World of Warships: Legends ship guide

Ragnarok

Beta
Japan · Tier VI · Battleship · Premium
Tank battleshipBuilt to absorb; the HP bar holds a lane long after peer battleships fold.
Playstyle
  • Anchor a flank at 14-17 km where the team can rotate behind you
  • Avoid: Absorbing focus without trading back
Key characteristics
410 mm overmatchHeavy AP penSpotter planePunchy HE secondariesHigh HP poolStiff AP fuse
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Community Data

Ragnarok Community Stats

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Playstyle

Overview

Ragnarok is a Tier VI Japanese tank battleship (66,500 HP): top-decile hit points let her hold trades that drain peer BBs out faster than the shells they fire back. The kit is line-holder, not striker. Standout traits: top-decile AP overmatch threshold in T6 BBs (28.6 mm) and top-decile close-range AP pen in T6 BBs (803.7 mm).

Positioning

Anchor a flank at 14-17 km where the team can rotate behind you. The HP pool lets you absorb focus that drains peer BBs out, but absorbing focus without trading is just wasted HP; pick salvo targets that exploit the angle others avoid.

Potato Avoidance

Absorbing focus without trading back

The HP pool is a tool for holding the angle while you reload, not a license to sit broadside; every salvo you skip is a salvo your team had to land instead.

Signature Traits

ELITE MAIN BATTERY
  • Big-caliber overmatch · 28.6 mm
  • Close-range AP brick · 803.7 mm
  • Long-range AP brick · 464.4 mm
  • Flat AP shells · 850.0 m
ELITE SECONDARIES
  • Punchy HE · 2400.0 max
  • Burny · 10.0%
High HP pool

66500.0 HP, top decile of T6 BBs.

Stiff AP fuse

68.0 mm AP arming threshold, bottom decile of T6 BBs. Over-pens thin plates; the trade-off pays off when most targets are battleship belt armor.

Acquisition

How to get Ragnarok

Ragnarok is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. 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

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

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Where Ragnarok sits among Tier VI BBs (32 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 dispersion bracket33 (1 of 7 tied) BestHE alpha2,400 (1 of 4 tied) Top 10%Hit points66,500 HP (2/32) Top 10%Rudder shift12.2 s (3/32) Top 10%Main battery caliber410 mm (3/32) Top 10%Secondary fire chance10% (4/31) Top 25%Secondary DPM (per side)262,800 (7/32) Top 25%AP velocity850 m/s (5/32) Top 25%Repair heal rate0.66 %/s (9/32) Top 25%Deck armor76 mm (9/32) Bottom 25%Air detection11.75 km (25/32) Bottom 25%Fires per minute4.46 (28/31) Bottom 25%Main dispersion220.3 m (26/32) Bottom 25%Acceleration38.4 s (27/32) Bottom 25%AP arming threshold68 mm (25/32) Bottom 25%Displacement45,816 t (26/32) Bottom 25%Power-to-weight1.8 hp/t (25/32) Bottom 25%End plates25 mm (27/32 / 27/32) WorstNo torpedoes (26 of 32 in cohort)
See 24 mid-pack stats

