World of Warships: Legends ship guide

Rooke

Also called: 鲁克 Beta
Fast battleshipA fast-mover: reposition between lanes and strike first where peers cannot reach.
Playstyle
  • Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 31.9 kn…
  • Avoid: Using the 31.9-kn speed to push rather than to rotate
Key characteristics
Long, heavy torpedoes (8 km)Stealthy (14.1 km)Engine BoostDefensive AAHardened superstructureSlow reload
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Community Data

Rooke Community Stats

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Playstyle

Overview

Rooke is a Tier VI British fast battleship at 31.9 kn with Engine Boost on the consumable slot. Mobility lets her rotate flanks battleship-fast and pick fights where her guns get the first salvo. Standout traits: best torpedo alpha in T6 BBs (14,767) and best superstructure armor in T6 BBs (26 mm).

Positioning

Anchor a flank at 12-15 km with bow toward the closest threat, then use the speed advantage at 31.9 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 31.9-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

Engine Boost

+8% speed, 120 s duration. Engine Boost consumable temporarily raises top speed. Mobility on demand to reposition, chase a kill, or break contact, uncommon in T6 BBs.

Heavy torpedoes

14767.0 damage per torpedo, best of T6 BBs.

Hardened superstructure

26.0 mm superstructure, best of T6 BBs. HE farms less.

Tight dispersion

168.8 m max horizontal dispersion, top decile of T6 BBs. Accurate at range.

Slow reload

34.0 s reload, worst of T6 BBs. Salvos punish more, but cycle is slower than peers.

Thin bow plate

16.0 mm bow, bottom decile of T6 BBs. Bow-on doesn't save you against same-tier guns.

Acquisition

How to get Rooke

Rooke is available in the Pursuit Battlecruisers branch of the U.K. Tech Tree for 9,000,000 credits after researching it in the branch. Known module upgrades cost up to 2,250,000 credits. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. 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.

Show U.K. tech-tree branch diagram
U.K. Tech Tree

Rooke sits in the Pursuit Battlecruisers branch. The highlighted path shows the local branch context inside the full U.K. tree.

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.

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Cohort position

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Where Rooke 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.

BestMain dispersion168.8 m (1/32) BestAcceleration21.4 s (1/32) BestTorpedo damage≈14,767 (1 of 2 tied) Top 10%Max speed31.9 kt (4/32) Top 10%Stealth profile14.1 km / 11.28 km (2/32 / 3/32) Top 10%Traverse-to-turn ratio5.56 × (2/32) Top 25%Secondary HE pen25 mm (8/31) Top 25%AP velocity836 m/s (9/32) Top 25%Engine power151,000 hp (7/32) Top 25%Turn-speed retention158.9 hp/m (7/32) Top 25%Power-to-weight3.68 hp/t (6/32) Top 25%AA DPS516 (7/32) Top 25%Torpedo range8.01 km (2/6) Top 25%Deck armor76 mm (9/32) Bottom 25%Sigma1.6 (29/32) Bottom 25%HE DPM84,971 (25/31) Bottom 25%AP fuse timer0.01 s (27/32) Bottom 25%Max armor305 mm (27/32) Bottom 10%Main battery range15.81 km (30/32) WorstMain battery reload34 s (32/32) WorstEnd plates16 mm (32/32 / 32/32)
See 25 mid-pack stats

Not standouts for Rooke -- 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 points59,200 HP(17/32) Rudder shift14.9 s(21/32) Main battery caliber381 mm(17/32) HE shell damage5,350(19/31) HE fire chance34%(18/31) Fires per minute5.4(21/31) AP shell damage11,400(17/32) AP DPM181,059(23/32) Secondary DPM (per side)208,400(13/32) HE alpha2,150(9/31) Secondary fire chance9%(11/31) HE velocity836 m/s(11/31) AP arming threshold64 mm(17/32) Displacement41,082 t(15/32) Secondary range5 km(16/32) AA range5 km(13/32) AA threat1,299(12/32) Torpedo speed61 kt(5/6) Torpedo reload95 s(5/6) Repair charges3(15/32) Citadel belt305 mm(17/32) NormSecondary dispersion bracket57(25 of 32 tied at this value) NormAP ricochet start45°(28 of 32 tied at this value) NormAP auto-bounce angle60°(28 of 32 tied at this value) NormRepair heal rate0.5 %/s(19 of 32 tied at this value)
Survivability
Hit PointsInitial: 52,600 → 59,200
Displacement41,082 t
Armor range16–305 mm
Plate armor thicknesses16, 26, 38, 40, 51, 76, 102, 127, 152, 178, 254, 305 mm
Armor material/layer entries64
Fire resistanceInitial: 26.6% → 30%
Fire duration60 s
Torp Reduction13%
Main Battery
ModuleArtillery: 381 mm/45 Mk VII
Mounts / barrels3 mounts / 9 barrels
Reload time34 s
Firing range (base)14.4 km
Firing range (top fire control)15.8 km
Turret traverseInitial: 5.5 °/s → 6 °/s
Shell Grouping (σ)1.6
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1437630·101.61000+1.6)·30=168.8m
168.8 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =168.8·0.6=101.3m
101.3 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =168.8·0.369(σ=1.6)=62.3m
62.3 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =101.3·0.369(σ=1.6)=37.4m
37.4 m
Turret turn time
ƒ180 degrees / 5.5 deg/s traverse speed = 32.7 s.
32.7 s
Base shells/min
ƒ9 broadside guns x 60 / 34 s base reload = 15.9.
15.9
HE shells
HE Damage5,350
HE Velocity836 m/s
Fire Chance34%
HE penetration
ƒ64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
64 mm
HE full-salvo alpha
ƒ5,350 HE damage x 9 broadside guns = 48,150.
48,150
Base HE DPM
ƒ48,150 HE full-salvo alpha x 60 / 34 s base reload = 84,971.
84,971
Base fires/min
ƒ15.9 shells/min x 34% fire chance = 5.4.
5.4
AP shells
AP Damage11,400
AP Velocity836 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.015 s
Fuse Threshold64 mm
AP overmatch
ƒfloor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
26 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2350·8090.69·0.3811.07·8361.38=722.1mm. Matches the in-game spec card.
722.1 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.8 km), where the shell has slowed to 519 m/s: P=107·2350·8090.69·0.3811.07·5191.38=374mm.
374 mm
AP full-salvo alpha
ƒ11,400 AP damage x 9 broadside guns = 102,600.
102,600
Base AP DPM
ƒ102,600 AP full-salvo alpha x 60 / 34 s base reload = 181,059.
181,059
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.
90
Torpedoes
ModuleTorpedoes: 533 mm PR Mk II
Launchers / tubes4 launchers × 1 tubes = 4 tubes
Reload time95 s
Projectile speed61 kt
Range8.01 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=44,300·0.333=14,767.
≈ 14,767
Torpedo detectability1.3 km
Flooding chance265%
Torpedo launcher traverse12 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°12°/s=15s.
15 s
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.
29,534
AA Defense
AA mount pointsInitial: 26 → 42
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (89×3.5×0.75) + (95×3.5×0.7) + (19×3.5×0.75) = 516. 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.
516
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
5 km
40 mm Vickers 2-pdr. Mk VIIInitial: 10×4 → 4×4 40mm
40 mm Vickers 2-pdr. Mk VIII (upgraded hull only)4×8 40mm
40 mm/39 QF Mark VIII (upgraded hull only)2×8 40mm
20 mm Oerlikon Mk IV8×1 20mm
20 mm Oerlikon Mk V (upgraded hull only)16×2 20mm
20 mm Oerlikon Mk.IIIA8×1 20mm
114 mm/45 Mark II BD (DP)6×2 114mm
Far aura
DPS
ƒIncludes 19 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
19
Range5 km
Medium aura
DPSInitial: 76 → 89
Range2.5 km
Total DPS in Aura
ƒFar 19 + Medium 89 = 108
108
Near aura
DPSInitial: 37 → 95
Range2 km
Total DPS in Aura
ƒFar 19 + Medium 89 + Near 95 = 203
203
S
Secondary Battery
Mounts14
Firing range5.0 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 @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
114 mm/45 Mark II BD (×6)
Caliber114 mm
Reload time5 s
HE Damage1,700
Muzzle Velocity746 m/s
Fire Chance8%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
152 mm/50 Mk XXII (×8)
Caliber152 mm
Reload time12 s
HE Damage2,150
Muzzle Velocity884 m/s
Fire Chance9%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 151,000 hp
Engine power151,000 hp
Maximum speed31.9 kt
Turning circle radius950 m
Rudder shift time14.9 s
Engine power-boost threshold23.9 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (28.7 kt of 31.9 kt), from our in-house acceleration model.
21.4 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (31.6 kt of 31.9 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.
43.1 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·31.9·0.5144950=0.99°/s, so ratio=ωturretωhull=5.50.99=5.6×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.6× slow
Concealment
Detectability by sea14.1 km
Detectability by air11.28 km
Smoke firing penalty12.93 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
14.1 km
Detect Fire Sea16.1 km
Detect Fire Air14.28 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 15 s active
Repair Party3 charges · 80 s reload · 28 s active · 8,288 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.
· 24,864 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.
· 296 HP/s (0.5% of max HP) heal per second
ƒ0.5% of max HP (59,200 HP) per second = 296 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Engine Boost2 charges · 120 s reload · 120 s active · +8% speed bonus
Choose one
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% dispersion
Module options (2)

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

HullUpgrade
  • Hit points52,600 → 59,200
  • Rudder shift27.1 → 19.4 s
  • AA mounts26 → 42
  • Close-range AA DPS113 → 184
  • Turret traverse5.5 → 6 °/s
Fire controlUpgrade
  • Main battery range14,376 → 15813.6 m

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)1.6
Max Horiz Disp168.8 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14376}{30}\cdot\dfrac{10-1.6}{1000} + 1.6\right)\cdot 30 = 168.8\,\text{m}$
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 Disp101.3 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 168.8 \cdot 0.6 = 101.3\,\text{m}$
Shell scatter height @ 10 km71.2 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 Disp62.3 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 168.8 \cdot 0.369\;(\sigma = 1.6) = 62.3\,\text{m}$
Med Vert Disp37.4 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 101.3 \cdot 0.369\;(\sigma = 1.6) = 37.4\,\text{m}$
Dispersion familyBC Disp.
Battlecruiser dispersion. The standard mid-tier reference family that Georgia, Stalingrad, and Siegfried are compared against.
AP Pen Close722.1 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2350 \cdot 809^{0.69} \cdot 0.381^{-1.07} \cdot 836^{1.38} = 722.1\,\text{mm}$. Matches the in-game spec card.
AP Pen Far374 mm
Same formula at the ship's max firing range (19.8 km), where the shell has slowed to 519 m/s: $P = 10^{-7}\cdot 2350 \cdot 809^{0.69} \cdot 0.381^{-1.07} \cdot 519^{1.38} = 374\,\text{mm}$.
HE penetration64 mm
64 mm ≈ 381 mm caliber / 6 (standard HE penetration ratio).
AP overmatch26 mm
floor(381 mm caliber / 14.3) = 26 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius90
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 alpha9
All 9 barrels bear on the broadside.
Turret turn time32.7 s
180 degrees / 5.5 deg/s traverse speed = 32.7 s.
HE full-salvo alpha48,150
5,350 HE damage x 9 broadside guns = 48,150.
AP full-salvo alpha102,600
11,400 AP damage x 9 broadside guns = 102,600.
Base HE DPM84,971
48,150 HE full-salvo alpha x 60 / 34 s base reload = 84,971.
Base AP DPM181,059
102,600 AP full-salvo alpha x 60 / 34 s base reload = 181,059.
Base shells/min15.9
9 broadside guns x 60 / 34 s base reload = 15.9.
Base fires/min5.4
15.9 shells/min x 34% fire chance = 5.4.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time8.2 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed61 kt
Travel time to max range50.5 s
range / (speed kt x 2.6 community game-speed factor).
Tube count4
4 launchers x 1 tubes.
Per-side salvo2 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage59,068
All tubes hitting one target: tubes x per-torpedo simulated damage = 4 x 14,767 = 59,068.
Per-side salvo damage29,534
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 2 x 14,767 = 29,534.

AA defense

Close-range AA DPS516
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (89×3.5×0.75) + (95×3.5×0.7) + (19×3.5×0.75) = 516. 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 index1299
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 range2 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 @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)208,400
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: 6×2 114 mm (6/side) × 60/5 × 1700 = 122,400 + 8×2 152 mm (8/side) × 60/12 × 2150 = 86,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2150
Maximum HE damage per shell across secondary HE families. Best on this ship: 2150 from the 152 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 152 mm family.
Max HE pen25 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: 25 mm from the 152 mm family.

Armor Beta

Hull HP 52,60059,200 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 & stern16 mm

Overmatched by 124+ 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
Bow16 mm primary (range 16–40 mm)2,700 (5% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 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)16 mm primary (range 16–305 mm)44,400 (75% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–305 mm)1,700 (3% of HP)
Overmatched by 283mm+ (Graf Spee, Scharnhorst)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel305 mm primary (range 26–305 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.
Superstructure26 mm primary (range 26–254 mm)4,800 (8% of HP)
Any HE ≥16 mm pens at full damageDamage multiplier ×0.6
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 HP29,600 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 (152 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 (40 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 HP17,800 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
Open in Charting Tool

Acceleration and Ballistics Chart

Balance History

Balance updates affecting Rooke. Cards are condensed; use each source link for full context.

2025-10-30

Ministry of Balance: Preparing for Winter

  • Note that these changes don't apply to battlecruisers such as Rooke and Prinz Heinrich as their design intentionally features thinner-than-standard plating.
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Rooke 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.