World of Warships: Legends ship guide

Madness

Beta
Germany · Tier VII · Battleship · Premium
Fire-starter battleshipImproved-HE guns farm fires and chip angled targets your AP can't crack; heals sustain the trade.
Playstyle
  • Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to…
  • Avoid: Using the 33-kn speed to push rather than to rotate
Key characteristics
406 mm overmatchStrong secondaries (7 km)Improved HE penStealthy (14.8 km)SonarLow HE DPM
On this page
Community Data

Madness Community Stats

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

Log in & upload to see Community Data

Playstyle

Overview

Madness is a Tier VII German fire-starter battleship: her improved-penetration HE farms fires and chips angled targets her AP cannot crack, so the kit is sustained HE pressure from range rather than bow-in trading. 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 T7 BBs (5.6 km) and best Sonar torpedo range in T7 BBs (3.8 km).

Positioning

Anchor a flank at 14-17 km with bow toward the closest threat, then use the speed advantage at 33 kn to rotate to the cap that needs a second battleship rather than the one your team already has. Mobility means you can pick which fight you are in; do not waste it by holding center the whole match.

Potato Avoidance

Using the 33-kn speed to push rather than to rotate

The mobility advantage is about picking which cap fight you arrive at, not about leading the brawl line; a fast BB that overextends loses HP that the kit cannot trade back.

Signature Traits

Improved HE penetration

HE pen at the 1/4 caliber ratio instead of the standard 1/6. HE-spam is a real damage option here, not just a fire-starter; pens roughly 1.5x more armor than a same-caliber peer's HE, shared by 15/48 T7 BBs.

ELITE SONAR
  • Long-range · 5.58 km
  • Wide torpedo · 3.84 km
  • Long-duration · 118.0 s
Punch-through secondaries

38.0 mm best HE pen across secondary families, top decile of T7 BBs. Pens hull plates peers' secondaries shatter on.

Fast turret traverse

6.0°/s turret traverse, top decile of T7 BBs. Tracks fast-rotating targets peers can't keep up with.

Low HE DPM

80000 HE DPM, bottom decile of T7 BBs. Don't bank on burn pressure.

Slow torp reload

110.0 s torpedo reload, bottom decile of T7 BBs. Long wait between drops.

Acquisition

How to get Madness

Madness is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Containers and Doubloons. 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.

Best listed chance for this ship

  • Piñata Chest 0.125% Tier V, VI, or VII Premium ship Event containers · Piñata Chest · 1 of 24 ships
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 →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here.

Cohort position

Hide

Where Madness sits among Tier VII BBs (48 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.

Top 10%Stealth profile14.81 km / 11.77 km (3/48 / 3/48) Top 10%Main battery reload21.6 s (5/48) Top 25%Max speed33 kt (7/48) Top 25%Main dispersion188.3 m (6/48) Top 25%Secondary HE pen38 mm (7/45) Top 25%Displacement44,120 t (11/48) Top 25%Secondary range7 km (9/48) Top 25%Torpedo damage≈15,533 (5/16) Bottom 25%Main battery range16.7 km (42/48) Bottom 25%Sigma1.7 (40/48) Bottom 25%Fires per minute6.33 (37/47) Bottom 25%HE alpha1,700 (41/45) Bottom 25%Acceleration37.3 s (44/48) Bottom 25%AA range4.5 km (39/48) Bottom 25%Torpedo speed56 kt (13/16) Bottom 25%Torpedo reload110 s (15/16) Bottom 25%End plates27 mm (41/47 / 39/47) Bottom 10%HE DPM80,000 (46/47) Bottom 10%AP DPM191,667 (45/48)
See 25 mid-pack stats

