World of Warships: Legends ship guide

Picardie

Beta
France · Tier VII · Battleship · Premium
AP-DPM battleshipHigh gun throughput: keep the mains firing and bleed every broadside that shows.
Playstyle
  • Hold 14-17 km on a flank with firing arcs into rotating cruisers and broadside BBs
  • Avoid: Idle reloads
Key characteristics
Strong secondaries (7 km)High HE DPMHigh AP DPMStealthy (14.4 km)Lobs over islandsWeak AA
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Community Data

Picardie Community Stats

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Playstyle

Overview

Picardie is a Tier VII French AP-DPM battleship (294,321 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. Standout traits: best flat HE shells in T7 BBs (905) and best AA reach in T7 BBs (5.2 km).

Positioning

Hold 14-17 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

ELITE MAIN BATTERY
  • Flat HE shells · 905.0 m
  • AP DPM machine · 294321 AP
  • High-arc AP shells · 23.1°
Long-reach AA

5.2 km AA reach, best of T7 BBs.

Best-in-class stealth

14.4 km surface detect, top decile of T7 BBs. Stays dark longer.

Sharp rudder

13.5 s rudder shift, top decile of T7 BBs. Snappy weave.

WEAK MAIN BATTERY
  • Loose grouping
  • Low fire chance · 15.0%
Acquisition

How to get Picardie

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

  • Mystic Lantern 0.074419% Tier VII Premium ship Event containers · Mystic Lantern · 1 of 43 ships
Official WG availability sources
  • Rose of Picardy Campaign Breakdown Campaign Start: 2025-01-27 · End: 2025-03-02 Official campaign breakdown naming this ship as a campaign/reward-context ship; explicit source windows are used when present, otherwise the end date is inferred from the next indexed campaign breakdown when available.
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Picardie Ship feature / release Start: 2025-01-27 · End: open/unknown end Official Through the Spy Glass feature for this ship; useful as a release/availability source, but not a guaranteed current-store listing.
Show direct source rows

Builds Beta

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Cohort position

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Where Picardie 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.

BestStealth profile14.4 km / 11.52 km (1/48 / 1/48) BestHE velocity905 m/s (1/47) BestAA range5.2 km (1 of 3 tied) Top 10%Rudder shift13.5 s (3/48) Top 10%HE DPM138,272 (5/47) Top 10%AP DPM294,321 (4/48) Top 10%AP arming threshold51 mm (3/48) Top 10%Displacement36,301 t (2/48) Top 25%Secondary dispersion bracket42 (8/48) Top 25%Secondary range7 km (9/48) Top 25%Repair heal rate0.66 %/s (8/48) Bottom 25%Hit points61,000 HP (39/48) Bottom 25%Traverse-to-turn ratio3.96 × (38/48) Bottom 25%Fires per minute5.93 (38/47) Bottom 25%Main dispersion235.4 m (43/48) Bottom 25%Engine power107,000 hp (44/48) Bottom 25%Turn-speed retention152.9 hp/m (41/48) Bottom 25%Stern armor30 mm (37/47) Bottom 25%Deck armor32 mm (41/45) Bottom 10%Main battery caliber305 mm (45/48) Bottom 10%AA DPS274 (46/48) Bottom 10%AA threat917 (46/48) Bottom 10%Citadel belt190 mm (45/47) WorstSigma1.5 (48/48) WorstNo torpedoes (32 of 48 in cohort)
See 16 mid-pack stats

