.
Citadels come from a flat broadside at close range; held past ~30° of angle, AP shatters or bounces.
Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 60s. Range-by-range in the Compare tool →
| Section | Plates | HP cap | Threats | Tactic |
|---|---|---|---|---|
| Bow | 26 mm primary (range 26–102 mm) | 3,400 (6% of HP) | Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 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) | 152 mm primary (range 26–178 mm) | 42,000 (75% of HP) | No common AP caliber overmatches152 mm: no common HE pens | Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest. |
| Stern | 26 mm primary (range 26–102 mm) | 2,500 (4% of HP) | Overmatched by 380mm+ AP (Bayern, Gneisenau)Angle bounces 356mm26 mm: HE pens from 203mm+ | Mirror of bow. Same fast saturation. |
| Citadel | 330 mm primary (range 16–330 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. |
| Superstructure | 16 mm | 3,100 (6% 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). |
| Secondary mount (152 mm mount) | separate HP pool, does not drain ship HP | 800 per-mount HP | Destroyed at 0 HP | Per-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 HP | 200 per-mount HP | Destroyed at 0 HP | Per-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 HP | 16,800 module HP | Incapacitated at 0 HP | When 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.
Skins & permanent camouflages
Every custom exterior Royal Sovereign can equip.
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.
