World of Warships: Legends ship guide

Cavour

Beta
AP-DPM battleshipWins on AP volume; prioritise uptime and punish the line shot after shot.
Playstyle
  • Hold 12-15 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
High HE / fire outputHigh AP DPMHeavy secondary DPMExtra heal chargesFragile
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Community Data

Cavour Community Stats

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Playstyle

Overview

Cavour is a Tier IV Italian AP-DPM battleship (239,767 AP DPM): her main battery throughput is top-decile, so the kit pays out by punishing every broadside she catches rather than waiting for a perfect alpha salvo. Keep the guns reloading on targets, not on cover. Her secondary battery fires SAP rather than HE, so it punches through angled plating that shatters standard secondaries in a brawl. Standout traits: best heavy secondary DPM in T4 BBs (504,000) and best Repair Party charges in T4 BBs (4).

Positioning

Hold 12-15 km on a flank with firing arcs into rotating cruisers and broadside BBs. The kit's value is salvo cycle count, so prioritize a position where the next reload always has a target; bow on between salvos and trade angles rather than holding broadside for a single shot.

Potato Avoidance

Idle reloads

The kit pays for itself when the guns are cycling on targets; a 20-second window between salvos because no broadside is available is the kit doing nothing. Pre-rotate turrets toward likely-broadside ships before you need the shot.

Signature Traits

Heavy secondary DPM

504000.0 secondary DPM per side, best of T4 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 T4 BBs. More total HP available across a match.

ELITE MAIN BATTERY
  • Fast HE shells · 10.34 s
  • Flat HE shells · 861.0 m
  • High fire pressure · 8.21 fires
  • AP DPM machine · 216211 AP
Fragile HP pool

36300.0 HP, bottom decile of T4 BBs. Trade hits sparingly.

Short gun range

14.31 km main battery reach, bottom decile of T4 BBs. Outranged by peers; close distance or lean on terrain.

Acquisition

How to get Cavour

Cavour is available in the Bruiser Battleships branch of the Italy Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 125,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show Italy tech-tree branch diagram
Italy Tech Tree

Cavour sits in the Bruiser Battleships branch. The highlighted path shows the local branch context inside the full Italy tree.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Builds Beta

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

Open in Build Tool →

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Cohort position

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Where Cavour sits among Tier IV BBs (24 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)504,000 (1/24) BestRepair charges4 (1/24) Top 10%Fires per minute8.21 (2/24) Top 10%AP DPM216,211 (3/24) Top 10%HE velocity861 m/s (2/24) Top 10%Displacement24,250 t (3/24) Top 25%Rudder shift12.1 s (5/24) Top 25%HE DPM104,000 (4/24) Top 25%AP velocity840 m/s (5/24) Top 25%AP arming threshold51 mm (6/24) Bottom 25%Traverse-to-turn ratio2.87 × (19/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Citadel belt100 mm (21/24) Bottom 25%Deck armor43 mm (19/24) Bottom 10%Hit points36,300 HP (23/24) Bottom 10%Main battery range14.31 km (23/24) WorstSigma1.6 (1 of 4 tied) WorstAP fuse timer0.01 s (1 of 6 tied) WorstNo torpedoes (21 of 24 in cohort)
See 19 mid-pack stats

Not standouts for Cavour -- 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.

