World of Warships: Legends ship guide

Schill

Beta
Germany · Tier VII · CB Cruiser · Premium
Super-cruiserOutguns cruisers with battleship-grade AP; respect real battleships and keep distance.
Playstyle
  • Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the…
  • Avoid: Open-water broadside trading
Key characteristics
Long torps (10 km)283 mm overmatchHeavy AP penHeavy HE shellsStrong secondaries (6 km)Low HE DPM
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Community Data

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Playstyle

Overview

Schill is a Tier VII German super-cruiser: a battleship-sized hull with a 283mm main battery on a cruiser frame. She is built to overmatch broadside cruisers with AP, not to brawl with battleships. Sonar (5.6 km on ships and 3.8 km on torpedoes, 118 s active, 180 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. 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: top-decile close-range AP pen in T7 CAs (604.6 mm) and top-decile AP overmatch threshold in T7 CAs (19.7 mm).

Positioning

Hold 12-15 km from a contested cap with an island close enough to shadow back into, and bow toward the closest BB. The heavy bow plate lets you hold the angle against same-tier guns, which is the protection the citadel needs; the hull does not tank battleship volleys broadside even if it can absorb them bow-on. The big guns reach for full AP citadels at that distance.

Potato Avoidance

Open-water broadside trading

Her 283mm shells citadel cruisers on the wrong frame, and her 52,400-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
  • Close-range AP brick · 604.6 mm
  • Big-caliber overmatch · 19.7 mm
  • Long-range AP brick · 256.4 mm
Punch-through secondaries

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

ELITE SONAR
  • Long-range · 5.58 km
  • Long-duration · 118.0 s
WEAK MAIN BATTERY
  • Low HE DPM · 71111 HE
  • Low AP DPM · 186667 AP
Acquisition

How to get Schill

Schill 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

  • Chest of Rarities 0.2% Tier VII Premium ship Event containers · Chest of Rarities · 1 of 15 ships
  • Piñata Chest 0.02% Tier VII Premium ship Event containers · Piñata Chest → Chest of Rarities · 1 of 15 ships
  • Mystic Lantern 0.02% Superprize: Premium Ship Event containers · Mystic Lantern · 1 of 25 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.

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Cohort position

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Where Schill sits among Tier VII CAs (55 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 HE pen38 mm (1/48) BestSecondary range6 km (1/48) Top 10%Hit points52,400 HP (3/55) Top 10%Main battery caliber283 mm (5/55) Top 10%Secondary fire chance8% (5/48) Top 25%Traverse-to-turn ratio7.14 × (11/55) Top 25%Secondary DPM (per side)169,755 (10/48) Top 25%Engine power140,000 hp (11/54) Top 25%Turn-speed retention184.2 hp/m (11/54) Top 25%End plates27 mm (8/52 / 8/52) Bottom 25%Stealth profile13.61 km / 8.17 km (43/55 / 43/55) Bottom 25%Main battery reload16.2 s (49/55) Bottom 25%AP fuse timer0.01 s (47/55) Bottom 25%Power-to-weight5.35 hp/t (49/54) Bottom 25%AA range4.5 km (49/55) Bottom 25%AA threat982 (47/55) Bottom 25%Torpedo damage≈12,700 (34/40) Bottom 10%Rudder shift12.4 s (51/55) Bottom 10%Fires per minute4.44 (46/48) Bottom 10%HE DPM71,111 (47/48) Bottom 10%AP DPM186,667 (53/55) Bottom 10%Acceleration28.5 s (50/54) Bottom 10%AP arming threshold47 mm (51/55) Bottom 10%Displacement26,177 t (51/55) Bottom 10%Deck armor16 mm (48/50)
See 18 mid-pack stats

