World of Warships: Legends ship guide

Also known as R. Lauria

Ruggiero di Lauria

Also called: 鲁杰罗·迪·劳里亚 Beta
Italy · Tier ★ · Battleship · Premium
SAP battleshipMain guns fire high-alpha SAP instead of AP: farm reliable chunks into broadsides and superstructures rather than fishing citadels, and angle to survive while picking targets your SAP bites rather than shatters on.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to…
  • Avoid: Using the 35-kn speed to push rather than to rotate
Key characteristics
457 mm overmatch114 mm SAP penWide SAP fragmentsSpotter planeFast turret traverseThin deck
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Community Data

Ruggiero di Lauria Community Stats

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Playstyle

Overview

Ruggiero di Lauria is a Legendary Italian SAP battleship: her 457mm main battery fires semi-armor-piercing shells (114mm of fixed penetration) in place of AP. SAP lands a reliable guaranteed chunk on broadsides and superstructures instead of fishing for citadels, and pens without the angle checks AP lives or dies on. The catch is that SAP shatters on the heavy belt armor AP would punch through, so the kit rewards picking targets it bites over trading into an angled battleship. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best turret traverse rate in Legendary BBs (6) and best top speed in Legendary BBs (35 kt).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 35 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 35-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Fast turret traverse

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

ELITE MOBILITY
  • Fast for the class · 35.0 kt
  • Heavy powerplant · 235000.0 hp
  • Nimble for the tonnage · 4.07 hp
  • Holds speed in turns · 235.0 hp
Sap Battleship

Thin deck

19.0 mm armor deck, bottom decile of Legendary BBs. Plunging fire and HE eat through.

Quick-fuse AP

0.01 s AP fuse timer, bottom decile of Legendary BBs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Ruggiero di Lauria

Ruggiero di Lauria 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

  • Chest of Rarities 0.2% Legendary Tier ship Event · Chest of Rarities · 1 of 5 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event · Mystic Lantern · 1 of 25 ships
  • Piñata Chest 0.02% Legendary Tier ship Event · Piñata Chest → Chest of Rarities · 1 of 5 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 Ruggiero di Lauria sits among Legendary BBs (20 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.

BestMax speed35 kt (1/20) Top 10%Engine power235,000 hp (2/20) Top 10%Turn-speed retention235 hp/m (3/20) Top 10%Power-to-weight4.07 hp/t (2/20) Top 25%Stealth profile15.6 km / 12.48 km (4/20 / 4/20) Top 25%Traverse-to-turn ratio5.82 × (6/20) Top 25%Main battery range17.47 km (6/20) Top 25%Displacement57,700 t (6/20) Top 25%Repair heal rate1.12 %/s (5/20) Top 25%Citadel belt457 mm (4/20) Bottom 25%Secondary DPM (per side)136,822 (18/20) Bottom 25%AA DPS528 (17/20) Bottom 10%Flak per wave (expected)1,260 (19/20) WorstAP fuse timer0.01 s (1 of 2 tied) WorstAA range4 km (1 of 2 tied) WorstAA threat1,606 (20/20) WorstNo torpedoes (17 of 20 in cohort) WorstDeck armor19 mm (19/19)
See 20 mid-pack stats