Max speed22 kt(17/24) Concealment13.05 km(9/24) Air detection10.44 km(9/24) Main battery reload28.5 s(8/24) HE fire chance30%(11/24) Main dispersion193.5 m(13/24) Acceleration36.1 s(13/24) Engine power31,000 hp(17/24) Turn-speed retention50 hp/m(18/24) Power-to-weight1.28 hp/t(15/24) Secondary range4.25 km(10/24) AA DPS139(13/24) AA range3.5 km(12/24) AA threat476(12/23) Max armor280 mm(15/24) Bow armor19 mm(11/24) Stern armor19 mm(12/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormRepair heal rate0.5 %/s(20 of 24 tied at this value)
Survivability
Hit PointsInitial: 33,500 → 36,300
Displacement24,250 t
Armor range13–280 mm
Plate armor thicknesses13, 19, 22, 24, 28, 30, 31, 40, 43, 70, 80, 85, 100, 110, 120, 130, 180, 210, 220, 250, 280 mm
Armor material/layer entries89
Fire resistanceInitial: 13.3% → 16.6%
Fire duration60 s
Torp Reduction16%
Main Battery
ModuleArtillery: 305 mm/46 Vickers-Terni 1909
Mounts / barrels5 mounts / 13 barrels
Reload time
patched
  1. baseline28.5
    In-game data
  2. 2022-06-1627
    Summer Update: The High Roll Main battery reload time decreased from 30 to 27 s.
  3. 2023-06-1528.5
    Ministry of Balance: Italian Concerto Main Battery reload time increased from 27 to 28.5 s.
28.5 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverse3 °/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 =(1301130·122.21000+2.2)·30=193.5m
193.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =193.5·0.6=116.1m
116.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =193.5·0.369(σ=1.6)=71.4m
71.4 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =116.1·0.37(σ=1.6)=42.9m
42.9 m
Turret turn time
ƒ180 degrees / 3 deg/s traverse speed = 60 s.
60 s
Base shells/min
ƒ13 broadside guns x 60 / 28.5 s base reload = 27.4.
27.4
HE shells
HE Damage3,800
HE Velocity861 m/s
Fire Chance30%
HE penetration
ƒIn-game data: 59 mm = 305 mm caliber / 5.17 (non-standard HE penetration ratio).
59 mm
HE full-salvo alpha
ƒ3,800 HE damage x 13 broadside guns = 49,400.
49,400
Base HE DPM
ƒ49,400 HE full-salvo alpha x 60 / 28.5 s base reload = 104,000.
104,000
Base fires/min
ƒ27.4 shells/min x 30% fire chance = 8.21.
8.21
AP shells
AP Damage7,900
AP Velocity840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold51 mm
AP overmatch
ƒfloor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
21 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2100·3900.69·0.3051.07·8401.38=498.1mm. Matches the in-game spec card.
498.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.9 km), where the shell has slowed to 437.4 m/s: P=107·2100·3900.69·0.3051.07·437.41.38=202.4mm.
202.4 mm
AP full-salvo alpha
ƒ7,900 AP damage x 13 broadside guns = 102,700.
102,700
Base AP DPM
ƒ102,700 AP full-salvo alpha x 60 / 28.5 s base reload = 216,211.
216,211
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.
40
AA Defense
AA mount points14
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.75) + (45×3.5×0.75) = 139. 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.
139
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
76.2 mm/40 Ansaldo 19176×1 76mm
37 mm/54 Breda 1939 (upgraded hull only)8×1 37mm
40 mm/39 QF MKII (stock hull only)8×1 40mm
Outer Medium aura
DPS45
Range3.5 km
Inner Medium aura
DPSInitial: 9 → 8
Range3 km
Total DPS in Aura
ƒOuter Medium 45 + Inner Medium 8 = 53
53
S
Secondary Battery
Mounts18
Firing range4.25 km
Shell Grouping (σ)1
Caliber120 mm
Reload time3 s
SAP Damage2,800
Muzzle Velocity870 m/s
Armor Pen34.2 mm
Min Ricochet70°
Max Ricochet90°
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 @ 4.25 km
ƒ4.25 km × 57 + 30 = 272.2 m.
272.2 m
Maneuverability
Engine moduleEngine: 31,000 hp
Engine power31,000 hp
Maximum speed22 kt
Turning circle radius620 m
Rudder shift time12.1 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 (19.8 kt of 22 kt), from our in-house acceleration model.
36.1 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.8 kt of 22 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.
59.3 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·22.0·0.5144620=1.05°/s, so ratio=ωturretωhull=31.05=2.9×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
2.9× drags
Concealment
Detectability by sea13.05 km
Detectability by air10.44 km
Smoke firing penalty7.47 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.05 km
Detect Fire Sea15.05 km
Detect Fire Air13.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party4 charges · 80 s reload · 28 s active · 5,082 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.
· 20,328 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.
· 182 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (36,300 HP) per second = 182 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points33,500 → 36,300
  • Rudder shift22 → 15.7 s
  • Close-range AA DPS42 → 53
  • Maximum AA range3 → 3.5 km
Fire controlUpgrade
  • Main battery range13,011 → 14312.1 m

