World of Warships: Legends ship guide

Viribus Unitis

Beta
Pan-Europe · Tier IV · Battleship · Premium
Secondary battleshipClose inside secondary range and let the auto-fire battery work with the mains.
Playstyle
  • Push to within secondary range (~5 km) so the secondary battery starts contributing damage
  • Avoid: Holding mid-range AP lines like a standard BB
Key characteristics
1.95 sigma accuracyStrong secondaries (5 km)High HE DPMHigh AP DPMFragileWeak AA
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Community Data

Viribus Unitis Community Stats

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Playstyle

Overview

Viribus Unitis is a Tier IV European secondary battleship with top-decile secondary reach out to 5 km: the kit rewards closing inside secondary range and letting the auto-fire battery work alongside the mains, not holding mid-range AP lines. Both shells run cohort-strong (cohort-best AP at 226,667 AP DPM and top-decile HE at 112,000 HE DPM), making her a dual-threat gunship: keep AP up against broadsides and citadels, and switch to HE against bow-in ships, superstructures, and the thin or angled targets AP over-penetrates or bounces off. She also packs the super-heal (0.66%/s, for 28 s, every 80 s, 3 charges): each Repair Party charge returns dramatically more HP than a standard heal, so her durability comes from sustain alongside the lead trait. Standout traits: best sigma in T4 BBs (1.9) and best DCP duration in T4 BBs (20 s).

Positioning

Push to within secondary range (~5 km) so the secondary battery starts contributing damage. A secondary BB at mid range is wasting half her kit; the geometry that pays out is close enough that the secondaries DPM peer BBs instead of the main battery alone.

Potato Avoidance

Holding mid-range AP lines like a standard BB

The secondary battery is half the kit, so a mid-range secondary BB is leaving damage on the table every minute; commit to the brawl angle or play a different ship.

Signature Traits

ELITE MAIN BATTERY
  • Tight grouping
  • AP DPM machine · 226667 AP
  • HE DPM machine · 112000 HE
Long DCP window

20.0 s Damage Control duration, best of T4 BBs. Stays fire / flood immune longer per activation.

Thick stern plate

30.0 mm stern, best of T4 BBs.

Super-heal

Repair Party heals 0.66%/s, top decile of T4 BBs. Restores more HP per active second than peers.

Fragile HP pool

35700.0 HP, bottom decile of T4 BBs. Trade hits sparingly.

Weak AA

10.0 AA DPS, bottom decile of T4 BBs. Aircraft chew through with impunity; lean on positioning over AA.

Acquisition

How to get Viribus Unitis

Viribus Unitis 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

  • Fall Big Crate 0.25% Tier IV or V Premium ship Common containers · Fall Big Crate · 1 of 2 ships
  • Spectral Vault 2.0 0.178571% Tier IV Premium ship Event containers · Spectral Vault 2.0 · 1 of 14 ships
  • Santa Level 2 0.166667% Tier IV Premium ship Event containers · Santa Level 2 · 1 of 15 ships
Show all 7 containers (4 more)
  • Santa Level 1 0.078333% Tier IV Premium ship Event containers · Santa Level 1 · 2 paths combined · 1 of 15 ships
    Show 2 paths
    • Santa Level 10.053333%
    • Santa Level 1 → Santa Level 20.025%
  • Spectral Vault 1.0 0.073214% Tier IV Premium ship Event containers · Spectral Vault 1.0 · 2 paths combined · 1 of 14 ships
    Show 2 paths
    • Spectral Vault 1.00.057143%
    • Spectral Vault 1.0 → Spectral Vault 2.00.016071%
  • Secret Santa '23 0.053333% Tier IV Premium ship Event containers · Secret Santa '23 · 1 of 15 ships
  • Mystic Box 0.05% Tier IV Premium ship Event containers · Mystic Box · 1 of 16 ships
Official WG availability sources
  • Official WoWS Legends container odds Containers Official container drop rows linked below include direct and nested effective ship odds.
  • Through the Spy Glass: Viribus Unitis Ship feature / release Start: 2022-06-27 · 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

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Viribus Unitis sits among Tier IV BBs (24 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.

