World of Warships: Legends ship guide

Somers

Beta
U.S.A. · Tier VII · Destroyer · Premium · Somers CE Variant
Gunboat destroyerWins cap trades with gun output; the torpedoes are a bonus, not the core threat.
Playstyle
  • Start on a cap edge or wide flank where you can spot and launch without being pinned
  • Use concealment and smoke to reset, rotate with the faster hull when pressure shifts
  • Avoid: Do not take fair open-water gun duels to protect torpedo uptime
Key characteristics
Long torps (12 km)Lobs over islandsSmokeEngine BoostHigh-arc HE shellsWeak AA
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Community Data

Somers Community Stats

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Pre-release

Somers is in the World of Warships: Legends client but has not been officially released yet. The stats on this page come from the current in-game data and may still change before launch.

Playstyle

Overview

Somers is a U.S. Tier VII premium destroyer surfaced from in-game data as a separate PASD710 ship from the existing Somers CE page. Play her as a torpedo-control destroyer that wins by vision, long torpedo lanes, and repeated pressure rather than by taking fair open-water gun duels.

Positioning

Start on a cap edge or wide flank where you can spot and launch without being pinned. Use concealment and smoke to reset, rotate with the faster hull when pressure shifts, and throw torpedoes into battleship routes before the enemy push is already on top of you.

Potato Avoidance

Take fair open-water gun duels to protect torpedo uptime

The 12-tube volleys are the win condition; a Somers trading guns in the open gives up the ambush pressure and vision that make the hull dangerous.

Signature Traits

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact.

Lingering smoke

124 s smoke cloud linger, best of T7 DDs. Each puff stays up longer after you stop laying it, holding the shield.

LOBBING BATTERY
  • High-arc HE shells · 25.48°
  • High-arc AP shells · 24.69°
  • High-arc howitzer
Slow torp reload

125 s torpedo reload, bottom decile of T7 DDs. Long wait between drops.

Weak AA

30 AA DPS, bottom decile of T7 DDs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Somers

Somers is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Campaign.

Official WG availability sources
  • "Gold Runner" Campaign Breakdown Campaign Start: 2022-03-07 · End: 2022-04-10 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Autumn Update: In the Shadow of Leaves Patch/update availability Start: 2022-08-25 · End: open/unknown end Official update notes with ship availability, release, store, event, or tech-tree context.
  • Through the Spy Glass: USS Somers Ship feature / release Start: 2022-03-09 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.

Builds

Use an American destroyer commander that improves concealment, torpedo reload, and survivability. Gun inspirations are secondary; torpedo uptime and staying alive to spot are the default plan.

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Cohort position

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Where Somers sits among Tier VII DDs (40 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

Top 25%Max speed39.5 kt (6/41) Top 25%Torpedo range12 km (7/37) Bottom 25%Concealment7.32 km (37/41) Bottom 25%AP shell damage2,100 (30/33) Bottom 25%Acceleration19.3 s (34/41) Bottom 10%AP velocity792 m/s (31/33) Bottom 10%HE velocity792 m/s (33/35) Bottom 10%AA DPS30 (39/41) Bottom 10%AA threat55 (39/41) Bottom 10%Torpedo reload125 s (35/37) WorstHE fire chance5% (1 of 8 tied) WorstNo secondaries (34 of 41 in cohort)
See 31 mid-pack stats