Not standouts for Ruggiero di Lauria -- 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 points79,200 HP(15/20) Rudder shift17.1 s(8/20) Main battery caliber457 mm(9/20) Main battery reload25.2 s(7/20) Sigma1.9(10/20) AP shell damage14,900(7/20) AP DPM283,810(13/20) Main dispersion194.7 m(8/20) AP velocity762 m/s(13/20) Acceleration37.2 s(11/20) AP arming threshold76 mm(13/20) AP pen at 10 km642 mm(7/20) Repair charges3(7/20) Max armor457 mm(9/20) NormSecondary dispersion bracket57(15 of 20 tied at this value) NormAP ricochet start45°(17 of 20 tied at this value) NormAP auto-bounce angle60°(17 of 20 tied at this value) NormSecondary range5 km(12 of 20 tied at this value) NormBow armor32 mm(16 of 20 tied at this value) NormStern armor32 mm(16 of 20 tied at this value)
Survivability
Hit Points79,200
Displacement57,700 t
Armor range19–457 mm
Plate armor thicknesses19, 32, 38, 45, 50, 60, 80, 100, 120, 127, 150, 170, 200, 250, 300, 350, 400, 457 mm
Armor material/layer entries91
Fire resistance40%
Fire duration60 s
Torp Reduction39%
Main Battery
ModuleArtillery: 457 mm/45 Mk.II
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range17.5 km
Turret traverse6 °/s
AP pen max range536 mm
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1747030·101.61000+1.6)·30=194.7m
194.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =194.7·0.6=116.8m
116.8 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =194.7·0.332(σ=1.9)=64.6m
64.6 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =116.8·0.331(σ=1.9)=38.7m
38.7 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 28 s base reload = 17.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 25.2 s all-upgrades reload = 19.
Initial: 17.1 → 19
SAP shells
SAP Damage16,600
SAP Velocity757 m/s
SAP Pen (mm)114
SAP Fragment Radius
ƒSAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
400
AP shells
AP Damage14,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold76 mm
AP overmatch
ƒfloor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
31 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2485·15060.69·0.4571.07·7621.38=849.2mm. Matches the in-game spec card.
849.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.8 km), where the shell has slowed to 528.2 m/s: P=107·2485·15060.69·0.4571.07·528.21.38=512.1mm.
512.1 mm
AP full-salvo alpha
ƒ14,900 AP damage x 8 broadside guns = 119,200.
119,200
AP DPM
ƒZero upgrades: 119,200 AP full-salvo alpha x 60 / 28 s base reload = 255,429. All upgrades (Main Battery Mod. 3 = -10% reload): 119,200 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 283,810.
Initial: 255,429 → 283,810
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.
400
AA Defense
AA mount points36
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×0.75) + (73×3.5×0.7) + (20×3.5×0.75) = 528. 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.
528
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 193810×2 37mm
37 mm/54 Breda 19396×4 37mm
20 mm/70 Breda 194120×6 20mm
135 mm/45 Model 1938 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
8×2 135mm
Far aura
Guns135 mm/45 Model 1938 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 52 from dual-purpose secondaries firing as AA in this range band.
52
Range4 km
Medium aura
Guns37 mm/54 Breda 1938 + 37 mm/54 Breda 1939
Continuous DPS
ƒEffective DPS: 113 raw aura damage × 3.5 × 0.75 hit probability = 297 - the same in-game units as the Close-range AA DPS headline.
297
Range3.5 km
Total DPS in Aura
ƒFar 52 + Medium 297 = 349
349
Near aura
Guns20 mm/70 Breda 1941
Continuous DPS
ƒEffective DPS: 73 raw aura damage × 3.5 × 0.7 hit probability = 179 - the same in-game units as the Close-range AA DPS headline.
179
Range2 km
Total DPS in Aura
ƒFar 52 + Medium 297 + Near 179 = 528
528
Flak bursts
Bursts
ƒEach ~2 s wave fires 2 quick salvos of 3 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between waves - up to 7 clouds per wave × 240 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 × 3 clouds + 1 outer
Cloud damage
ƒDamage a plane takes for flying into one flak cloud, before any reductions.
240
Cloud spawn chance
ƒEach cloud in the pattern rolls this chance to spawn, so waves average fewer clouds than the maximum. Often called flak 'hit chance', but spawned clouds always damage planes that fly into them - the roll is on spawning.
75%
Wave rate
ƒA flak wave spawns roughly every 2 s - timed frame-by-frame from gameplay footage and consistent across ships.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every other AA mount does not stop it.
Secondary battery
Flak zone
ƒThe activation band: flak fires while attacking planes are inside it. Clouds are placed ahead of the planes' path, so bursts can land short of 2.5 km or past 4 km - once planes get inside the band, new waves stop.
2.5-4 km
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
135 mm/45 Model 1938 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
8×2 135mm
Caliber135 mm
Reload time10.7 s
SAP Damage3,050
Muzzle Velocity875 m/s
Armor Pen38 mm
Min Ricochet60°
Max Ricochet75°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine power235,000 hp
Maximum speed35 kt
Turning circle radius1000 m
Rudder shift time17.1 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 (31.5 kt of 35 kt), from our in-house acceleration model.
37.2 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.6 kt of 35 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.
60 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·35.0·0.51441000=1.03°/s, so ratio=ωturretωhull=61.03=5.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.8× slow
Concealment
Detectability by sea15.6 km
Detectability by air12.48 km
Smoke firing penalty15.5 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.6 km
Detect Fire Sea17.6 km
Detect Fire Air15.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 20 s active · 17,741 HP (22.4% of max HP) total heal (per charge)
ƒHeal per second (1.12%) x effective active time (20 s) = up to 22.4% of max HP restored per charge.
· 53,223 HP (67.2% of max HP) total heal (all charges)
ƒ22.4% per charge x 3 charges = up to 67.2% of max HP if the whole Repair Party loadout is used.
· 887 HP/s (1.12% of max HP) heal per second
ƒ1.12% of max HP (79,200 HP) per second = 887 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Catapult Fighter4 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Observation Seaplane4 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion

See all derived stats

Show

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

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.9
Max Horiz Disp194.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1747030·101.61000+1.6)·30=194.7m
Shell scatter width @ 5 km90 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 km132 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Shell scatter width @ 15 km174 m
Horizontal scatter at a fixed 15 km, from the same verified dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Max Vert Disp116.8 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =194.7·0.6=116.8m
Shell scatter height @ 10 km67.9 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 Disp64.6 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =194.7·0.332(σ=1.9)=64.6m
Med Vert Disp38.7 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =116.8·0.331(σ=1.9)=38.7m
AP Pen Close849.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2485·15060.69·0.4571.07·7621.38=849.2mm. Matches the in-game spec card.
AP Pen Far512.1 mm
Same formula at the ship's max firing range (21.8 km), where the shell has slowed to 528.2 m/s: P=107·2485·15060.69·0.4571.07·528.21.38=512.1mm.
AP pen 5 km737 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 km642 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km566 mm
AP penetration at a fixed 15 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP overmatch31 mm
floor(457 mm caliber / 14.3) = 31 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius400
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.
SAP Fragment Radius400
SAP shell fragment splash radius; the area over which a SAP hit scatters fragment damage. Scales with shell mass (90mm ~ 5, 203mm CA ~ 20-30, 320mm = 175, 406mm = 250, 457mm = 400, max) and is tuned per ship, so two ships with the same SAP caliber can differ (135mm ranges 5-24). Larger value = wider fragment spread per hit.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
AP full-salvo alpha119,200
14,900 AP damage x 8 broadside guns = 119,200.
AP DPMInitial: 255,429 → 283,810
Zero upgrades: 119,200 AP full-salvo alpha x 60 / 28 s base reload = 255,429. All upgrades (Main Battery Mod. 3 = -10% reload): 119,200 AP full-salvo alpha x 60 / 25.2 s all-upgrades reload = 283,810.
Shells/minInitial: 17.1 → 19
Zero upgrades: 8 broadside guns x 60 / 28 s base reload = 17.1. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 25.2 s all-upgrades reload = 19.

AA defense

Close-range AA DPS528
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (113×3.5×0.75) + (73×3.5×0.7) + (20×3.5×0.75) = 528. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1606
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)136,822
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: 8×2 135 mm (8/side) × 60/10.7 × 3050 = 136,822. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3050
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3050 from the 135 mm family.
Max SAP pen38 mm
Maximum SAP armor penetration across secondary SAP families. SAP auto-bounces past its ricochet angles but never shatters on plate it can pen, and it starts no fires. Best on this ship: 38 mm from the 135 mm family.

Armor Beta

Hull HP 79,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern32 mm

Overmatched by 7 guns here: Incomparable SE 25IncomparableYamato and 4 more. Angling still helps against the rest.

Belt / citadel457 mm

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

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 60s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–50 mm)5,500 (7% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)100 mm primary (range 32–457 mm)59,400 (75% of HP)
No common caliber overmatches100 mm: standard HE shatters; improved HE (DE / FR BB) pens from 406mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–100 mm)3,000 (4% of HP)
Overmatch not possible in its bracketAngle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel457 mm primary (range 19–457 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.
Superstructure19 mm primary (range 19–400 mm)3,300 (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 HP39,600 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (135 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 HP23,800 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.

Open in Charting Tool

Ship Charts

Exteriors

Skins & permanent camouflages

Every custom exterior Ruggiero di Lauria can equip, from in-game data.

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision