World of Warships: Legends ship guide

Cristoforo Colombo

Also called: 克里斯托弗·哥伦布 Beta
Italy · Tier ★ · Battleship · Premium
Secondary battleshipA brawler: close the distance and the secondaries work alongside the mains.
Playstyle
  • Push to within secondary range (~7 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
Strong secondaries (7 km)High HE DPMWide always-pen zoneSpotter planeFlat AP shellsLoose grouping
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Community Data

Cristoforo Colombo Community Stats

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Playstyle

Overview

Cristoforo Colombo is a Legendary Italian secondary battleship with top-decile secondary reach out to 7 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Her secondaries fire SAP, so the auto-fire battery punches through angled plating that shatters standard HE. Standout traits: best AP shell velocity in Legendary BBs (850) and best flat HE shells in Legendary BBs (880).

Positioning

Push to within secondary range (~7 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

ELITE MAIN BATTERY
  • Flat AP shells · 850.0 m
  • Flat HE shells · 880.0 m
  • Wide always-pen zone · 50.0°
  • Late auto-bounce · 65.0°
Heavy secondary DPM

481412.0 secondary DPM per side, best of Legendary BBs. Per-side barrels × shots/min × alpha across every secondary family; real damage scales with hit rate against the target.

Extra heal charges

4.0 Repair Party charges, best of Legendary BBs. More total HP available across a match.

Loose grouping

Sigma 1.6, bottom decile of Legendary BBs. Shells scatter more; bracketing matters.

Light citadel belt

100.0 mm citadel belt, bottom decile of Legendary BBs. Citadels through angle are possible.

Acquisition

How to get Cristoforo Colombo

Cristoforo Colombo is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Premium/Event.

Builds Beta

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

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Cohort position

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Where Cristoforo Colombo 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.

BestSecondary DPM (per side)481,412 (1/20) BestAP velocity850 m/s (1/20) BestHE velocity880 m/s (1/19) BestAP ricochet start50° (1 of 3 tied) BestAP auto-bounce angle65° (1 of 3 tied) BestRepair charges4 (1/20) Top 10%AP arming threshold64 mm (3/20) Top 25%HE DPM171,656 (3/19) Top 25%Secondary range7 km (4/20) Bottom 25%Main battery caliber381 mm (18/20) Bottom 25%Main dispersion235.1 m (17/20) Bottom 25%Max armor400 mm (16/20) Bottom 10%Main battery reload30.2 s (19/20) Bottom 10%AP shell damage10,250 (19/20) WorstSigma1.6 (20/20) WorstHE fire chance24% (19/19) WorstAA range4 km (1 of 2 tied) WorstNo torpedoes (17 of 20 in cohort) WorstCitadel belt100 mm (20/20)
See 23 mid-pack stats