Not standouts for Somers -- 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 points18,500 HP(19/41) Air detection3.56 km(29/41) Rudder shift3.9 s(23/41) Traverse-to-turn ratio7.83 ×(18/36) Main battery caliber127 mm(23/36) Main battery range10.94 km(17/36) Main battery reload5.4 s(27/36) HE shell damage1,800(21/35) Fires per minute4.44(27/35) HE DPM160,000(13/35) AP DPM186,667(19/33) Main dispersion97.1 m(23/36) AP arming threshold21 mm(15/33) Engine power52,000 hp(23/41) Turn-speed retention83.9 hp/m(23/41) Displacement2,901 t(15/41) Power-to-weight17.92 hp/t(27/41) AP pen at 10 km51 mm(24/32) Effective HE DPM (incl. fire)192,935(15/35) AA range3.1 km(31/41) Torpedo damage≈14,300(24/37) Torpedo speed66 kt(17/37) Max armor20 mm(26/41) Citadel belt20 mm(25/41) Bow armor19 mm(21/41) Stern armor19 mm(22/41) Deck armor19 mm(17/34) NormAP fuse timer0.01 s(26 of 33 tied at this value) NormAP ricochet start45°(26 of 33 tied at this value) NormAP auto-bounce angle60°(26 of 33 tied at this value) NormTurn speed retained81%(39 of 41 tied at this value)
Survivability
Hit Points18,500
Displacement2,901 t
Armor range13–20 mm
Plate armor thicknesses13, 19, 20 mm
Armor material/layer entries21
Fire resistance36.6%
Fire duration30 s
Torp Reduction0%
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.
8,700
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.
5,200
Repairable: penetration50%
Repairable: steering gear50%
Main Battery
ModuleArtillery: 127 mm Mk22
Mounts / barrels4 mounts / 8 barrels
Reload time6 s
Firing range10.9 km
Turret traverse14.7 °/s
Turret armor3 mm
HE fire DPM vs T7 BB29671
Effective HE DPM vs T7 BB173671
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1094130·80.51000+0.5)·30=97.1m
97.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.1·0.6=58.2m
58.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =97.1·0.62=29.1m
29.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.2·0.62=17.5m
17.5 m
Turret turn time
ƒ180 degrees / 14.7 deg/s traverse speed = 12.2 s.
12.2 s
Shells/min
ƒZero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.4 s all-upgrades reload = 88.9.
Initial: 80 → 88.9
HE shells
HE Damage1,800
HE Velocity792 m/s
Fire Chance5%
HE penetration
ƒ21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
21 mm
HE full-salvo alpha
ƒ1,800 HE damage x 8 broadside guns = 14,400.
14,400
HE DPM
ƒZero upgrades: 14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 5.4 s all-upgrades reload = 160,000.
Initial: 144,000 → 160,000
Fires/min
ƒZero upgrades: 80 shells/min x 5% fire chance = 4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.9 shells/min x 5% fire chance = 4.44.
Initial: 4 → 4.44
AP shells
AP Damage2,100
AP Velocity792 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold21 mm
AP overmatch
ƒfloor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
8 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
218 mm
AP Pen Far
ƒSame formula at the ship's max firing range (13.7 km), where the shell has slowed to 248.8 m/s: P=107·2598·250.69·0.1271.07·248.81.38=44.1mm.
44.1 mm
AP full-salvo alpha
ƒ2,100 AP damage x 8 broadside guns = 16,800.
16,800
AP DPM
ƒZero upgrades: 16,800 AP full-salvo alpha x 60 / 6 s base reload = 168,000. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 5.4 s all-upgrades reload = 186,667.
Initial: 168,000 → 186,667
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.
10
Torpedoes
ModuleTorpedoes: 533 mm quadruple
Launchers / tubes3 launchers × 4 tubes = 12 tubes
Reload time125 s
Projectile speed66 kt
Range12 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~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=42,900·0.333=14,300.
≈ 14,300
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
15,500
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 km66 kt×2.6=7 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
7 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 3.01 per hit, shown as 3.01×100=301%. Torpedo flood 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. Not shown on the in-game port screen.
301%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming407 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 14,300 = 171,600.
171,600
AA Defense
AA mount points4
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
3.1 km
28 mm Mk2 mod. 22×4 28mm
12.7 mm Browning M2 mod. 22×1 13mm
Outer Near aura
Guns28 mm Mk2 mod. 2
Continuous DPS
ƒEffective DPS: 3 raw aura damage × 3.5 × 0.95 hit probability = 10 - the same in-game units as the Close-range AA DPS headline.
10
Range3.1 km
Inner Near aura
Guns12.7 mm Browning M2 mod. 2
Continuous DPS
ƒEffective DPS: 6 raw aura damage × 3.5 × 0.95 hit probability = 20 - the same in-game units as the Close-range AA DPS headline.
20
Range1.2 km
Total DPS in Aura
ƒOuter Near 10 + Inner Near 20 = 30
30
Maneuverability
Engine power52,000 hp
Maximum speed39.5 kt
Turning circle radius620 m
Rudder shift time3.9 s
Engine power-boost threshold7 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (35.6 kt of 39.5 kt), from our in-house acceleration model.
19.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (39.1 kt of 39.5 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.
33.1 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·39.5·0.5144620=1.88°/s, so ratio=ωturretωhull=14.71.88=7.8×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.8× ok
Concealment
Detectability by sea7.32 km
Detectability by air3.56 km
Smoke firing penalty2.65 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
7.32 km
Detect Fire Sea9.32 km
Detect Fire Air6.56 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator2 charges · 240 s reload · 28 s emit / 124 s cloud active · 450 m radius
Engine Boost2 charges · 180 s reload · 120 s active · +8% speed bonus

