World of Warships: Legends ship guide

U.S.S. Voyager

Also called: 联邦星舰航海家号 Beta
U.S.A. · Tier VIII · CA Cruiser · Premium · Salem Variant
AP-only cruiserAP-only: there is no HE, so hunt broadsides and stay mobile in the open.
Playstyle
  • Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Wide always-pen zoneSmoke + SonarEngine BoostDefensive AAThick end platesSlow EB cycle
On this page
Community Data

U.S.S. Voyager Community Stats

Across 2,500+ Standard battles from 100+ players, U.S.S. Voyager averages a 60% win rate, 82,100 damage and 1.0 kills per battle, and survives 43% of them.

Community Data

U.S.S. Voyager Community Stats

Log in to GamingDiver and upload your data to see Community Data for U.S.S. Voyager: community win rate, damage, survival, spotting, and your own comparison.

Log in & upload to see Community Data

Playstyle

Overview

U.S.S. Voyager is a Tier VIII American AP-only cruiser with strong AP DPM (283,500): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. Sonar (5 km on ships and 3.5 km on torpedoes, 100 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: end-plate armor in T8 CAs (27 mm, 5th of 36) and fast AP shells in T8 CAs (4.7 s, 3rd of 35). The trade is worst Engine Boost reload in T8 CAs (180 s, 8th of 8).

Positioning

Hold a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Shooting from the cloud gives you away at 7.2 km, wider than a destroyer's own concealment here (about 7 km), so one can watch you shoot for 0.16 km before you know it is there, with the smoke holding you broadside and stopped. Treat it as cover to leave from, not a firing position. Vision is mutual: past the 2 km guaranteed ring you cannot see out either, and only your Sonar bubble sees out; past that you are shooting at what a teammate holds lit. Enemy sonar (about 4.7 km) and radar (about 9 km) read straight in regardless. The helm answers quickly (8.6 s), so she can break an incoming salvo that slower hulls have to eat.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD. A skipped salvo is 8.5 s of nothing, and over-pens you did take would have been damage the destroyer cannot heal back.

Signature Traits

Engine Boost

+15% speed (about +5 kt), 120 s duration. Engine Boost consumable lifts top speed enough to open or close a gap deliberately, though not to outrun a committed chase. Uncommon in T8 CAs.

ELITE ARMOR ↗
  • Thick end plates · 27 mm
  • Thick bow plate · 27 mm
ELITE MAIN BATTERY ↗
  • Fast AP shells · 4.66 s
  • Wide always-pen zone · 60°
  • Flat AP shells · 985 m/s
  • Late auto-bounce · 67.5°
Slow EB cycle ↗

180 s Engine Boost reload, worst of the 8 T8 CAs with Engine Boost. Sprint windows come slower than peers'.

Soft superstructure ↗

6 mm superstructure, bottom quartile of T8 CAs. HE farms harder.

Acquisition

How to get U.S.S. Voyager

U.S.S. Voyager 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

  • Replicator crate II 2% VIII U.S.S. Voyager + Flag: United Federation of Planets Collaboration · Replicator crate II
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 GD Supporters, pack math personalized to your port.

Builds

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

Open in Build Tool →

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

Hide ▾

Where U.S.S. Voyager sits among Tier VIII CAs (35 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.

BestAP ricochet start60° (1 of 8 tied) BestAA threat2,865 (1 of 2 tied) BestEnd plates27 mm (1 of 10 tied / 7/36) Top 10%AP velocity985 m/s (2/35) Top 25%Rudder shift8.6 s (7/36) Top 25%Secondary HE alpha1,800 (7/27) Top 25%AP auto-bounce angle67.5° (6/35) Top 25%AA DPS573 (7/36) WorstSecondary DPM (per side)108,000 (1 of 5 tied) WorstSecondary fire chance5% (1 of 12 tied) WorstNo torpedoes (15 of 36 in cohort) WorstRepair heal rate0.5 %/s (1 of 17 tied)
See 31 mid-pack stats