Not standouts for Picardie -- 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 speed30 kt(28/48) Main battery range17.29 km(16/48) Main battery reload24.3 s(18/48) Secondary DPM (per side)235,636(20/48) HE alpha1,800(30/45) Secondary fire chance9%(21/45) Secondary HE pen32 mm(13/45) AP velocity798 m/s(31/48) Acceleration36.3 s(33/48) Power-to-weight2.95 hp/t(34/48) Repair charges3(23/48) Max armor350 mm(34/48) 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) NormBow armor32 mm(36 of 47 tied at this value)
Survivability
Hit Points61,000
Displacement36,301 t
Armor range12–350 mm
Plate armor thicknesses12, 13, 19, 22, 26, 30, 32, 40, 42, 48, 50, 70, 72, 75, 84, 100, 120, 140, 150, 180, 184, 190, 200, 226, 240, 266, 284, 300, 350 mm
Armor material/layer entries84
Fire resistance36.6%
Fire duration60 s
Torp Reduction32%
Main Battery
ModuleArtillery: 305 mm/45 Mle 1910
Mounts / barrels4 mounts / 16 barrels
Reload time27 s
Firing range17.3 km
Turret traverse5 °/s
Shell Grouping (σ)1.5
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1728530·122.21000+2.2)·30=235.4m
235.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =235.4·0.6=141.2m
141.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =235.4·0.382(σ=1.5)=89.9m
89.9 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =141.2·0.382(σ=1.5)=53.9m
53.9 m
Turret turn time
ƒ180 degrees / 5 deg/s traverse speed = 36 s.
36 s
Base shells/min
ƒ16 broadside guns x 60 / 27 s base reload = 35.6.
35.6
HE shells
HE Damage3,500
HE Velocity905 m/s
Fire Chance15%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ3,500 HE damage x 16 broadside guns = 56,000.
56,000
Base HE DPM
ƒ56,000 HE full-salvo alpha x 60 / 27 s base reload = 124,444.
124,444
Installed HE DPM
ƒ56,000 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 138,272.
138,272
Base fires/min
ƒ35.6 shells/min x 15% fire chance = 5.33.
5.33
AP shells
AP Damage7,450
AP Velocity798 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 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 =107·2500·3950.69·0.3051.07·7981.38=557.4mm. Matches the in-game spec card.
557.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (21.6 km), where the shell has slowed to 448.1 m/s: P=107·2500·3950.69·0.3051.07·448.11.38=251.4mm.
251.4 mm
AP full-salvo alpha
ƒ7,450 AP damage x 16 broadside guns = 119,200.
119,200
Base AP DPM
ƒ119,200 AP full-salvo alpha x 60 / 27 s base reload = 264,889.
264,889
Installed AP DPM
ƒ119,200 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 294,321.
294,321
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 points38
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (24×3.5×0.75) + (21×3.5×0.7) + (32×3.5×0.7) + (31×3.5×0.75) = 274. 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.
274
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5.2 km
37 mm/50 Mle 193320×2 37mm
25 mm/60 CAD Mle 19396×2 25mm
13.2 mm/76 CAD Mle 19296×2 13mm
13.2 mm/76 CAQ Mle 19296×4 13mm
130 mm/45 Mle 1932 (DP)4×4 130mm
130 mm/45 Mle 1932 (DP)4×2 130mm
Far aura
DPS
ƒIncludes 31 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
31
Range5.2 km
Outer Near aura
DPS32
Range3.1 km
Total DPS in Aura
ƒFar 31 + Outer Near 32 = 63
63
Medium aura
DPS24
Range3 km
Total DPS in Aura
ƒFar 31 + Outer Near 32 + Medium 24 = 87
87
Inner Near aura
DPS21
Range1.2 km
Total DPS in Aura
ƒFar 31 + Outer Near 32 + Medium 24 + Inner Near 21 = 108
108
S
Secondary Battery
Mounts8
Firing range7.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒMax dispersion = range (km) × 42 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Improved (25%)
Max secondary dispersion @ 7 km
ƒ7 km × 42 + 30 = 324 m.
324 m
130 mm/45 Mle 1932 (×4)
Caliber130 mm
Reload time5.5 s
HE Damage1,800
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
130 mm/45 Mle 1932 (×4)
Caliber130 mm
Reload time5.5 s
HE Damage1,800
Muzzle Velocity840 m/s
Fire Chance9%
Armor Pen32 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 107,000 hp
Engine power107,000 hp
Maximum speed30 kt
Turning circle radius700 m
Rudder shift time13.5 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 (27.0 kt of 30 kt), from our in-house acceleration model.
36.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (29.7 kt of 30 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.
58.7 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·30.0·0.5144700=1.26°/s, so ratio=ωturretωhull=51.26=4.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.0× drags
Concealment
Detectability by sea14.4 km
Detectability by air11.52 km
Smoke firing penalty11.08 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.4 km
Detect Fire Sea16.4 km
Detect Fire Air14.52 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 11,273 HP (18.5% of max HP) total heal (per charge)
ƒHeal per second (0.66%) x effective active time (28 s) = up to 18.5% of max HP restored per charge.
· 33,819 HP (55.5% of max HP) total heal (all charges)
ƒ18.5% per charge x 3 charges = up to 55.5% of max HP if the whole Repair Party loadout is used.
· 403 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (61,000 HP) per second = 403 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Main Battery Reload Booster2 charges · 180 s reload · 15 s active · +50% reload boost
Secondary Battery Reload Booster3 charges · 140 s reload · 30 s active · +50% grouping · -25% dispersion