BestSigma1.95 (1/24) BestAP DPM226,667 (1/24) BestDisplacement21,595 t (1/24) BestSecondary range5 km (1 of 3 tied) BestStern armor30 mm (1 of 2 tied) Top 10%Stealth profile12.5 km / 10.2 km (2/24 / 2/24) Top 10%Rudder shift11.5 s (3/24) Top 10%HE DPM112,000 (2/24) Top 10%Repair heal rate0.66 %/s (3/24) Top 25%Main battery reload27 s (6/24) Top 25%Secondary fire chance11% (4/23) Top 25%AP arming threshold51 mm (6/24) Bottom 25%Max speed21.5 kt (19/24) Bottom 25%Main battery caliber305 mm (19/24) Bottom 25%Main battery range14.6 km (19/24) Bottom 25%HE fire chance23% (21/24) Bottom 25%Main dispersion209.1 m (21/24) Bottom 25%Secondary DPM (per side)79,200 (21/24) Bottom 25%Engine power27,000 hp (22/24) Bottom 25%AA range3 km (19/24) Bottom 10%AA DPS10 (23/24) Bottom 10%AA threat32 (22/23) WorstHit points35,700 HP (24/24) WorstNo torpedoes (21 of 24 in cohort)
See 16 mid-pack stats

Not standouts for Viribus Unitis -- 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.

Traverse-to-turn ratio3.35 ×(8/24) Fires per minute6.13(9/24) HE alpha2,200(7/23) Secondary HE pen25 mm(9/23) AP velocity800 m/s(10/24) HE velocity800 m/s(16/24) Acceleration35.7 s(12/24) Turn-speed retention50.9 hp/m(15/24) Power-to-weight1.25 hp/t(16/24) Repair charges3(11/24) Max armor280 mm(15/24) Citadel belt160 mm(18/24) Bow armor19 mm(11/24) Deck armor60 mm(11/24) NormSecondary dispersion bracket57(20 of 24 tied at this value) NormAP fuse timer0.03 s(13 of 24 tied at this value)
Survivability
Hit Points35,700
Displacement21,595 t
Armor range13–280 mm
Plate armor thicknesses13, 19, 25, 26, 30, 36, 40, 43, 48, 50, 60, 110, 120, 130, 150, 160, 180, 225, 250, 280 mm
Armor material/layer entries71
Fire resistance16.6%
Fire duration60 s
Torp Reduction18%
Main Battery
ModuleArtillery: 305 mm/45 Škoda K10
Mounts / barrels4 mounts / 12 barrels
Reload time27 s
Firing range14.6 km
Turret traverse4 °/s
Shell Grouping (σ)1.95
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1460030·122.21000+2.2)·30=209.1m
209.1 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =209.1·0.6=125.4m
125.4 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =209.1·0.326(σ=1.95)=68.1m
68.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =125.4·0.325(σ=1.95)=40.8m
40.8 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ12 broadside guns x 60 / 27 s base reload = 26.7.
26.7
HE shells
HE Damage4,200
HE Velocity800 m/s
Fire Chance23%
HE penetration
ƒ51 mm ≈ 305 mm caliber / 6 (standard HE penetration ratio).
51 mm
HE full-salvo alpha
ƒ4,200 HE damage x 12 broadside guns = 50,400.
50,400
Base HE DPM
ƒ50,400 HE full-salvo alpha x 60 / 27 s base reload = 112,000.
112,000
Base fires/min
ƒ26.7 shells/min x 23% fire chance = 6.13.
6.13
AP shells
AP Damage8,500
AP Velocity800 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 =107·2800·4500.69·0.3051.07·8001.38=685.4mm. Matches the in-game spec card.
685.4 mm
AP Pen Far
ƒSame formula at the ship's max firing range (18.2 km), where the shell has slowed to 403.4 m/s: P=107·2800·4500.69·0.3051.07·403.41.38=266.4mm.
266.4 mm
AP full-salvo alpha
ƒ8,500 AP damage x 12 broadside guns = 102,000.
102,000
Base AP DPM
ƒ102,000 AP full-salvo alpha x 60 / 27 s base reload = 226,667.
226,667
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.
40
AA Defense
AA mount points4
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.75) = 10. 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.
10
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3 km
70 mm Škoda K104×1 70mm
Medium aura
DPS4
Range3 km
S
Secondary Battery
Mounts12
Firing range5.0 km
Shell Grouping (σ)1
Caliber150 mm
Reload time10 s
HE Damage2,200
Muzzle Velocity880 m/s
Fire Chance11%
Armor Pen25 mm
Min Ricochet91°
Max Ricochet60°
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
Maneuverability
Engine moduleEngine: 27,000 hp
Engine power27,000 hp
Maximum speed21.5 kt
Turning circle radius530 m
Rudder shift time11.5 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 (19.4 kt of 21.5 kt), from our in-house acceleration model.
35.7 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (21.3 kt of 21.5 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.
58.6 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·21.5·0.5144530=1.20°/s, so ratio=ωturretωhull=41.20=3.3×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
3.3× drags
Concealment
Detectability by sea12.5 km
Detectability by air10.2 km
Smoke firing penalty9.54 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.5 km
Detect Fire Sea14.5 km
Detect Fire Air13.2 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 6,597 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.
· 19,791 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.
· 236 HP/s (0.66% of max HP) heal per second
ƒ0.66% of max HP (35,700 HP) per second = 236 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% grouping · -50% 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)1.95
Max Horiz Disp209.1 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{14600}{30}\cdot\dfrac{12-2.2}{1000} + 2.2\right)\cdot 30 = 209.1\,\text{m}$
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 Disp125.4 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 209.1 \cdot 0.6 = 125.4\,\text{m}$
Shell scatter height @ 10 km88.1 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 Disp68.1 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 209.1 \cdot 0.326\;(\sigma = 1.95) = 68.1\,\text{m}$
Med Vert Disp40.8 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 125.4 \cdot 0.325\;(\sigma = 1.95) = 40.8\,\text{m}$
AP Pen Close685.4 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2800 \cdot 450^{0.69} \cdot 0.305^{-1.07} \cdot 800^{1.38} = 685.4\,\text{mm}$. Matches the in-game spec card.
AP Pen Far266.4 mm
Same formula at the ship's max firing range (18.2 km), where the shell has slowed to 403.4 m/s: $P = 10^{-7}\cdot 2800 \cdot 450^{0.69} \cdot 0.305^{-1.07} \cdot 403.4^{1.38} = 266.4\,\text{mm}$.
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 Radius40
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 alpha12
All 12 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha50,400
4,200 HE damage x 12 broadside guns = 50,400.
AP full-salvo alpha102,000
8,500 AP damage x 12 broadside guns = 102,000.
Base HE DPM112,000
50,400 HE full-salvo alpha x 60 / 27 s base reload = 112,000.
Base AP DPM226,667
102,000 AP full-salvo alpha x 60 / 27 s base reload = 226,667.
Base shells/min26.7
12 broadside guns x 60 / 27 s base reload = 26.7.
Base fires/min6.13
26.7 shells/min x 23% fire chance = 6.13.