Not standouts for Schill -- 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 speed32.5 kt(41/55) Main battery range15.61 km(22/55) Sigma2(29/55) Main dispersion140.7 m(39/55) HE alpha1,700(19/48) AP velocity910 m/s(19/55) HE velocity910 m/s(18/48) AA DPS323(41/55) Torpedo range9.99 km(15/40) Torpedo speed64 kt(17/40) Torpedo reload90 s(17/40) Repair heal rate0.6 %/s(22/54) Max armor150 mm(23/55) Citadel belt150 mm(18/52) NormSecondary dispersion bracket57(45 of 48 tied at this value) NormAP ricochet start45°(39 of 55 tied at this value) NormAP auto-bounce angle60°(39 of 55 tied at this value) NormRepair charges2(48 of 54 tied at this value)
Survivability
Hit Points52,400
Displacement26,177 t
Armor range16–150 mm
Plate armor thicknesses16, 20, 27, 30, 40, 50, 60, 80, 100, 110, 120, 150 mm
Armor material/layer entries51
Fire resistance36.6%
Fire duration45 s
Torp Reduction13%
Main Battery
ModuleArtillery: 283 mm L/54.5 Drh LC/34
Mounts / barrels2 mounts / 6 barrels
Reload time18 s
Firing range15.6 km
Turret traverse9 °/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 =(1561030·81.11000+1.1)·30=140.7m
140.7 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =140.7·0.6=84.4m
84.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =140.7·0.32(σ=2)=45m
45 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =84.4·0.32(σ=2)=27m
27 m
Turret turn time
ƒ180 degrees / 9 deg/s traverse speed = 20 s.
20 s
Base shells/min
ƒ6 broadside guns x 60 / 18 s base reload = 20.
20
HE shells
HE Damage3,200
HE Velocity910 m/s
Fire Chance20%
HE penetration
ƒ71 mm ≈ 283 mm caliber / 4 (improved HE penetration: German BBs, Yamato-class, and a handful of others).
71 mm
HE full-salvo alpha
ƒ3,200 HE damage x 6 broadside guns = 19,200.
19,200
Base HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 18 s base reload = 64,000.
64,000
Installed HE DPM
ƒ19,200 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 71,111.
71,111
Base fires/min
ƒ20 shells/min x 20% fire chance = 4.
4
AP shells
AP Damage8,400
AP Velocity910 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold47 mm
AP overmatch
ƒfloor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
19 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2562·3300.69·0.2831.07·9101.38=655.3mm. Matches the in-game spec card.
655.3 mm
AP Pen Far
ƒSame formula at the ship's max firing range (19.5 km), where the shell has slowed to 461.1 m/s: P=107·2562·3300.69·0.2831.07·461.11.38=256.4mm.
256.4 mm
AP full-salvo alpha
ƒ8,400 AP damage x 6 broadside guns = 50,400.
50,400
Base AP DPM
ƒ50,400 AP full-salvo alpha x 60 / 18 s base reload = 168,000.
168,000
Installed AP DPM
ƒ50,400 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 186,667.
186,667
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.
60
Torpedoes
ModuleTorpedoes: 533 mm Vierling
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time90 s
Projectile speed64 kt
Range9.99 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=38,100·0.333=12,700.
≈ 12,700
Torpedo detectability1.3 km
Flooding chance227%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming198 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.
50,800
AA Defense
AA mount points22
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) + (61×3.5×0.85) + (39×3.5×0.9) = 323. 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.
323
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
4.5 km
37 mm Flakzwilling 304×2 37mm
20 mm Flakvierling 382×4 20mm
20 mm Flakvierling 386×4 20mm
20 mm Flakzwilling 3810×2 20mm
105 mm L/65 Dop. L. C/38 (DP)6×2 105mm
Far aura
DPS
ƒIncludes 39 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
39
Range4.5 km
Medium aura
DPS6
Range3.5 km
Total DPS in Aura
ƒFar 39 + Medium 6 = 45
45
Near aura
DPS61
Range2 km
Total DPS in Aura
ƒFar 39 + Medium 6 + Near 61 = 106
106
S
Secondary Battery
Mounts8
Firing range6.0 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 @ 6 km
ƒ6 km × 57 + 30 = 372 m.
372 m
105 mm L/65 Dop. L. C/38 (×6)
Caliber105 mm
Reload time3.35 s
HE Damage1,200
Muzzle Velocity900 m/s
Fire Chance5%
Armor Pen20 mm
Min Ricochet91°
Max Ricochet60°
Show 1 more gun family
150 mm/55 Drh Tr C/34 (×2)
Caliber150 mm
Reload time7.5 s
HE Damage1,700
Muzzle Velocity875 m/s
Fire Chance8%
Armor Pen38 mm
Min Ricochet91°
Max Ricochet60°
Maneuverability
Engine moduleEngine: 140,000 hp
Engine power140,000 hp
Maximum speed32.5 kt
Turning circle radius760 m
Rudder shift time12.4 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 (29.2 kt of 32.5 kt), from our in-house acceleration model.
28.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (32.2 kt of 32.5 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.
47.4 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·32.5·0.5144760=1.26°/s, so ratio=ωturretωhull=91.26=7.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
7.1× ok
Concealment
Detectability by sea13.61 km
Detectability by air8.17 km
Smoke firing penalty9.84 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
13.61 km
Detect Fire Sea15.61 km
Detect Fire Air11.17 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Choose one
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
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Choose one
Main Battery Reload Booster2 charges · 150 s reload · 20 s active · +50% reload boost
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
Repair Party2 charges · 60 s reload · 28 s active · 8,803 HP (16.8% of max HP) total heal (per charge)
ƒHeal per second (0.6%) x effective active time (28 s) = up to 16.8% of max HP restored per charge.
· 17,606 HP (33.6% of max HP) total heal (all charges)
ƒ16.8% per charge x 2 charges = up to 33.6% of max HP if the whole Repair Party loadout is used.
· 314 HP/s (0.6% of max HP) heal per second
ƒ0.6% of max HP (52,400 HP) per second = 314 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.

