World of Warships: Legends ship guide

Thunderer

Beta
U.K. · Tier ★ · Battleship · Premium
Fire-starter battleshipFarm fires and HE from range; punish angled targets your AP can't crack.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat
  • Avoid: Leading the push alone
Key characteristics
457 mm overmatchHigh HE / fire outputImproved HE penStrong AAShort gun range
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Playstyle

Overview

Thunderer is a Legendary British battleship with 457mm guns at 16.6 km on a 23.4-second reload. Her damage profile is AP into broadside targets and HE for chip pressure when no broadsides are available. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best HE alpha in Legendary BBs (8,200) and best HE fire chance in Legendary BBs (63).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat. Rotate one or two map cells with the team rather than holding solo; a battleship alone on a flank is a free focus target for the enemy.

Potato Avoidance

Leading the push alone

A battleship caught broadside by two same-tier guns at mid range loses more HP than any single salvo trades back, so rotate with the team or hold your angle instead of charging in first.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 6/20 Legendary BBs.

Heavy HE shells

8200.0 damage per HE shell, best of Legendary BBs. Punishes superstructure and modules harder than peers.

High fire chance

63.0% fire chance per HE shell, best of Legendary BBs.

High fire pressure

12.92 fires/min, best of Legendary BBs. Keeps DCP on cooldown.

Tight dispersion

187.1 m max horizontal dispersion, top decile of Legendary BBs. Accurate at range.

Short gun range

16.56 km main battery reach, bottom decile of Legendary BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Thunderer

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

Official WG availability sources

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Cohort position

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Where Thunderer 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.

BestRudder shift10.4 s (1/20) BestFires per minute12.92 (1/19) BestMain dispersion187.1 m (1/20) Top 10%Stealth profile15.4 km / 12.32 km (3/20 / 3/20) Top 10%Main battery reload23.4 s (3/20) Top 10%AA DPS780 (3/20) Top 25%HE DPM168,205 (4/19) Top 25%HE alpha1,900 (5/18) Top 25%AA range5.2 km (6/20) Top 25%AA threat2,780 (4/20) Bottom 25%HE velocity757 m/s (17/19) Bottom 25%Acceleration38.7 s (17/20) Bottom 25%Turn-speed retention144.3 hp/m (17/20) Bottom 10%Engine power135,650 hp (19/20) WorstMain battery range16.56 km (20/20) WorstSecondary DPM (per side)136,732 (1 of 2 tied) WorstNo torpedoes (17 of 20 in cohort)
See 25 mid-pack stats