Not standouts for U.S.S. Voyager -- 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 points44,700 HP(23/36) Max speed33 kt(23/36) Concealment13 km(21/36) Smoke fire bloom7.19 km(14/36) Air detection7.8 km(21/36) Turning circle770 m(18/36) Main battery caliber203 mm(19/36) Main battery range15.47 km(23/36) Main battery reload8.5 s(14/36) Sigma2.05(17/36) AP shell damage4,500(23/35) AP DPM283,500(15/35) Main dispersion139.7 m(13/36) Secondary HE pen21 mm(13/27) Time to 90% speed26.8 s(25/36) Acceleration (0-12 kt)9.5 s(24/36) AP arming threshold34 mm(17/35) Engine power120,000 hp(22/36) Power / turn radius155.8 hp/m(21/36) Displacement20,950 t(23/36) Power-to-weight5.73 hp/t(21/36) AP pen at 10 km381 mm(11/35) AA range5 km(24/36) Flak damage per salvo (expected)1,944(16/36) Max armor160 mm(18/36) Citadel belt160 mm(14/36) NormSecondary dispersion bracket57(20 of 28 tied at this value) NormAP fuse timer0.033 s(24 of 35 tied at this value) NormTurn speed retained81%(32 of 36 tied at this value) NormSecondary range5 km(22 of 28 tied at this value) NormRepair charges2(33 of 36 tied at this value)
Survivability
Hit Points44,700
Displacement20,950 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
218.4 x 23 m
Armor range6–160 mm
Plate armor thicknesses6, 16, 27, 30, 40, 51, 90, 102, 127, 140, 152, 160 mm
Armor material/layer entries45
Fire resistance
ƒtop hull: 1 − 0.6004 fire coefficient = 40%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
40%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 44,700 HP = 4,023 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 44,700 HP = 4,470 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.31 hull torpedo-damage coefficient / 0.333 unprotected baseline = 7%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
7%
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.
22,400
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.
13,400
Effective HP
ƒBase 44,700 HP plus everything Repair Party can restore: 0.005 of max HP per second (0.5%) × 28 s × 44,700 HP = 6,258 HP per charge, × 2 charges = 12,516 HP. Ceiling, not a prediction: a charge only restores damage actually taken, and only the regeneratable share of it. In practice ships realize about half of this, mostly because half the charges go unspent; a charge that is used returns about 97% of the per-charge figure above. Repair Party is one choice in its slot on this ship, so this applies only if you take it.
57,216
Repairable: penetration50%
Repairable: citadel33%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,200 = 4,400), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,200
Casemate section HP
ƒDamage saturation pool for the casemate: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 6,000 = 12,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
6,000
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 33,500 = 67,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
33,500
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 3,400 = 6,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
3,400
Citadel section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Main Battery
ModuleArtillery: 203 mm Mk16
Mounts / barrels3 mounts / 9 barrels
Reload time8.5 s
Firing range15.5 km
Turret traverse6 °/s
Turret armor203 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
2x ±149°, ±150°
Guns to bear
ƒ180° − 150° (the most restricted aft-facing mount's arc) = 30° off bow; 180° − 149° (the most restricted forward-facing mount's arc) = 31° 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.
30° off bow / 31° off stern
Shell Grouping (σ)2.05
Dispersion type
ƒIn practice: the baseline curve for a standard cruiser -- at max range (15.5 km) shells land in an ellipse about 140 m wide and 84 m tall. Also on this curve (215): AL Baltimore, AL Chapayev, AL Cheshire, AL Harbin, AL Montpelier, AL Tallinn, AL Zara, Aberdeen, Accord, Agano, Albemarle, Algérie and 203 more.
Standard cruiser
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1546930·8−1.11000+1.1)·30=139.7m
139.7 m at 15.5 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =139.7·0.6=83.8m
83.8 m at 15.5 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =139.7·0.62.05=40.9m
40.9 m at 15.5 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =83.8·0.62.05=24.5m
24.5 m at 15.5 km
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Shells/min
ƒZero upgrades: 9 broadside guns x 60 / 8.571 s (8.5 s = 60 ticks) base reload = 63. All upgrades (Main Battery Mod. 3 = -10% reload): 9 broadside guns x 60 / 7.714 s (7.7 s = 54 ticks) all-upgrades reload (8.5 s × 0.9 Main Battery Mod. 3 = 7.7 s) = 70.
Initial: 63 → 70
AP shells
AP alpha4,500
AP Velocity985 m/s
Min Ricochet60 deg
Guaranteed Ricochet67.5 deg
Fuse Timer0.033 s
Fuse Threshold34 mm
AP pen max range280 mm
AP overmatch
ƒfloor(203 mm caliber / 14.3) = 14 mm (AP auto-penetrates plating this thick or less).
14 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·3000·1520.69·0.203−1.07·9851.38=715.3mm.
715.3 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (15.5 km), where the shell has slowed to 498.8 m/s: P=10−7·3000·1520.69·0.203−1.07·498.81.38=279.7mm.
279.7 mm at 15.5 km
AP full-salvo alpha
ƒ4,500 AP damage x 9 broadside guns = 40,500.
40,500
AP DPM
ƒZero upgrades: 40,500 AP full-salvo alpha x 60 / 8.571 s (8.5 s = 60 ticks) base reload = 283,500. All upgrades (Main Battery Mod. 3 = -10% reload): 40,500 AP full-salvo alpha x 60 / 7.714 s (7.7 s = 54 ticks) all-upgrades reload (8.5 s × 0.9 Main Battery Mod. 3 = 7.7 s) = 315,000.
