World of Warships: Legends ship guide

Furutaka

Beta
Torpedo cruiserA long-range torpedo battery is the threat tool; guns earn damage between drops.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (10 km)Heavy AP penHeavy HE shellsSonarHigh fire chanceShort AA reach
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Community Data

Furutaka Community Stats

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Playstyle

Overview

Furutaka is a Tier IV Japanese heavy cruiser with a long-range torpedo battery reaching 10 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (3.7 km on ships and 2.7 km on torpedoes, 90 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: top-decile close-range AP pen in T4 CAs (371.6 mm) and top-decile long-range AP brick in T4 CAs (140.3 mm).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.7 km on ships, 2.7 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 4/22 T4 CAs.

ELITE MAIN BATTERY
  • Close-range AP brick · 371.6 mm
  • Long-range AP brick · 140.3 mm
  • Big-caliber overmatch · 13.9 mm
  • Heavy HE shells · 3300.0 damage
  • High fire chance · 17.0%
High HP pool

30700.0 HP, top decile of T4 CAs.

Short AA reach

3.0 km AA reach, bottom decile of T4 CAs. Drops bombs and rockets land before AA bites.

Acquisition

How to get Furutaka

Furutaka is available in the Combat Heavy Cruisers branch of the Japan Tech Tree for 500,000 credits after researching it in the branch. Known module upgrades cost up to 137,500 credits.

Show Japan tech-tree branch diagram
Japan Tech Tree

Furutaka sits in the Combat Heavy Cruisers branch. The highlighted path shows the local branch context inside the full Japan tree.

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 Furutaka sits among Tier IV CAs (22 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.

BestHE fire chance17% (1 of 2 tied) BestAP fuse timer0.03 s (1 of 5 tied) Top 10%Hit points30,700 HP (3/22) Top 10%Main battery caliber200 mm (3/22) Top 10%Main dispersion116.8 m (3/22) Top 25%Rudder shift5.8 s (5/22) Top 25%Torpedo range9.99 km (4/21) Top 25%Torpedo damage≈14,967 (5/21) Top 25%Max armor105 mm (5/22) Bottom 25%Main battery range13.35 km (19/22) Bottom 25%HE DPM79,200 (18/21) Bottom 25%AP DPM108,000 (20/22) Bottom 25%HE alpha1,300 (13/16) Bottom 25%Secondary fire chance5% (13/16) Bottom 25%Acceleration25.8 s (19/22) Bottom 25%AP arming threshold33 mm (20/22) Bottom 25%AA DPS42 (20/22) Bottom 25%AA threat59 (20/22) Bottom 25%Torpedo reload94 s (17/21) Bottom 10%Main battery reload15 s (21/22) Bottom 10%Displacement11,454 t (21/22) WorstTraverse-to-turn ratio3.69 × (1 of 2 tied) WorstSecondary HE pen13 mm (1 of 3 tied) WorstAA range3 km (22/22) WorstDeck armor10 mm (1 of 2 tied)
See 18 mid-pack stats