AA defense

Close-range AA DPS10
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (4×3.5×0.75) = 10. 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 range3 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index32
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 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)79,200
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: 12×1 150 mm (6/side) × 60/10 × 2200 = 79,200. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha2200
Maximum HE damage per shell across secondary HE families. Best on this ship: 2200 from the 150 mm family.
Max HE fire chance11%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 11% from the 150 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 150 mm family.

Armor Beta

Hull HP 35,700, 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 & stern19 mm

Overmatched by 76+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel280 mm

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

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 17%, fires burn 60s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–160 mm)2,600 (7% of HP)
Overmatched by 283mm+ (Nassau, Von Der Tann)Angle bounces 203mm19 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)30 mm primary (range 19–280 mm)36,700 (103% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern30 mm primary (range 19–280 mm)3,200 (9% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Mirror of bow. Same fast saturation.
Citadel280 mm primary (range 19–160 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.
Superstructure13 mm900 (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 HP24,500 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 (70 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 HP14,900 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 Viribus Unitis. Cards are condensed; use each source link for full context.

Buff ×3Main Battery ×3Consumable ×1
2024-12-12

Ministry of Balance: Breaking the Ice

  • Viribus Unitis struggles in other areas compared to Myōgi, largely due to her poor survivability. We're improving this through her Repair Party and also leaning into her glass-cannon nature by improving her main battery performance.
  • Main battery gun maximum range increased from 14.3 to 14.6 km.
  • Main battery gun reload time reduced from 30 to 27 s.
  • HP restored by Repair Party increased from 0.5% to 0.66% per second (maximum of restored HP per usage increased from 14% to 18.5%).
Read the full official post
Exteriors

Skins & permanent camouflages

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

  • Viribus Unitis 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.