See all derived stats

Show

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

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

Main battery formulas

Shell Grouping (σ)1.6
Max Horiz Disp193.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{13011}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 193.5\,\text{m}$
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 Disp116.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 193.5 \cdot 0.6 = 116.1\,\text{m}$
Shell scatter height @ 10 km90.8 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 Disp71.4 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 193.5 \cdot 0.369\;(\sigma = 1.6) = 71.4\,\text{m}$
Med Vert Disp42.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 116.1 \cdot 0.37\;(\sigma = 1.6) = 42.9\,\text{m}$
AP Pen Close498.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2100 \cdot 390^{0.69} \cdot 0.305^{-1.07} \cdot 840^{1.38} = 498.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far202.4 mm
Same formula at the ship's max firing range (17.9 km), where the shell has slowed to 437.4 m/s: $P = 10^{-7}\cdot 2100 \cdot 390^{0.69} \cdot 0.305^{-1.07} \cdot 437.4^{1.38} = 202.4\,\text{mm}$.
HE penetration59 mm
In-game data: 59 mm = 305 mm caliber / 5.17 (non-standard HE penetration ratio).
AP overmatch21 mm
floor(305 mm caliber / 14.3) = 21 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius40
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 alpha13
All 13 barrels bear on the broadside.
Turret turn time60 s
180 degrees / 3 deg/s traverse speed = 60 s.
HE full-salvo alpha49,400
3,800 HE damage x 13 broadside guns = 49,400.
AP full-salvo alpha102,700
7,900 AP damage x 13 broadside guns = 102,700.
Base HE DPM104,000
49,400 HE full-salvo alpha x 60 / 28.5 s base reload = 104,000.
Base AP DPM216,211
102,700 AP full-salvo alpha x 60 / 28.5 s base reload = 216,211.
Base shells/min27.4
13 broadside guns x 60 / 28.5 s base reload = 27.4.
Base fires/min8.21
27.4 shells/min x 30% fire chance = 8.21.

AA defense

Close-range AA DPS139
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (8×3.5×0.75) + (45×3.5×0.75) = 139. 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 range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index476
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 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 @ 4.25 km272.2 m
4.25 km × 57 + 30 = 272.2 m.

Secondary battery firepower

Secondary DPM (per side)504,000
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: 18×1 120 mm (9/side) × 60/3 × 2800 = 504,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max SAP alpha2800
Maximum SAP damage per shell across secondary SAP families. Best on this ship: 2800 from the 120 mm family.
Max SAP pen34.2 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: 34.2 mm from the 120 mm family.

Armor Beta

Hull HP 33,50036,300 with hull upgrade, 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 76+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel250 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–280 mm)1,700 (5% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)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)130 mm primary (range 24–280 mm)27,200 (75% of HP)
No common caliber overmatches130 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 19–130 mm)1,000 (3% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel250 mm primary (range 19–100 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.
Superstructure13 mm primary (range 13–280 mm)400 (1% 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 HP18,200 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 (120 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 (76 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.
Engine (module, research)engine coefficient (unconfirmed)-0.100 research estimateLargest on BB/BC; zero on destroyersEngine durability isn't a per-ship value in the game data. This small negative coefficient is non-zero only on battleships, battlecruisers, and the heaviest cruisers, and is exactly zero on every destroyer, so it scales with hull displacement rather than any commander skill. Most likely an engine drag or power term in the same family as the deceleration stats; its exact meaning is not yet confirmed.
Rudder (module)separate HP pool, does not drain ship HP10,900 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.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

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

Nerf ×13Buff ×2Main Battery ×5
2023-06-15

Ministry of Balance: Italian Concerto

  • Secondary Battery firing range increased from 3.5 to 4.25 km.
  • Main Battery AP shell damage reduced from 8,100 to 7,900.
  • Main Battery HE shell damage reduced from 4,200 to 3,800.
  • Main Battery reload time increased from 27 to 28.5 s.
  • Stock hull HP reduced from 37,000 to 33,500.
  • Bow HP reduced from 1,800 to 1,600.
  • Casemate HP reduced from 7,800 to 7,100.
  • Stern HP reduced from 1,100 to 1,000.
  • Hull HP reduced from 27,800 to 25,100.
  • Magazine HP reduced from 18,500 to 16,800.
  • +4 more official change lines in the source post.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Cavour 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.