Initial: 283,500 → 315,000
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.
45
AA Defense
AA mount points12
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 5 km; dual-purpose mount auras extend it.
5 km
76.2 mm Mk3310×2 76mm
76.2 mm Mk332×2 76mm
127 mm Mk32 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
6×2 127mm
Far + Medium aura
Guns127 mm Mk32 (DP) + 76.2 mm Mk33
Far 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 91 from dual-purpose secondaries firing as AA in this range band.
91
Medium continuous DPS
ƒEffective DPS: 153 raw aura damage × 3.5 × 0.9 hit probability = 482 - the same in-game units as the Close-range AA DPS headline.
482
Range5 km
Total DPS in Aura
ƒFar 91 + Medium 482 = 573
573
Flak
AA explosions
ƒEach ~2 s salvo fires 2 AA explosions in quick succession, each leaving 4 clouds ahead of the attacking squadron, plus 1 stray cloud farther out that appear off-beat between salvos - up to 9 clouds per salvo × 240 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.
2 per salvo, 4 clouds each + 1 outer cloud
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 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.
90%
Salvo interval
ƒA new flak salvo (the AA explosions above) fires roughly every 2 s.
every ~2 s
Fired by
ƒFlak keeps firing while at least one secondary battery mount is operational - even losing every dedicated 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 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.
2.5-5 km
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Secondary DPM (per side)
ƒSum across all secondary families of (per-side barrels × 60 / reload_s × alpha), with each reload counted in whole 1/7 s ticks (guns fire on the first tick after the reload), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 127 mm (6/side) × 60/6 s × 1800 = 108,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
108,000
Secondary fire DPM vs T8 BB (per side)
ƒFires/min (per side) 3 × (1 − 0.4 fire resistance) × 60 s × 0.003 of max HP per second × 75,900 HP = 24,592. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
24,592
Total secondary DPM vs T8 BB (per side)
ƒSecondary DPM (per side) 108,000 + secondary fire DPM 24,592 = 132,592: shell damage plus fire damage against one T8 battleship, every shell hitting.
132,592
127 mm Mk32 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
6×2 127mm
Caliber127 mm
Reload time6 s
HE alpha1,800
Muzzle Velocity792 m/s
Fire Chance5%
Secondary fires/min (per side)
ƒ6×2 barrels / 2 sides × 60 / 6 s × 0.05 (5% fire chance) = 3. Per side: the barrels that bear on one broadside target (mounts × barrels / 2). A ceiling: assumes every shell hits and ignores the four-fire cap and Fire Prevention.
3
HE Pen21 mm
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 power120,000 hp
Maximum speed33.0 kt
Turning circle radius770 m
Rudder shift time8.6 s
Engine power-boost threshold7.0 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Reverse speed
ƒtop speed / 4 + 4.9 = 33 / 4 + 4.9 = 13.2 kt. Base value; speed modifiers scale it.
13.2 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
31.2 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
10.2 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (29.7 kt of 33.0 kt).
26.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33.0 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
43.4 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 4.8°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 6 − 4.8 = +1.2°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+1.2°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 13 km x 0.955 = 12.41 km. Camouflage does not change detectability by air.
13 km
With Grade IV camouflage (sea)
ƒDetectability by sea 13 km x 0.955 (Grade IV permanent camo or any disposable camo) = 12.41 km.
12.41 km
Detectability by air7.8 km
Smoke firing penalty7.19 km
Detect when firing (sea)
ƒmax(main battery range, sea detectability 13 km) = 15.47 km. Equal to the ship's main battery range (never below base detectability): firing makes you visible to everyone you can reach.
15.47 km
Detect when firing (air)
ƒAir detectability 7.8 km + gun-firing bloom 4.06 km = 11.86 km. The bloom tracks main-battery caliber 203 mm × 0.020 = 4.06 km.
11.86 km
Detect when on fire (sea)
ƒSea detectability 13 km + 2.0 km while burning = 15 km.
15 km
Detect when on fire (air)
ƒAir detectability 7.8 km + 3.0 km while burning = 10.8 km.
10.8 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each salvo - more clouds in the air over the salvo, at the same spots.
Choose one
Smoke Generator2 charges · 160 s reload · 30 s emit / 104 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 100 s active · 5 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 3.5 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 117×301000=3.5 km
Choose one
Engine Boost2 charges · 180 s reload · 120 s active · +15% speed bonus
Repair Party2 charges · 80 s reload · 28 s active · 6,258 HP (14% of max HP) total heal (per charge)
ƒ0.005 of max HP per second (0.5%) × 28 s effective active time = 0.14 of max HP × 44,700 HP = 6,258 HP: up to 14% of max HP restored per charge.
· 12,516 HP (28% of max HP) total heal (all charges)
ƒ0.14 of max HP per charge × 2 charges = 0.28 × 44,700 HP = 12,516 HP: up to 28% of max HP if the whole Repair Party loadout is used.
· 224 HP/s (0.5% of max HP) heal per second
ƒ0.005 (0.5% of max HP) × 44,700 HP = 224 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

Under the hood

Show ▾

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

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

Main battery formulas

vs standard cruiserStandard
The standard cruiser dispersion curve.
Shell scatter width @ 5 km67.5 m
(166.7 × (8 − 1.1) / 1000 + 1.1) × 30 = 67.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
(333.3 × (8 − 1.1) / 1000 + 1.1) × 30 = 102 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 km136.5 m
(500 × (8 − 1.1) / 1000 + 1.1) × 30 = 136.5 m. Horizontal scatter at a fixed 15 km, from the same dispersion model - the long-range anchor. Only shown when the ship's guns reach 15 km.
Shell scatter height @ 5 km26.6 m
How tall the scatter ellipse is at a fixed 5 km, from the same 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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15469=7734 m, and radiusOnMax=0.6 at 15469 m. Below the kink: k=0.2+(0.5−0.2)·50007734=0.3939, so σV=σH·k=67.5·0.3939=26.6m.
Shell scatter height @ 10 km54 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=0.5·15469=7734 m, and radiusOnMax=0.6 at 15469 m. Above the kink: k=0.5+(0.6−0.5)·10000−773415469−7734=0.5293, so σV=σH·k=102·0.5293=54m.
Shell scatter height @ 15 km81.1 m
How tall the scatter ellipse is at a fixed 15 km, from the same 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: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·15469=7734 m, and radiusOnMax=0.6 at 15469 m. Above the kink: k=0.5+(0.6−0.5)·15000−773415469−7734=0.5939, so σV=σH·k=136.5·0.5939=81.1m.
AP pen 5 km519 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·3000·1520.69·0.203−1.07·7811.38=519mm, where 781 m/s is the shell's speed when it arrives at 5 km (from 985 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km381 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·3000·1520.69·0.203−1.07·623.61.38=381mm, where 623.6 m/s is the shell's speed when it arrives at 10 km (from 985 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 15 km287 mm
AP penetration at a fixed 15 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·3000·1520.69·0.203−1.07·507.81.38=287mm, where 507.8 m/s is the shell's speed when it arrives at 15 km (from 985 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP flight time @ 10 km4.66 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·0.356·0.20328·152=3.79×10−5. That runs from a 985 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)9
3 mounts × 3 barrels = 9; all 9 bear on the broadside.

Model inputs

Krupp (AP)3,000
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass152 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.356
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity985 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius1.1
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

AA defense

AA DPS at max range573
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 3in50 Twin Mark 33 10x2 -> 402 DPS @ 5 km; 3in50 Twin Mark 33 2x2 -> 80 DPS @ 5 km; 5in38 Mk32 Mod12 6x2 -> 91 DPS @ 5 km.
AA DPS layered by range573 DPS @ 5 km
@ 5 km: 402 + 80 + 91 = 573. 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-blank573
402 + 80 + 91 = 573 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (5 km).
AA threat index2865
402 × 5 + 80 × 5 + 91 × 5 = 2865. 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 firepower

Max HE alpha1800
The only family (127 mm): 1800. Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
The only family (127 mm): 5%. Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
The only family (127 mm): 21 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: 21 mm from the 127 mm family.
Open in Charting Tool

Ship Charts

Background

A Des Moines-class heavy cruiser. Her main battery mounts were equipped with an auto-loading mechanism, which provided the greatest firepower among ships of her type. The cruiser's advantages included advanced radar equipment, powerful AA artillery, and reliable horizontal armor protection.

Armor Beta

Hull HP 44,700, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimates.

Bow & stern27 mm

Overmatched by 74+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel152 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)≈ 2,235 (~5% of HP)
Overmatched by 406mm+ AP (Hawke, Iowa)Angle bounces 380mm27 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)16 mm primary (range 16–140 mm)≈ 33,525 (~75% of HP)
Overmatched by 283mm+ AP (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 6–102 mm)≈ 2,235 (~5% of HP)
Overmatched by 406mm+ AP (Hawke, Iowa)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel152 mm primary (range 6–160 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure6 mm primary (range 6–160 mm)no cap
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).

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.

Exteriors

Skins & permanent camouflages

Every custom exterior U.S.S. Voyager can equip.

  • U.S.S. Voyager 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.