World of Warships: Legends ship guide

Karlsruhe

Also called: 卡尔斯鲁厄 Beta
AP citadel cruiserAn AP citadel threat with Sonar for safe vision around cover and torpedoes.
Playstyle
  • Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Open-water broadside trading
Key characteristics
High AP DPMLobs over islandsSonarThick deck armorSlowWeak AA
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Community Data

Karlsruhe Community Stats

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Playstyle

Overview

Karlsruhe is a Tier III German light cruiser whose 150mm guns earn citadels on broadsides (188,136 AP DPM), with Sonar as her vision tool: Hydro lets her contest islands and smoke without exposing the hull. HE pen sits at the 1/4 caliber ratio instead of the standard 1/6, so HE spam is a real damage option here - pens roughly 1.5x more armor than a same-caliber peer's HE round. Standout traits: best Sonar ship range in T3 CAs (5 km) and best Sonar torpedo range in T3 CAs (3.5 km).

Positioning

Sit 10-13 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (5 km on ships, 3.5 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. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Open-water broadside trading

Her 150mm shells citadel cruisers on the wrong frame, and her 22,700-HP hull does not recover from a punished salvo. Pick rotations and angles deliberately; the chip-damage role pays better than the trade-blow role on a cruiser of this profile.

Signature Traits

ELITE MAIN BATTERY
  • AP DPM machine · 170769 AP
  • High-arc HE shells · 44.2°
ELITE SONAR
  • Long-range · 4.98 km
  • Wide torpedo · 3.48 km
  • Long-duration · 110.0 s
Thick deck armor

90.0 mm armor deck, best of T3 CAs. Eats plunging fire and HE that peers don't.

Weak AA

6.0 AA DPS, bottom decile of T3 CAs. Aircraft chew through with impunity; lean on positioning over AA.

Slow for the class

27.5 kt, bottom decile of T3 CAs. Hard to rotate flanks or disengage; commit positioning early.

Acquisition

How to get Karlsruhe

Karlsruhe is available in the Fire-Support Cruisers branch of the Germany Tech Tree for 85,000 credits after researching it in the branch. Known module upgrades cost up to 21,240 credits.

Show Germany tech-tree branch diagram
Germany Tech Tree

Karlsruhe sits in the Fire-Support Cruisers branch. The highlighted path shows the local branch context inside the full Germany tree.

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 Karlsruhe sits among Tier III CAs (13 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 DPM170,769 (1/13) BestDeck armor90 mm (1/13) Top 25%Fires per minute4.62 (4/12) Top 25%Main dispersion112.2 m (3/13) Top 25%Max armor100 mm (3/13) Bottom 25%Stealth profile10.52 km / 6.31 km (11/13 / 11/13) Bottom 25%HE shell damage1,800 (11/12) Bottom 25%AP velocity835 m/s (12/13) Bottom 25%HE velocity835 m/s (11/12) Bottom 25%Engine power45,000 hp (11/13) Bottom 25%Turn-speed retention76.3 hp/m (11/13) WorstMax speed27.5 kt (13/13) WorstHE alpha1,000 (4/4) WorstSecondary fire chance4% (4/4) WorstSecondary HE pen15 mm (4/4) WorstPower-to-weight6.01 hp/t (13/13) WorstAA DPS6 (13/13) WorstAA threat19 (13/13)
See 25 mid-pack stats