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)1.5
Max Horiz Disp235.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{17285}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 235.4\,\text{m}$
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 Disp141.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 235.4 \cdot 0.6 = 141.2\,\text{m}$
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 Disp89.9 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 235.4 \cdot 0.382\;(\sigma = 1.5) = 89.9\,\text{m}$
Med Vert Disp53.9 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 141.2 \cdot 0.382\;(\sigma = 1.5) = 53.9\,\text{m}$
AP Pen Close557.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2500 \cdot 395^{0.69} \cdot 0.305^{-1.07} \cdot 798^{1.38} = 557.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far251.4 mm
Same formula at the ship's max firing range (21.6 km), where the shell has slowed to 448.1 m/s: $P = 10^{-7}\cdot 2500 \cdot 395^{0.69} \cdot 0.305^{-1.07} \cdot 448.1^{1.38} = 251.4\,\text{mm}$.
HE penetration51 mm
51 mm ≈ 305 mm caliber / 6 (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 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 time36 s
180 degrees / 5 deg/s traverse speed = 36 s.
HE full-salvo alpha56,000
3,500 HE damage x 16 broadside guns = 56,000.
AP full-salvo alpha119,200
7,450 AP damage x 16 broadside guns = 119,200.
Base HE DPM124,444
56,000 HE full-salvo alpha x 60 / 27 s base reload = 124,444.
Base AP DPM264,889
119,200 AP full-salvo alpha x 60 / 27 s base reload = 264,889.
Installed HE DPM138,272
56,000 HE full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 138,272.
Installed AP DPM294,321
119,200 AP full-salvo alpha x 60 / 24.3 s installed reload (Main Battery Mod. 3 = -10%) = 294,321.
Base shells/min35.6
16 broadside guns x 60 / 27 s base reload = 35.6.
Installed shells/min39.5
16 broadside guns x 60 / 24.3 s installed Artillery reload = 39.5.
Base fires/min5.33
35.6 shells/min x 15% fire chance = 5.33.
Installed fires/min5.93
39.5 shells/min x 15% fire chance = 5.93.

AA defense

Close-range AA DPS274
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (24×3.5×0.75) + (21×3.5×0.7) + (32×3.5×0.7) + (31×3.5×0.75) = 274. 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 range5.2 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index917
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 range3.1 km

Secondary battery dispersion

Secondary dispersion typeImproved (25%)
Max dispersion = range (km) × 42 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 7 km324 m
7 km × 42 + 30 = 324 m.

Secondary battery firepower

Secondary DPM (per side)235,636
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: 4×4 130 mm (8/side) × 60/5.5 × 1800 = 157,091 + 4×2 130 mm (4/side) × 60/5.5 × 1800 = 78,545. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 130 mm family.
Max HE fire chance9%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 9% from the 130 mm family.
Max HE pen32 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: 32 mm from the 130 mm family.

Armor Beta

Hull HP 61,000, 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 only MusashiARP Musashi. Angled, everything else bounces.

Belt / citadel300 mm

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

Farming12 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
Bow32 mm primary (range 12–180 mm)2,000 (3% 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)19 mm primary (range 12–300 mm)45,800 (75% of HP)
Overmatched by 283mm+ (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 12–200 mm)2,200 (4% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel300 mm primary (range 22–190 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.
Superstructure12 mm primary (range 12–350 mm)2,000 (3% 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 HP26,700 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 (130 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 HP18,300 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.
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Acceleration and Ballistics Chart

Exteriors

Skins & permanent camouflages

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

  • Picardie 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.