Not standouts for Furutaka -- 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 speed34.5 kt(9/22) Concealment10.74 km(11/22) Air detection6.44 km(9/22) Fires per minute4.08(16/21) Secondary DPM (per side)44,571(12/16) AP velocity870 m/s(11/22) HE velocity870 m/s(11/21) Engine power102,000 hp(7/22) Turn-speed retention136 hp/m(13/22) Power-to-weight8.91 hp/t(15/22) Torpedo speed59 kt(12/21) Citadel belt76 mm(8/22) Bow armor13 mm(11/22) Stern armor13 mm(11/22) NormSigma2(20 of 22 tied at this value) NormAP ricochet start45°(20 of 22 tied at this value) NormAP auto-bounce angle60°(20 of 22 tied at this value) NormSecondary range4 km(12 of 16 tied at this value)
Survivability
Hit PointsInitial: 28,300 → 30,700
Displacement11,454 t
Armor range6–105 mm
Plate armor thicknesses6, 10, 13, 20, 21, 25, 35, 48, 51, 57, 76, 105 mm
Armor material/layer entries55
Fire resistanceInitial: 13.3% → 16.6%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 203 mm/50 Type3
Mounts / barrels6 mounts / 6 barrels
Reload time15 s
Firing range (base)12.1 km
Firing range (top fire control)13.4 km
Turret traverse5 °/s
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1213830·81.11000+1.1)·30=116.8m
116.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =116.8·0.6=70.1m
70.1 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =116.8·0.319(σ=2)=37.3m
37.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =70.1·0.32(σ=2)=22.4m
22.4 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ6 broadside guns x 60 / 15 s base reload = 24.
24
HE shells
HE Damage3,300
HE Velocity870 m/s → 840 m/s
Fire Chance17%
HE penetration
ƒ34 mm ≈ 200 mm caliber / 6 (standard HE penetration ratio).
34 mm
HE full-salvo alpha
ƒ3,300 HE damage x 6 broadside guns = 19,800.
19,800
Base HE DPM
ƒ19,800 HE full-salvo alpha x 60 / 15 s base reload = 79,200.
79,200
Base fires/min
ƒ24 shells/min x 17% fire chance = 4.08.
4.08
AP shells
AP Damage4,500 → 4,700
AP Velocity870 m/s → 840 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold33 mm
Improved AP FuseYes
AP overmatch
ƒfloor(200 mm caliber / 14.3) = 13 mm (AP auto-penetrates plating this thick or less).
13 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2468·125.850.69·0.2031.07·8401.38=414.7mm. Matches the in-game spec card.
414.7 mm
AP Pen Far
ƒSame formula at the ship's max firing range (16.7 km), where the shell has slowed to 381.7 m/s: P=107·2468·125.850.69·0.2031.07·381.71.38=139.6mm.
139.6 mm
AP full-salvo alpha
ƒ4,700 AP damage x 6 broadside guns = 28,200.
28,200
Base AP DPM
ƒ28,200 AP full-salvo alpha x 60 / 15 s base reload = 112,800.
112,800
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.
24
Torpedoes
ModuleTorpedoes: Type8 mod. 2
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time94 s
Projectile speed59 kt
Range9.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=44,900·0.333=14,967.
≈ 14,967
Torpedo detectability1.5 km
Flooding chance269%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming455 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,967 = 59,868.
59,868
AA Defense
AA mount pointsInitial: 2 → 4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.85) + (8×3.5×0.85) + (2×3.5×0.9) = 42. 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.
42
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
13 mm Type93 (upgraded hull only)2×2 13mm
7.7 mm Type922×1 8mm
76.2 mm 3rd Year Type (DP)4×1 76.2mm
Far aura
DPS
ƒIncludes 2 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
2
Range3 km
Outer Near aura
DPS8
Range1.2 km
Total DPS in Aura
ƒFar 2 + Outer Near 8 = 10
10
Inner Near aura
DPSInitial: 2 → 4
Range1 km
Total DPS in Aura
ƒFar 2 + Outer Near 8 + Inner Near 4 = 14
14
S
Secondary Battery
Mounts4
Firing range4.0 km
Shell Grouping (σ)1
Caliber76.2 mm
Reload time3.5 s
HE Damage1,300
Muzzle Velocity680 m/s
Fire Chance5%
Armor Pen13 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 @ 4 km
ƒ4 km × 57 + 30 = 258 m.
258 m
Maneuverability
Engine moduleEngine: 102,000 hp
Engine power102,000 hp
Maximum speed34.5 kt
Turning circle radius750 m
Rudder shift time5.8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (31.1 kt of 34.5 kt), from our in-house acceleration model.
25.8 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (34.2 kt of 34.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
42 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·34.5·0.5144750=1.36°/s, so ratio=ωturretωhull=51.36=3.7×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.7× drags
Concealment
Detectability by sea10.74 km
Detectability by air6.44 km
Smoke firing penalty5.91 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.74 km
Detect Fire Sea12.74 km
Detect Fire Air9.44 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 90 s active · 3.72 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 124×301000=3.72 km
· 2.67 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 89×301000=2.67 km
Catapult Fighter3 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
Module options (3)