Not standouts for Ragnarok -- 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 speed27 kt(21/32) Concealment14.6 km(18/32) Traverse-to-turn ratio4.35 ×(11/32) Main battery range16.03 km(14/32) Main battery reload28 s(11/32) Sigma1.9(11/32) HE shell damage6,000(9/31) HE DPM102,857(10/31) AP shell damage12,000(11/32) AP DPM205,714(13/32) Secondary HE pen23 mm(13/31) HE velocity850 m/s(9/31) AP fuse timer0.03 s(23/32) Engine power82,300 hp(24/32) Turn-speed retention106.9 hp/m(23/32) Secondary range5 km(16/32) AA DPS302(24/32) AA range5 km(13/32) AA threat1,011(24/32) Repair charges3(15/32) Max armor356 mm(15/32) Citadel belt305 mm(17/32) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value)
Survivability
Hit Points66,500
Displacement45,816 t
Armor range6–356 mm
Plate armor thicknesses6, 16, 19, 25, 38, 40, 44, 50, 70, 76, 120, 126, 152, 197, 203, 207, 229, 276, 289, 305, 356 mm
Armor material/layer entries60
Fire resistance30%
Fire duration60 s
Torp Reduction25%
Main Battery
ModuleArtillery: 410 mm 3rd Year Type
Mounts / barrels4 mounts / 8 barrels
Reload time28 s
Firing range16 km
Turret traverse4.5 °/s
Shell Grouping (σ)1.9
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1602930·1221000+2)·30=220.3m
220.3 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =220.3·0.6=132.2m
132.2 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =220.3·0.331(σ=1.9)=73m
73 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =132.2·0.331(σ=1.9)=43.8m
43.8 m
Turret turn time
ƒ180 degrees / 4.5 deg/s traverse speed = 40 s.
40 s
Base shells/min
ƒ8 broadside guns x 60 / 28 s base reload = 17.1.
17.1
HE shells
HE Damage6,000
HE Velocity850 m/s
Fire Chance26%
HE penetration
ƒ68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ6,000 HE damage x 8 broadside guns = 48,000.
48,000
Base HE DPM
ƒ48,000 HE full-salvo alpha x 60 / 28 s base reload = 102,857.
102,857
Base fires/min
ƒ17.1 shells/min x 26% fire chance = 4.46.
4.46
AP shells
AP Damage12,000
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.028 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(410 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 =107·2475·10200.69·0.411.07·8501.38=844.2mm. Matches the in-game spec card.
844.2 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 551.2 m/s: P=107·2475·10200.69·0.411.07·551.21.38=464.3mm.
464.3 mm
AP full-salvo alpha
ƒ12,000 AP damage x 8 broadside guns = 96,000.
96,000
Base AP DPM
ƒ96,000 AP full-salvo alpha x 60 / 28 s base reload = 205,714.
205,714
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.
150
AA Defense
AA mount points50
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.75) + (15×3.5×0.75) = 302. 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.
302
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
25 mm Type96 mod. 114×3 25mm
25 mm/60 Type96 mod. 124×1 25mm
25 mm Type96 mod. 112×2 25mm
127 mm Type89 A1 (DP)4×2 127mm
Far aura
DPS
ƒIncludes 15 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
15
Range5 km
Medium aura
DPS100
Range3.1 km
Total DPS in Aura
ƒFar 15 + Medium 100 = 115
115
S
Secondary Battery
Mounts22
Firing range5.0 km
Shell Grouping (σ)1
Secondary dispersion type
ƒThis ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
Improved (40%) + Standard
127 mm Type89 A1 (×4)
Caliber127 mm
Reload time5 s
HE Damage2,100
Muzzle Velocity725 m/s
Fire Chance8%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
140 mm 3rd Year Type (×18)
Caliber140 mm
Reload time8 s
HE Damage2,400
Muzzle Velocity850 m/s
Fire Chance10%
Armor Pen23 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 82,300 hp
Engine power82,300 hp
Maximum speed27 kt
Turning circle radius770 m
Rudder shift time12.2 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 (24.3 kt of 27 kt), from our in-house acceleration model.
38.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (26.7 kt of 27 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.
63.2 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·27.0·0.5144770=1.03°/s, so ratio=ωturretωhull=4.51.03=4.4×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
4.4× drags
Concealment
Detectability by sea14.6 km
Detectability by air11.75 km
Smoke firing penalty14.4 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.6 km
Detect Fire Sea16.6 km
Detect Fire Air14.75 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 10 s active
Repair Party3 charges · 80 s reload · 28 s active · 12,289 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.
· 36,867 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.
· 439 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (66,500 HP) per second = 439 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
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
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · Tightens main-battery shell grouping
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Main Battery Reload Booster1 charges · 150 s reload · 15 s active · +50% reload boost

See all derived stats

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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)1.9
Max Horiz Disp220.3 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16029}{30}\cdot\dfrac{12-2}{1000} + 2\right)\cdot 30 = 220.3\,\text{m}$
Shell scatter width @ 10 km160 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 Disp132.2 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 220.3 \cdot 0.6 = 132.2\,\text{m}$
Shell scatter height @ 10 km84 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 Disp73 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 220.3 \cdot 0.331\;(\sigma = 1.9) = 73\,\text{m}$
Med Vert Disp43.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 132.2 \cdot 0.331\;(\sigma = 1.9) = 43.8\,\text{m}$
AP Pen Close844.2 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2475 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 850^{1.38} = 844.2\,\text{mm}$. Matches the in-game spec card.
AP Pen Far464.3 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 551.2 m/s: $P = 10^{-7}\cdot 2475 \cdot 1020^{0.69} \cdot 0.41^{-1.07} \cdot 551.2^{1.38} = 464.3\,\text{mm}$.
HE penetration68 mm
68 mm ≈ 410 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(410 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius150
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 alpha8
All 8 barrels bear on the broadside.
Turret turn time40 s
180 degrees / 4.5 deg/s traverse speed = 40 s.
HE full-salvo alpha48,000
6,000 HE damage x 8 broadside guns = 48,000.
AP full-salvo alpha96,000
12,000 AP damage x 8 broadside guns = 96,000.
Base HE DPM102,857
48,000 HE full-salvo alpha x 60 / 28 s base reload = 102,857.
Base AP DPM205,714
96,000 AP full-salvo alpha x 60 / 28 s base reload = 205,714.
Base shells/min17.1
8 broadside guns x 60 / 28 s base reload = 17.1.
Base fires/min4.46
17.1 shells/min x 26% fire chance = 4.46.

AA defense

Close-range AA DPS302
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (100×3.5×0.75) + (15×3.5×0.75) = 302. 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 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1011
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 typeImproved (40%) + Standard
This ship's secondary families don't share one dispersion bracket. Each family is listed below with its own slope; max dispersion = secondary range (km) × that family's slope + 30 m.
127 mm × 4 dispersion typeStandard
Max dispersion = range (km) × 57 + 30 for this family. Slope is set per gun model.
127 mm × 4 max disp @ 5 km315 m
5 km × 57 + 30 = 315 m.
140 mm × 18 dispersion typeImproved (40%, German battlecruiser type)
Max dispersion = range (km) × 33 + 30 for this family. Slope is set per gun model.
140 mm × 18 max disp @ 5 km195 m
5 km × 33 + 30 = 195 m.

Secondary battery firepower

Secondary DPM (per side)262,800
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: 4×2 127 mm (4/side) × 60/5 × 2100 = 100,800 + 18×1 140 mm (9/side) × 60/8 × 2400 = 162,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2400
Maximum HE damage per shell across secondary HE families. Best on this ship: 2400 from the 140 mm family.
Max HE fire chance10%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 10% from the 140 mm family.
Max HE pen23 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: 23 mm from the 140 mm family.

Armor Beta

Hull HP 66,500, 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 & stern25 mm

Overmatched by 79+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel305 mm

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

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 30%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow25 mm primary (range 25–76 mm)3,400 (5% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 16–305 mm)49,900 (75% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern25 mm primary (range 6–120 mm)2,400 (4% of HP)
Overmatched by 380mm+ (Bayern, Richelieu)Angle bounces 356mm25 mm: HE pens from 150mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 25–305 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.
Superstructure16 mm2,200 (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 HP33,300 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 (140 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 (25 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 HP20,000 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 Ragnarok. Cards are condensed; use each source link for full context.

Nerf ×1Buff ×14Main Battery ×3Concealment ×3Consumable ×1
2024-05-24

Ministry of Balance: Carriers 2.0 – First Wave

  • Main battery AP shell damage increased from 11,000 to 12,000.
  • Main battery AP shell fuse timer reduced from 0.033 to 0.028.
  • Ship HP increased from 50,000 to 66,500.
  • Engine HP increased from 50,000 to 66,500.
  • Bow HP increased from 2,600 to 3,400.
  • Casemate HP increased from 9,000 to 11,900.
  • Stern HP increased from 1,800 to 2,400.
  • Hull HP increased from 36,500 to 49,900.
  • Magazine HP increased from 25,000 to 33,300.
  • Steering gear HP increased from 15,000 to 20,000.
  • +4 more official change lines in the source post.
Read the full official post
2021-04-08

Two Years Strong: The April Update

  • Citadel armor belt is now 126 mm instead of 76 mm, making the citadel a bit less vulnerable.
  • Repair Party now restores 32% more HP per second over the same duration.
  • A single charge of Main Battery Reload Booster has been added to the third consumable slot.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Ragnarok default exterior
    DefaultThe ship’s standard exterior
  • Warhammer 40K
    Wh Nagato ChaosWarhammer 40K

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.