Not standouts for Karlsruhe -- 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 points22,700 HP(9/13) Rudder shift6.9 s(8/13) Traverse-to-turn ratio5.1 ×(8/13) Main battery caliber150 mm(7/13) Main battery range12.63 km(9/13) Main battery reload6.5 s(5/13) HE fire chance10%(7/12) HE DPM83,077(9/12) Secondary DPM (per side)15,000(3/4) Acceleration24.3 s(8/13) AP arming threshold25 mm(9/13) Displacement7,486 t(6/13) Secondary range3.5 km(3/4) AA range3 km(10/13) Torpedo range6 km(8/12) Torpedo damage≈10,200(8/12) Torpedo speed57 kt(7/12) Torpedo reload53 s(6/12) Citadel belt60 mm(9/13) NormSigma2(12 of 13 tied at this value) NormAP fuse timer0.03 s(10 of 13 tied at this value) NormAP ricochet start45°(12 of 13 tied at this value) NormAP auto-bounce angle60°(12 of 13 tied at this value) NormBow armor10 mm(7 of 13 tied at this value) NormStern armor10 mm(7 of 13 tied at this value)
Survivability
Hit PointsInitial: 19,700 → 22,700
Displacement7,486 t
Armor range10–100 mm
Plate armor thicknesses10, 15, 20, 30, 40, 60, 90, 100 mm
Armor material/layer entries38
Fire resistanceInitial: 6.7% → 10%
Fire duration30 s
Torp Reduction0%
Main Battery
ModuleArtillery: 150 mm L/45 MPL C/16
Mounts / barrels8 mounts / 8 barrels
Reload time6.5 s
Firing range (base)11.5 km
Firing range (top fire control)12.6 km
Turret traverse7 °/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 =(1147930·81.11000+1.1)·30=112.2m
112.2 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =112.2·0.6=67.3m
67.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =112.2·0.32(σ=2)=35.9m
35.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =67.3·0.319(σ=2)=21.5m
21.5 m
Turret turn time
ƒ180 degrees / 7 deg/s traverse speed = 25.7 s.
25.7 s
Base shells/min
ƒ5 broadside guns x 60 / 6.5 s base reload = 46.2.
46.2
HE shells
HE Damage1,800
HE Velocity835 m/s
Fire Chance10%
HE penetration
ƒ38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
38 mm
HE full-salvo alpha
ƒ1,800 HE damage x 5 broadside guns = 9,000.
9,000
Base HE DPM
ƒ9,000 HE full-salvo alpha x 60 / 6.5 s base reload = 83,077.
83,077
Base fires/min
ƒ46.2 shells/min x 10% fire chance = 4.62.
4.62
AP shells
AP Damage3,700
AP Velocity835 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
AP overmatch
ƒfloor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1925·45.30.69·0.151.07·8351.38=219.1mm. Matches the in-game spec card.
219.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (15.8 km), where the shell has slowed to 261.4 m/s: P=107·1925·45.30.69·0.151.07·261.41.38=44.1mm.
44.1 mm
AP full-salvo alpha
ƒ3,700 AP damage x 5 broadside guns = 18,500.
18,500
Base AP DPM
ƒ18,500 AP full-salvo alpha x 60 / 6.5 s base reload = 170,769.
170,769
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.
10
Torpedoes
ModuleTorpedoes: 8 tubes
Launchers / tubes4 launchers × 2 tubes = 8 tubes
Reload time53 s
Projectile speed57 kt
Range6 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=30,600·0.333=10,200.
≈ 10,200
Torpedo detectability1.4 km
Flooding chance180%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming176 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 10,200 = 40,800.
40,800
AA Defense
AA mount points0
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×0.9) = 6. 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.
6
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
88 mm L/45 MPL C/13 (DP)2×1 88mm
Far aura
DPS
ƒIncludes 2 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
2
Range3 km
S
Secondary Battery
Mounts2 → 3
Firing range3.5 km
Shell Grouping (σ)1
Caliber88 mm
Reload time4 s
HE Damage1,000
Muzzle Velocity890 m/s
Fire Chance4%
Armor Pen15 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 @ 3.5 km
ƒ3.5 km × 57 + 30 = 229.5 m.
229.5 m
Maneuverability
Engine moduleEngine: 45,000 hp
Engine power45,000 hp
Maximum speed27.5 kt
Turning circle radius590 m
Rudder shift time6.9 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 (24.8 kt of 27.5 kt), from our in-house acceleration model.
24.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (27.2 kt of 27.5 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.
39.5 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·27.5·0.5144590=1.37°/s, so ratio=ωturretωhull=71.37=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea10.52 km
Detectability by air6.31 km
Smoke firing penalty4.72 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
10.52 km
Detect Fire Sea12.52 km
Detect Fire Air9.31 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar2 charges · 180 s reload · 110 s active · 4.98 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 166×301000=4.98 km
· 3.48 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 116×301000=3.48 km
Module options (3)