Not standouts for Thunderer -- 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 points82,900 HP(13/20) Max speed29.5 kt(14/20) Traverse-to-turn ratio5.41 ×(8/20) Main battery caliber457 mm(9/20) Sigma1.85(13/20) AP shell damage14,900(7/20) AP DPM305,641(10/20) Secondary fire chance8%(11/18) Secondary HE pen22 mm(9/18) AP velocity762 m/s(13/20) AP arming threshold76 mm(13/20) Displacement60,679 t(7/20) Power-to-weight2.24 hp/t(13/20) Repair charges3(7/20) Repair heal rate0.6 %/s(7/20) Max armor416 mm(13/20) Citadel belt406 mm(9/16) Deck armor51 mm(9/15) NormSecondary dispersion bracket57(15 of 20 tied at this value) NormAP fuse timer0.03 s(18 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(13 of 16 tied at this value) NormStern armor32 mm(13 of 16 tied at this value)
Survivability
Hit Points82,900
Displacement60,679 t
Armor range19–416 mm
Plate armor thicknesses19, 28, 32, 38, 45, 50, 51, 57, 63, 76, 89, 127, 152, 178, 228, 229, 242, 267, 279, 403, 406, 416 mm
Armor material/layer entries85
Fire resistance40%
Fire duration60 s
Torp Reduction28%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
41,500
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.
24,900
Main Battery
ModuleArtillery: 457 mm/45 Mk II
Mounts / barrels4 mounts / 8 barrels
Reload time26 s
Firing range16.6 km
Turret traverse5 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.85
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1656030·101.61000+1.6)·30=187.1m
187.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =187.1·0.6=112.3m
112.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =187.1·0.338(σ=1.85)=63.2m
63.2 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =112.3·0.337(σ=1.85)=37.9m
37.9 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ8 broadside guns x 60 / 26 s base reload = 18.5.
18.5
HE shells
HE Damage8,200
HE Velocity757 m/s
Fire Chance63%
HE penetration
ƒ114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
114 mm
HE full-salvo alpha
ƒ8,200 HE damage x 8 broadside guns = 65,600.
65,600
Base HE DPM
ƒ65,600 HE full-salvo alpha x 60 / 26 s base reload = 151,385.
151,385
Installed HE DPM
ƒ65,600 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 168,205.
168,205
Base fires/min
ƒ8 HE shells x 60 / 26 s reload x 63% fire chance = 11.63.
11.63
AP shells
AP Damage14,900
AP Velocity762 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 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 (20.7 km), where the shell has slowed to 535 m/s: P=107·2485·15060.69·0.4571.07·5351.38=521.2mm.
521.2 mm
AP full-salvo alpha
ƒ14,900 AP damage x 8 broadside guns = 119,200.
119,200
Base AP DPM
ƒ119,200 AP full-salvo alpha x 60 / 26 s base reload = 275,077.
275,077
Installed AP DPM
ƒ119,200 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 305,641.
305,641
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 points31
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (263×3.5×0.75) + (13×3.5×0.7) + (22×3.5×0.75) = 780. 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.
780
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
40 mm Bofors Mk VI7×6 40mm
40 mm STAAG12×2 40mm
40 mm Bofors Mk VII8×1 40mm
20 mm Oerlikon Mk V4×2 20mm
134 mm/50 Mk I (DP)8×2 134mm
Far aura
DPS
ƒIncludes 22 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
22
Range5.2 km
Medium aura
DPS263
Range3.5 km
Total DPS in Aura
ƒFar 22 + Medium 263 = 285
285
Near aura
DPS13
Range2 km
Total DPS in Aura
ƒFar 22 + Medium 263 + Near 13 = 298
298
S
Secondary Battery
Mounts8
Firing range5.0 km
Shell Grouping (σ)1
Caliber134 mm
Reload time6.67 s
HE Damage1,900
Muzzle Velocity792 m/s
Fire Chance8%
Armor Pen22 mm
Min Ricochet91°
Max Ricochet60°
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 moduleEngine: 135,650 hp
Engine power135,650 hp
Maximum speed29.5 kt
Turning circle radius940 m
Rudder shift time10.4 s
Engine power-boost threshold7 kt
Engine spool-up time23 s
Reverse spool-up time11.5 s
Acceleration 0-90%
ƒTime to accelerate from 0 kt to 90% of top speed (26.6 kt of 29.5). Numerical integration of the WoWS engine model with the inputs decoded for this ship: maxPower=(Pm)0.42=(135,65060,679)0.42=1.402; drag(v)=v|v|Vmax2·maxPower; piecewise acceleration a(v)={maxPower·2+drag(v)v<7 ktP(t)+drag(v)v7 kt; the engine ramps over τ=Tup2.61=602.61=23s. Euler step vn+1=vn+a(vn)Δt,Δt=0.01s until t90=min{t:v(t)0.9Vmax}=38.7s. The 0.42 exponent, quadratic drag and the TimeScale 2.61 are the calibrated game constants (New York's 60/2.61 = 23.0 s spool-up matches in-game); no closed form.
38.7 s
Acceleration 0-99%
ƒTime to accelerate from 0 kt to 99% of top speed (29.2 kt of 29.5). Same integration as the 0-90% row, read where t99=min{t:v(t)0.99Vmax}=63.3s. 99% (not 100%) because exact top speed is asymptotic - thrust equals drag at Vmax, so the last fraction of a knot is never quite gained.
63.3 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·29.5·0.5144940=0.92°/s, so ratio=ωturretωhull=50.92=5.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.4× slow
Concealment
Detectability by sea15.4 km
Detectability by air12.32 km
Smoke firing penalty15.3 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.4 km
Detect Fire Sea17.4 km
Detect Fire Air15.32 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 90 s reload · 28 s active · 0.6% heal per second · 16.8% of max HP total heal
ƒHeal per second (0.6%) x active time (28 s) = up to 16.8% of max HP restored per charge if the consumable runs its full duration.
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
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