See all derived stats

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

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

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp97.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1094130·80.51000+0.5)·30=97.1m
Shell scatter width @ 5 km52.5 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.
Shell scatter width @ 10 km90 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp58.2 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =97.1·0.6=58.2m
Shell scatter height @ 10 km52.5 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10941=5470 m, and radiusOnMax=0.6 at 10941 m. Above the kink: k=0.5+(0.60.5)·100005470109415470=0.5828, so σV=σH·k=90·0.5828=52.5m.
Med Horiz Disp29.1 m
50%-hit horizontal radius: σH,50=σH·0.6σ =97.1·0.62=29.1m
Med Vert Disp17.5 m
50%-hit vertical radius: σV,50=σV·0.6σ =58.2·0.62=17.5m
AP Pen Close218 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2598·250.69·0.1271.07·7921.38=218mm. Matches the in-game spec card.
AP Pen Far44.1 mm
Same formula at the ship's max firing range (13.7 km), where the shell has slowed to 248.8 m/s: P=107·2598·250.69·0.1271.07·248.81.38=44.1mm.
AP pen 5 km103 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 km51 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km8.28 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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.347·0.12728·24.5=8.97×105. That runs from a 792 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.
AP flight time @ 10 km8.17 s
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, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.347·0.12728·25=8.79×105. That runs from a 792 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.
HE penetration21 mm
21 mm ≈ 127 mm caliber / 6 (standard HE penetration ratio).
AP overmatch8 mm
floor(127 mm caliber / 14.3) = 8 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time12.2 s
180 degrees / 14.7 deg/s traverse speed = 12.2 s.
HE full-salvo alpha14,400
1,800 HE damage x 8 broadside guns = 14,400.
AP full-salvo alpha16,800
2,100 AP damage x 8 broadside guns = 16,800.
HE DPMInitial: 144,000 → 160,000
Zero upgrades: 14,400 HE full-salvo alpha x 60 / 6 s base reload = 144,000. All upgrades (Main Battery Mod. 3 = -10% reload): 14,400 HE full-salvo alpha x 60 / 5.4 s all-upgrades reload = 160,000.
AP DPMInitial: 168,000 → 186,667
Zero upgrades: 16,800 AP full-salvo alpha x 60 / 6 s base reload = 168,000. All upgrades (Main Battery Mod. 3 = -10% reload): 16,800 AP full-salvo alpha x 60 / 5.4 s all-upgrades reload = 186,667.
Shells/minInitial: 80 → 88.9
Zero upgrades: 8 broadside guns x 60 / 6 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 8 broadside guns x 60 / 5.4 s all-upgrades reload = 88.9.
Fires/minInitial: 4 → 4.44
Zero upgrades: 80 shells/min x 5% fire chance = 4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.9 shells/min x 5% fire chance = 4.44.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time7 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed66 kt
Travel time to max range69.9 s
range / (speed kt x 2.6 community game-speed factor).
Tube count12
3 launchers x 4 tubes.
Per-side salvo12 torpedoes
12 (centerline launchers train across - full salvo to either side).
Full-salvo damage171,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 12 x 14,300 = 171,600.
Per-side salvo damage171,600
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 12 x 14,300 = 171,600.

AA defense

AA DPS at max range10
Only families that reach 3.1 km contribute at the outer edge of the AA bubble. In-game families: Browning M2 Mod2 2x1 -> 20 DPS @ 1.2 km; 1in Mk2 Mod2 2x4 -> 10 DPS @ 3.1 km.
Maximum AA range3.1 km
Longest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.1 km; dual-purpose mount auras extend it.
AA DPS layered by range10 DPS @ 3.1 km, 30 DPS @ 1.2 km
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-blank30
Sum of every family's average DPS, achievable only inside the closest-range family (1.2 km).
AA threat index55
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 range3.1 km

Armor Beta

Hull HP 18,500, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern19 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming19 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,300 (12% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)19 mm13,000 (70% 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.
Stern19 mm primary (range 19–20 mm)1,800 (10% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 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 mm1,100 (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).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,700 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 (28 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 HP5,200 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 Somers can equip, from in-game data.

  • Somers 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.