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)2
Max Horiz Disp140.7 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{15610}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 140.7\,\text{m}$
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 Disp84.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 140.7 \cdot 0.6 = 84.4\,\text{m}$
Shell scatter height @ 10 km53.9 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 Disp45 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 140.7 \cdot 0.32\;(\sigma = 2) = 45\,\text{m}$
Med Vert Disp27 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 84.4 \cdot 0.32\;(\sigma = 2) = 27\,\text{m}$
AP Pen Close655.3 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2562 \cdot 330^{0.69} \cdot 0.283^{-1.07} \cdot 910^{1.38} = 655.3\,\text{mm}$. Matches the in-game spec card.
AP Pen Far256.4 mm
Same formula at the ship's max firing range (19.5 km), where the shell has slowed to 461.1 m/s: $P = 10^{-7}\cdot 2562 \cdot 330^{0.69} \cdot 0.283^{-1.07} \cdot 461.1^{1.38} = 256.4\,\text{mm}$.
HE penetration71 mm
71 mm ≈ 283 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) - 0.251 in this case. Lets HE pen ~70mm armor instead of ~47mm. Hits every German cruiser (150mm CL, 203mm CA) and BB (350mm+), British heavy cruisers / Lion / Nelson, a handful of other premiums.
AP overmatch19 mm
floor(283 mm caliber / 14.3) = 19 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius60
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 time20 s
180 degrees / 9 deg/s traverse speed = 20 s.
HE full-salvo alpha19,200
3,200 HE damage x 6 broadside guns = 19,200.
AP full-salvo alpha50,400
8,400 AP damage x 6 broadside guns = 50,400.
Base HE DPM64,000
19,200 HE full-salvo alpha x 60 / 18 s base reload = 64,000.
Base AP DPM168,000
50,400 AP full-salvo alpha x 60 / 18 s base reload = 168,000.
Installed HE DPM71,111
19,200 HE full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 71,111.
Installed AP DPM186,667
50,400 AP full-salvo alpha x 60 / 16.2 s installed reload (Main Battery Mod. 3 = -10%) = 186,667.
Base shells/min20
6 broadside guns x 60 / 18 s base reload = 20.
Installed shells/min22.2
6 broadside guns x 60 / 16.2 s installed Artillery reload = 22.2.
Base fires/min4
20 shells/min x 20% fire chance = 4.
Installed fires/min4.44
22.2 shells/min x 20% fire chance = 4.44.

Torpedoes

Torpedo detectability1.3 km
Estimated torpedo reaction time7.8 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed64 kt
Travel time to max range60 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 damage101,600
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 12,700 = 101,600.
Per-side salvo damage50,800
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 12,700 = 50,800.

AA defense

Close-range AA DPS323
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (6×3.5×0.9) + (61×3.5×0.85) + (39×3.5×0.9) = 323. 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 index982
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 @ 6 km372 m
6 km × 57 + 30 = 372 m.

Secondary battery firepower

Secondary DPM (per side)169,755
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: 6×2 105 mm (6/side) × 60/3.35 × 1200 = 128,955 + 2×3 150 mm (3/side) × 60/7.5 × 1700 = 40,800. 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 52,400, 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 & stern27 mm

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

Belt / citadel150 mm

AP can citadel a flat broadside even at range. Stay angled and avoid showing the full side.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 45s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow27 mm primary (range 27–40 mm)1,900 (4% 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)30 mm primary (range 20–120 mm)39,300 (75% of HP)
Overmatched by 460mm+ (Aki, Musashi)Angle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern27 mm primary (range 27–80 mm)1,700 (3% of HP)
Overmatched by 406mm+ (Colorado, Sinop)Angle bounces 380mm27 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel150 mm primary (range 16–150 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 mm primary (range 16–150 mm)2,900 (6% 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 HP28,400 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 (150 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 HP15,700 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

Exteriors

Skins & permanent camouflages

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

  • Schill 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.