Not standouts for Madness -- 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 points65,000 HP(24/48) Rudder shift15.3 s(16/48) Traverse-to-turn ratio5.06 ×(18/48) Main battery caliber406 mm(17/48) HE fire chance38%(13/47) Secondary DPM (per side)243,352(17/48) Secondary fire chance8%(28/45) AP velocity810 m/s(25/48) HE velocity810 m/s(29/47) AP arming threshold68 mm(33/48) Engine power152,000 hp(27/48) Turn-speed retention185.4 hp/m(23/48) Power-to-weight3.45 hp/t(23/48) AA DPS378(33/48) AA threat1,324(31/48) Torpedo range7.5 km(9/16) Repair charges3(23/48) Max armor350 mm(34/48) Citadel belt350 mm(19/47) Deck armor50 mm(25/45) NormSecondary dispersion bracket57(36 of 48 tied at this value) NormAP fuse timer0.03 s(39 of 48 tied at this value) NormAP ricochet start45°(46 of 48 tied at this value) NormAP auto-bounce angle60°(45 of 48 tied at this value) NormRepair heal rate0.5 %/s(34 of 48 tied at this value)
Survivability
Hit Points65,000
Displacement44,120 t
Armor range19–350 mm
Plate armor thicknesses19, 20, 27, 32, 50, 60, 70, 90, 100, 120, 150, 170, 250, 260, 350 mm
Armor material/layer entries72
Fire resistance36.6%
Fire duration60 s
Torp Reduction22%
Main Battery
ModuleArtillery: 406 mm/52 SK L/52
Mounts / barrels3 mounts / 6 barrels
Reload time24 s
Firing range16.7 km
Turret traverse6 °/s
Shell Grouping (σ)1.7
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1670030·101.61000+1.6)·30=188.3m
188.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =188.3·0.6=113m
113 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =188.3·0.356(σ=1.7)=67.1m
67.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =113·0.357(σ=1.7)=40.3m
40.3 m
Turret turn time
ƒ180 degrees / 6 deg/s traverse speed = 30 s.
30 s
Base shells/min
ƒ6 broadside guns x 60 / 24 s base reload = 15.
15
HE shells
HE Damage4,800
HE Velocity810 m/s
Fire Chance38%
HE penetration
ƒ101 mm ≈ 406 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
101 mm
HE full-salvo alpha
ƒ4,800 HE damage x 6 broadside guns = 28,800.
28,800
Base HE DPM
ƒ28,800 HE full-salvo alpha x 60 / 24 s base reload = 72,000.
72,000
Installed HE DPM
ƒ28,800 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 80,000.
80,000
Base fires/min
ƒ15 shells/min x 38% fire chance = 5.7.
5.7
AP shells
AP Damage11,500
AP Velocity810 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2800·8400.69·0.4061.07·8101.38=789.8mm. Matches the in-game spec card.
789.8 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20.9 km), where the shell has slowed to 527.5 m/s: P=107·2800·8400.69·0.4061.07·527.51.38=437mm.
437 mm
AP full-salvo alpha
ƒ11,500 AP damage x 6 broadside guns = 69,000.
69,000
Base AP DPM
ƒ69,000 AP full-salvo alpha x 60 / 24 s base reload = 172,500.
172,500
Installed AP DPM
ƒ69,000 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 191,667.
191,667
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.
250
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time110 s
Projectile speed56 kt
Range7.5 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=46,600·0.333=15,533.
≈ 15,533
Torpedo detectability1.2 km
Flooding chance279%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming173 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.
62,132
AA Defense
AA mount points12
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.7) + (48×3.5×0.75) = 378. 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.
378
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
30 mm Flak 3812×4 30mm
105 mm L/65 Dop. L. C/31 (DP)8×2 105mm
Far aura
DPS
ƒIncludes 48 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
48
Range4.5 km
Near aura
DPS103
Range3 km
Total DPS in Aura
ƒFar 48 + Near 103 = 151
151
S
Secondary Battery
Mounts16
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
105 mm L/65 Dop. L. C/31 (×8)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 2 more gun families
150 mm/55 SK C/28 (×4)
Caliber150 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
150 mm/55 SK C/28 (×4)
Caliber150 mm
Reload time8.57 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 152,000 hp
Engine power152,000 hp
Maximum speed33 kt
Turning circle radius820 m
Rudder shift time15.3 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 (29.7 kt of 33 kt), from our in-house acceleration model.
37.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.7 kt of 33 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.
60.4 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·33.0·0.5144820=1.19°/s, so ratio=ωturretωhull=61.19=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea14.81 km
Detectability by air11.77 km
Smoke firing penalty14.27 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.81 km
Detect Fire Sea16.81 km
Detect Fire Air14.77 km
Guaranteed Detect2 km
Consumables
Damage Control Party3 charges · 40 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 9,100 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.
· 27,300 HP (42% of max HP) total heal (all charges)
ƒ14% per charge x 3 charges = up to 42% of max HP if the whole Repair Party loadout is used.
· 325 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (65,000 HP) per second = 325 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Exhaust Smoke Generator3 charges · 150 s reload · 35 s emit / 10 s cloud active
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Sonar2 charges · 180 s reload · 118 s active · 5.58 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 186×301000=5.58 km
· 3.84 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 128×301000=3.84 km