Not standouts for Cristoforo Colombo -- 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 points80,000 HP(14/20) Max speed29.6 kt(12/20) Concealment15.8 km(7/20) Air detection12.64 km(7/20) Rudder shift18.1 s(11/20) Traverse-to-turn ratio5.17 ×(10/20) Main battery range17.25 km(13/20) HE shell damage5,400(15/19) Fires per minute7.63(12/19) AP DPM325,828(9/20) Acceleration38 s(13/20) Engine power160,000 hp(13/20) Turn-speed retention166.7 hp/m(13/20) Displacement66,666 t(9/20) Power-to-weight2.4 hp/t(9/20) AA DPS618(13/20) AA threat1,976(15/20) Deck armor100 mm(7/19) NormSecondary dispersion bracket57(15 of 20 tied at this value) NormAP fuse timer0.03 s(18 of 20 tied at this value) NormRepair heal rate0.5 %/s(13 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 Points80,000
Displacement66,666 t
Armor range19–400 mm
Plate armor thicknesses19, 25, 32, 38, 40, 50, 60, 70, 80, 100, 120, 150, 200, 250, 330, 375, 400 mm
Armor material/layer entries70
Fire resistance40%
Fire duration60 s
Torp Reduction31%
Main Battery
ModuleArtillery: 381 mm/50 1934
Mounts / barrels4 mounts / 16 barrels
Reload time33.5 s
Firing range17.3 km
Turret traverse4.7 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1725330·122.21000+2.2)·30=235.1m
235.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =235.1·0.6=141m
141 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =235.1·0.369(σ=1.6)=86.8m
86.8 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =141·0.37(σ=1.6)=52.1m
52.1 m
Turret turn time
ƒ180 degrees / 4.7 deg/s traverse speed = 38.3 s.
38.3 s
Base shells/min
ƒ16 broadside guns x 60 / 33.5 s base reload = 28.7.
28.7
HE shells
HE Damage5,400
HE Velocity880 m/s
Fire Chance24%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,400 HE damage x 16 broadside guns = 86,400.
86,400
Base HE DPM
ƒ86,400 HE full-salvo alpha x 60 / 33.5 s base reload = 154,746.
154,746
Installed HE DPM
ƒ86,400 HE full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 171,656.
171,656
Base fires/min
ƒ28.7 shells/min x 24% fire chance = 6.88.
6.88
AP shells
AP Damage10,250
AP Velocity850 m/s
Min Ricochet50 deg
Guaranteed Ricochet65 deg
Fuse Timer0.033 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2434·884.80.69·0.3811.07·8501.38=814.1mm. Matches the in-game spec card.
814.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.6 km), where the shell has slowed to 542.8 m/s: P=107·2434·884.80.69·0.3811.07·542.81.38=438.4mm.
438.4 mm
AP full-salvo alpha
ƒ10,250 AP damage x 16 broadside guns = 164,000.
164,000
Base AP DPM
ƒ164,000 AP full-salvo alpha x 60 / 33.5 s base reload = 293,731.
293,731
Installed AP DPM
ƒ164,000 AP full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 325,828.
325,828
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.
120
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: (116×3.5×0.75) + (70×3.5×0.7) + (54×3.5×0.75) = 618. 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.
618
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4 km
37 mm/54 Breda 19388×2 37mm
37 mm/54 Breda 19398×4 37mm
20 mm/70 Breda 194120×6 20mm
90 mm/50 OTO 1939 (DP)12×2 90mm
Far aura
DPS
ƒIncludes 54 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
54
Range4 km
Medium aura
DPS116
Range3.5 km
Total DPS in Aura
ƒFar 54 + Medium 116 = 170
170
Near aura
DPS70
Range2 km
Total DPS in Aura
ƒFar 54 + Medium 116 + Near 70 = 240
240
S
Secondary Battery
Mounts18
Firing range7.0 km
Shell Grouping (σ)1
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 @ 7 km
ƒ7 km × 57 + 30 = 429 m.
429 m
152 mm/55 OTO 1936 (×6)
Caliber152 mm
Reload time8.5 s
SAP Damage3,800
Muzzle Velocity930 m/s
Armor Pen42.3 mm
Min Ricochet70°
Max Ricochet90°
Show 1 more gun family
90 mm/50 OTO 1939 (×12)
Caliber90 mm
Reload time6 s
SAP Damage2,000
Muzzle Velocity850 m/s
Armor Pen26 mm
Min Ricochet70°
Max Ricochet90°
Maneuverability
Engine moduleEngine: 160,000 hp
Engine power160,000 hp
Maximum speed29.6 kt
Turning circle radius960 m
Rudder shift time18.1 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 (26.6 kt of 29.6 kt), from our in-house acceleration model.
38 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.3 kt of 29.6 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.
62.1 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·29.6·0.5144960=0.91°/s, so ratio=ωturretωhull=4.70.91=5.2×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.2× slow
Concealment
Detectability by sea15.8 km
Detectability by air12.64 km
Smoke firing penalty10.86 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
15.8 km
Detect Fire Sea17.8 km
Detect Fire Air15.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 11,200 HP (14% of max HP) total heal (per charge)
ƒHeal per second (0.5%) x effective active time (28 s) = up to 14% of max HP restored per charge.
· 44,800 HP (56% of max HP) total heal (all charges)
ƒ14% per charge x 4 charges = up to 56% of max HP if the whole Repair Party loadout is used.
· 400 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (80,000 HP) per second = 400 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Exhaust Smoke Generator3 charges · 150 s reload · 45 s emit / 10 s cloud active
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 Booster4 charges · 120 s reload · 30 s active · +150% grouping · -60% 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)1.6
Max Horiz Disp235.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17253}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 235.1\,\text{m}$
Shell scatter width @ 10 km164 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 Disp141 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 235.1 \cdot 0.6 = 141\,\text{m}$
Shell scatter height @ 10 km84.6 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 Disp86.8 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 235.1 \cdot 0.369\;(\sigma = 1.6) = 86.8\,\text{m}$
Med Vert Disp52.1 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 141 \cdot 0.37\;(\sigma = 1.6) = 52.1\,\text{m}$
Dispersion familyEU BB Disp.
Standard BB dispersion. Used as the baseline for cross-family comparisons.
AP Pen Close814.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 850^{1.38} = 814.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far438.4 mm
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 542.8 m/s: $P = 10^{-7}\cdot 2434 \cdot 884.8^{0.69} \cdot 0.381^{-1.07} \cdot 542.8^{1.38} = 438.4\,\text{mm}$.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius120
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 alpha16
All 16 barrels bear on the broadside.
Turret turn time38.3 s
180 degrees / 4.7 deg/s traverse speed = 38.3 s.
HE full-salvo alpha86,400
5,400 HE damage x 16 broadside guns = 86,400.
AP full-salvo alpha164,000
10,250 AP damage x 16 broadside guns = 164,000.
Base HE DPM154,746
86,400 HE full-salvo alpha x 60 / 33.5 s base reload = 154,746.
Base AP DPM293,731
164,000 AP full-salvo alpha x 60 / 33.5 s base reload = 293,731.
Installed HE DPM171,656
86,400 HE full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 171,656.
Installed AP DPM325,828
164,000 AP full-salvo alpha x 60 / 30.2 s installed reload (Main Battery Mod. 3 = -10%) = 325,828.
Base shells/min28.7
16 broadside guns x 60 / 33.5 s base reload = 28.7.
Installed shells/min31.8
16 broadside guns x 60 / 30.2 s installed Artillery reload = 31.8.
Base fires/min6.88
28.7 shells/min x 24% fire chance = 6.88.
Installed fires/min7.63
31.8 shells/min x 24% fire chance = 7.63.