Shell Grouping (σ)1.85
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp187.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16560}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 187.1\,\text{m}$
Max Vert Disp112.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 187.1 \cdot 0.6 = 112.3\,\text{m}$
Med Horiz Disp63.2 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 187.1 \cdot 0.338\;(\sigma = 1.85) = 63.2\,\text{m}$
Med Vert Disp37.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 112.3 \cdot 0.337\;(\sigma = 1.85) = 37.9\,\text{m}$
AP Pen Close849.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2485 \cdot 1506^{0.69} \cdot 0.457^{-1.07} \cdot 762^{1.38} = 849.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far521.2 mm
Same formula at the ship's max firing range (20.7 km), where the shell has slowed to 535 m/s: $P = 10^{-7}\cdot 2485 \cdot 1506^{0.69} \cdot 0.457^{-1.07} \cdot 535^{1.38} = 521.2\,\text{mm}$.
HE penetration114 mm
114 mm ≈ 457 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
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 ~114mm armor instead of ~76mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
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.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha65,600
8,200 HE damage x 8 broadside guns = 65,600.
AP full-salvo alpha119,200
14,900 AP damage x 8 broadside guns = 119,200.
Base HE DPM151,385
65,600 HE full-salvo alpha x 60 / 26 s base reload = 151,385.
Base AP DPM275,077
119,200 AP full-salvo alpha x 60 / 26 s base reload = 275,077.
Installed HE DPM168,205
65,600 HE full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 168,205.
Installed AP DPM305,641
119,200 AP full-salvo alpha x 60 / 23.4 s installed reload (Main Battery Mod. 3 = -10%) = 305,641.
Base shells/min18.5
8 broadside guns x 60 / 26 s base reload = 18.5.
Installed shells/min20.5
8 broadside guns x 60 / 23.4 s installed Artillery reload = 20.5.
Base fires/min11.63
8 HE shells x 60 / 26 s reload x 63% fire chance = 11.63.
Installed fires/min12.92
8 HE shells x 60 / 23.4 s installed reload x 63% fire chance = 12.92.

AA defense

Close-range AA DPS780
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (263×3.5×0.75) + (13×3.5×0.7) + (22×3.5×0.75) = 780. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2780
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)136,732
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: 8×2 134 mm (8/side) × 60/6.67 × 1900 = 136,732. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1900
Maximum HE damage per shell across secondary HE families. Best on this ship: 1900 from the 134 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 134 mm family.
Max HE pen22 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: 22 mm from the 134 mm family.

Armor Beta

Hull HP 82,900, 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 / citadel406 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 ballistics tool →

Section Plates HP cap Threats Tactic
Bow32 mm primary (range 32–267 mm)5,400 (7% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)57 mm primary (range 19–416 mm)62,200 (75% of HP)
No common caliber overmatches57 mm: most HE shatters, standard pen from 356mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–242 mm)5,100 (6% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel406 mm primary (range 19–406 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 mm5,100 (6% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP41,500 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 (134 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 (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 HP24,900 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.

Approximated side profile.
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Exteriors

Skins & permanent camouflages

Every custom exterior Thunderer can equip, from in-game data.

  • Thunderer default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

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