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

HullUpgrade
  • Hit points28,300 → 30,700
  • Rudder shift12 → 7.5 s
  • AA mounts2 → 4
  • Close-range AA DPS2 → 12
  • Maximum AA range1 → 1.2 km
Fire controlUpgrade
  • Main battery range12,138 → 13351.8 m
TorpedoesTrade-off
  • Range6 → 9.99 km
  • Reload73 → 94 s
  • Alpha damage40,200 → 44,900
  • Display damage13,400 → 14,967
  • Speed63 → 59 kt

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)2
Max Horiz Disp116.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{12138}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 116.8\,\text{m}$
Shell scatter width @ 10 km102 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 Disp70.1 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 116.8 \cdot 0.6 = 70.1\,\text{m}$
Shell scatter height @ 10 km57.6 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 Disp37.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 116.8 \cdot 0.319\;(\sigma = 2) = 37.3\,\text{m}$
Med Vert Disp22.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 70.1 \cdot 0.32\;(\sigma = 2) = 22.4\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close414.7 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 840^{1.38} = 414.7\,\text{mm}$. Matches the in-game spec card.
AP Pen Far139.6 mm
Same formula at the ship's max firing range (16.7 km), where the shell has slowed to 381.7 m/s: $P = 10^{-7}\cdot 2468 \cdot 125.85^{0.69} \cdot 0.203^{-1.07} \cdot 381.7^{1.38} = 139.6\,\text{mm}$.
HE penetration34 mm
34 mm ≈ 200 mm caliber / 6 (standard HE penetration ratio).
AP overmatch13 mm
floor(200 mm caliber / 14.3) = 13 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius24
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 alpha6
All 6 barrels bear on the broadside.
Turret turn time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha19,800
3,300 HE damage x 6 broadside guns = 19,800.
AP full-salvo alpha28,200
4,700 AP damage x 6 broadside guns = 28,200.
Base HE DPM79,200
19,800 HE full-salvo alpha x 60 / 15 s base reload = 79,200.
Base AP DPM112,800
28,200 AP full-salvo alpha x 60 / 15 s base reload = 112,800.
Base shells/min24
6 broadside guns x 60 / 15 s base reload = 24.
Base fires/min4.08
24 shells/min x 17% fire chance = 4.08.

Torpedoes

Torpedo detectability1.5 km
Estimated torpedo reaction time9.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed59 kt
Travel time to max range65.1 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage119,736
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 14,967 = 119,736.
Per-side salvo damage59,868
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 14,967 = 59,868.

AA defense

Close-range AA DPS42
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.85) + (8×3.5×0.85) + (2×3.5×0.9) = 42. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index59
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 range1.2 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 @ 4 km258 m
4 km × 57 + 30 = 258 m.

Secondary battery firepower

Secondary DPM (per side)44,571
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: 4×1 76.2 mm (2/side) × 60/3.5 × 1300 = 44,571. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 76.2 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 76.2 mm family.
Max HE pen13 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: 13 mm from the 76.2 mm family.

Armor Beta

Hull HP 28,30030,700 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 & stern13 mm

Overmatched by 89+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming6 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow13 mm primary (range 13–20 mm)1,800 (6% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 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)35 mm primary (range 6–105 mm)23,000 (75% of HP)
No common caliber overmatches35 mm: most HE shatters, standard pen from 283mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern13 mm primary (range 13–25 mm)1,700 (6% of HP)
Overmatched by 203mm+ (Desert Falcon, Baleares)Angle bounces 152mm13 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 6–76 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.
Superstructure6 mm primary (range 6–10 mm)1,900 (6% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP15,400 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 (76.2 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 (13 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 HP9,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Furutaka 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.