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)1.7
Max Horiz Disp188.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16700}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 188.3\,\text{m}$
Shell scatter width @ 10 km132 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 Disp113 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 188.3 \cdot 0.6 = 113\,\text{m}$
Shell scatter height @ 10 km68.6 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 Disp67.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 188.3 \cdot 0.356\;(\sigma = 1.7) = 67.1\,\text{m}$
Med Vert Disp40.3 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 113 \cdot 0.357\;(\sigma = 1.7) = 40.3\,\text{m}$
AP Pen Close789.8 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2800 \cdot 840^{0.69} \cdot 0.406^{-1.07} \cdot 810^{1.38} = 789.8\,\text{mm}$. Matches the in-game spec card.
AP Pen Far437 mm
Same formula at the ship's max firing range (20.9 km), where the shell has slowed to 527.5 m/s: $P = 10^{-7}\cdot 2800 \cdot 840^{0.69} \cdot 0.406^{-1.07} \cdot 527.5^{1.38} = 437\,\text{mm}$.
HE penetration101 mm
101 mm ≈ 406 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) - 0.249 in this case. Lets HE pen ~101mm armor instead of ~67mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
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 time30 s
180 degrees / 6 deg/s traverse speed = 30 s.
HE full-salvo alpha28,800
4,800 HE damage x 6 broadside guns = 28,800.
AP full-salvo alpha69,000
11,500 AP damage x 6 broadside guns = 69,000.
Base HE DPM72,000
28,800 HE full-salvo alpha x 60 / 24 s base reload = 72,000.
Base AP DPM172,500
69,000 AP full-salvo alpha x 60 / 24 s base reload = 172,500.
Installed HE DPM80,000
28,800 HE full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 80,000.
Installed AP DPM191,667
69,000 AP full-salvo alpha x 60 / 21.6 s installed reload (Main Battery Mod. 3 = -10%) = 191,667.
Base shells/min15
6 broadside guns x 60 / 24 s base reload = 15.
Installed shells/min16.7
6 broadside guns x 60 / 21.6 s installed Artillery reload = 16.7.
Base fires/min5.7
15 shells/min x 38% fire chance = 5.7.
Installed fires/min6.33
16.7 shells/min x 38% fire chance = 6.33.

Torpedoes

Torpedo detectability1.2 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed56 kt
Travel time to max range51.5 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 damage124,264
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,533 = 124,264.
Per-side salvo damage62,132
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,533 = 62,132.

AA defense

Close-range AA DPS378
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (103×3.5×0.7) + (48×3.5×0.75) = 378. 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 range4.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1324
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 range3 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)243,352
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: 8×2 105 mm (8/side) × 60/3.35 × 1200 = 171,940 + 4×2 150 mm (4/side) × 60/8.57 × 1700 = 47,608 + 4×1 150 mm (2/side) × 60/8.57 × 1700 = 23,804. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1700
Maximum HE damage per shell across secondary HE families. Best on this ship: 1700 from the 150 mm family.
Max HE fire chance8%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 8% from the 150 mm family.
Max HE pen38 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: 38 mm from the 150 mm family.

Armor Beta

Hull HP 65,000, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern27 mm

Overmatched by 67+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel350 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 37%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–60 mm)≈ 3,250 (~5% of HP)
Overmatched by 406mm+ (Colorado, Sinop)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)170 mm primary (range 20–350 mm)≈ 48,750 (~75% of HP)
No common caliber overmatches170 mm: no common HE pens
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–260 mm)≈ 3,250 (~5% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel350 mm primary (range 32–350 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.
Superstructure19 mm primary (range 19–50 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.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
Open in Charting Tool

Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Madness 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