AA defense

Close-range AA DPS618
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (116×3.5×0.75) + (70×3.5×0.7) + (54×3.5×0.75) = 618. 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 range4 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1976
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 @ 7 km429 m
7 km × 57 + 30 = 429 m.

Secondary battery firepower

Secondary DPM (per side)481,412
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: 6×3 152 mm (9/side) × 60/8.5 × 3800 = 241,412 + 12×2 90 mm (12/side) × 60/6 × 2000 = 240,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha3800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 3800 from the 152 mm family.
Max SAP pen42.3 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: 42.3 mm from the 152 mm family.

Armor Beta

Hull HP 80,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern32 mm

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

Belt / citadel375 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 32–60 mm)3,000 (4% 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)400 mm primary (range 25–400 mm)60,000 (75% of HP)
No common caliber overmatches400 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern32 mm primary (range 32–250 mm)3,500 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm32 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel375 mm primary (range 38–100 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 mm3,400 (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 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 (152 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 HP24,000 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.
Open the 3D armor viewer →
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Cristoforo Colombo. Cards are condensed; use each source link for full context.

Buff ×6Main Battery ×2
2026-04-30

Ministry of Balance: Viva la Marina!

  • Secondary battery firing range increased from 6.5 to 7 km.
  • Improved the Enhanced Secondary Targeting consumable:
  • Number of charges increased from 3 to 4.
  • Cooldown time reduced from 160 to 120 s.
  • Secondary battery shell grouping increased by 25% (from 2 to 2.5 sigma).
  • Secondary battery dispersion reduced by 20%.
Read the full official post
Exteriors

Skins & permanent camouflages

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

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.