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

HullUpgrade
  • Hit points19,700 → 22,700
  • Rudder shift12.5 → 8.9 s
Fire controlUpgrade
  • Main battery range11,479 → 12626.9 m
TorpedoesTrade-off
  • Range4.02 → 6 km
  • Reload42 → 53 s
  • Alpha damage28,900 → 30,600
  • Display damage9,633 → 10,200
  • Speed58 → 57 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 Disp112.2 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{11479}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 112.2\,\text{m}$
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 Disp67.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 112.2 \cdot 0.6 = 67.3\,\text{m}$
Shell scatter height @ 10 km58.6 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 Disp35.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 112.2 \cdot 0.32\;(\sigma = 2) = 35.9\,\text{m}$
Med Vert Disp21.5 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 67.3 \cdot 0.319\;(\sigma = 2) = 21.5\,\text{m}$
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close219.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 1925 \cdot 45.3^{0.69} \cdot 0.15^{-1.07} \cdot 835^{1.38} = 219.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far44.1 mm
Same formula at the ship's max firing range (15.8 km), where the shell has slowed to 261.4 m/s: $P = 10^{-7}\cdot 1925 \cdot 45.3^{0.69} \cdot 0.15^{-1.07} \cdot 261.4^{1.38} = 44.1\,\text{mm}$.
HE penetration38 mm
38 mm ≈ 150 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
Improved HE PenYes
This ship's HE shells use a 1/4 (~0.25) caliber-to-pen ratio instead of the standard 1/6 (~0.167) - 0.253 in this case. Lets HE pen ~37mm armor instead of ~25mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch10 mm
floor(150 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius10
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 alpha5
Barrels that can bear on one beam (5 of 8); casemate/wing mounts only fire one side.
Turret turn time25.7 s
180 degrees / 7 deg/s traverse speed = 25.7 s.
HE full-salvo alpha9,000
1,800 HE damage x 5 broadside guns = 9,000.
AP full-salvo alpha18,500
3,700 AP damage x 5 broadside guns = 18,500.
Base HE DPM83,077
9,000 HE full-salvo alpha x 60 / 6.5 s base reload = 83,077.
Base AP DPM170,769
18,500 AP full-salvo alpha x 60 / 6.5 s base reload = 170,769.
Base shells/min46.2
5 broadside guns x 60 / 6.5 s base reload = 46.2.
Base fires/min4.62
46.2 shells/min x 10% fire chance = 4.62.

Torpedoes

Torpedo detectability1.4 km
Estimated torpedo reaction time9.4 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed57 kt
Travel time to max range40.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
4 launchers x 2 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage81,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 10,200 = 81,600.
Per-side salvo damage40,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 10,200 = 40,800.

AA defense

Close-range AA DPS6
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (2×3.5×0.9) = 6. 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 index19
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 @ 3.5 km229.5 m
3.5 km × 57 + 30 = 229.5 m.

Secondary battery firepower

Secondary DPM (per side)15,000
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: 2×1 88 mm (1/side) × 60/4 × 1000 = 15,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1000
Maximum HE damage per shell across secondary HE families. Best on this ship: 1000 from the 88 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 88 mm family.
Max HE pen15 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: 15 mm from the 88 mm family.

Armor Beta

Hull HP 19,70022,700 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 & stern10 mm

Overmatched by 95+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel60 mm

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

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 10%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow10 mm primary (range 10–60 mm)1,000 (4% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 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)10 mm primary (range 10–40 mm)17,000 (75% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern10 mm primary (range 10–60 mm)400 (2% of HP)
Overmatched by 150mm+ (Java, Taranto)Angle bounces 127mm10 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel60 mm primary (range 10–60 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.
Superstructure10 mm primary (range 10–100 mm)1,100 (5% 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 HP11,400 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 (88 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.
Rudder (module)separate HP pool, does not drain ship HP6,800 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 Karlsruhe can equip, from in-game data.

  • Karlsruhe default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision