Pioneer: Tier X Commonwealth (Australian) Premium Light Cruiser 1945
A further development of the light cruiser design, armed with sixteen 152 mm guns—a configuration considered in Great Britain in the late 1930s. The arrangement is distinctive in that it concentrates three of the four main battery turrets—and thus most of the ship’s firepower—in the forward section. Had she been embodied in metal after World War II, the cruiser could have been transferred to a Commonwealth country.
{tocify} $title={Table of Contents}
Flip your mobile device to landscape for better viewing.
Key Features of Pioneer
The most striking element of Pioneer is the distribution of her main battery. While she carries sixteen 152mm guns in 4 quadruple turrets, just like X Plymouth, Pioneer carries 3 of these turrets forward in a super firing arrangement similar to that of VI Dido, allowing you to use 75% of your firepower when firing forward. However, the rear turret has relatively poor firing angles forward, making it hard to get all guns into action without giving broadside. This main battery benefits from a very good reload speed, allowing you to inflict a lot of damage to your targets, even while not revealing your broadside. While her firepower is impressive for a Light Cruiser, care must be taken in its use as she has a fairly short-ranged main battery and torpedoes relative to other ships at her tier.
Battle Tips
In battle, Pioneer will benefit from a strong yet slow set of consumables. Like her Tech Tree sisters, she has the Crawling Smoke Generator typical of Commonwealth cruisers, allowing you to remain mobile and effective while still covered by smoke. This will be vital since, while she has decent concealment, her hull is quite large for a light cruiser and is not the most agile or resilient, making you vulnerable to more heavily armed opponents. Pioneer carries both a long-range Surveillance Radar, similar to that of the other X Brisbane, as well as the Improved Submarine Surveillance found on X Cerberus. However, both of these consumables will require a long time to prepare, meaning that to have the most impact, you must preserve yourself for the mid to late game.
Overall, Pioneer will be a solid support cruiser with her impressive albeit short-ranged firepower, able to assist the team in the later stages of a battle with her powerful consumable set, so long as you survive long enough to use them.
Pioneer Info
Ship Name:
X Pioneer
level: 10
Rarity Level: soon
WG Introduction: October 27, 2025
Base value:

31,000
Estimated release: 15.0
Game Nation:

Commonwealth (Australia)
Current development status: Work in Progress
Armor
Hit points: 46,900
Plating: 25 mm
Fires duration: 30 s
Torpedo protection: 1%
Tonnage: 19,236 t
Main Battery Armament
4 x 4 152 mm:
Firing range: 14.5 km
Reload time: 7.8 s
180-degree turn time: 30.0 s
Maximum dispersion: 133 m
Sigma: 2.05σ
Shell Types
HE Shells:
16x 152 mm HE 6crh Mk IV:
Alpha Damage: 2,100
Alpha Piercing HE: 30.0 mm
Ammo Type: High Explosive
Shell Air Drag: 0.3297
Shell Always Ricochet At: 60.0°
Normalization: 8.0°
Shell Detonator: 0.01
Shell Detonator Threshold: 2.0
Shell Diameter: 152 mm
Shell Krupp: 1.0
Shell Mass: 50.8 kg
Shell Ricochet At: 91.0°
Shell Speed: 841.0 m/s
Burn Probability: 9%
AP Shells:
16x 152 mm AP 6crh Mk IV:
Alpha Damage: 3,100
Ammo Type: Armor Piercing
Shell Air Drag: 0.3297
Shell Always Ricochet At: 60.0°
Normalization: 8.5°
Shell Detonator: 0.025
Shell Detonator Threshold: 25.0
Shell Diameter: 152 mm
Shell Krupp: 2609.0
Shell Mass: 50.8 kg
Shell Ricochet At: 45.0°
Shell Speed: 841.0 m/s
Depth Charge Airstrike
Reload time: 30.0 s
Available flights: 3
Number of Aircraft in Attacking Flight: 1
Maximum range: 11.0 km
Number of Bombs in Payload:
2x
Maximum bomb damage: 3900
Secondary Armament:
6 x 2 102.0 mm
Maximum range: 7.3 km
Reload time: 3.0 s
Maximum HE shell damage: 1,500
Chance to cause fire: 6%
HE initial velocity: 811 m/s
HE shell armor penetration: 17 mm
Torpedoes:
4 × 4 533 mm Mk XM*/Mk VII:
Range: 6.0 km
Reload: 120 s
Alpha Damage: 16,767
Speed: 65 kts
180 degree turn time: 7.2 s
Torpedo detectability: 1.3 km
Chance of Flood: 282%
Anti Aircraft Defence
Long Range:
6 x 2 102.0 mm:
Action Zone: 3.5-5.8 km
Hit Probability: 90 %
Damage Within an Explosion: 1400
Continuous Damage Per Second: 70
Continuous Damage: soon
Number of Explosions Per Salvo: 4
Mid Range:
6 x 6 40.0 mm
8 x 1 40.0 mm:
Action Zone: 3.5 km
Hit Probability: 90 %
Continuous Damage Per Second: 333
Short-Range:
12 x 2 20.0 mm:
Continuous damage per second: 154
Hit probability: 70 %
Action zone: 2.0 km
Mobility
Maximum speed: 34.0 kt
Turning circle radius: 760 m
Rudder shift time: 10.5 s
Propulsion: 100,000 hp
Visibility
Surface detectability: 12.3 km
Air detectability: 8.3 km
Detectability after firing main guns in smoke: 6.2 km
Available Consumables
Slot 1: Damage Control Party:
Charges: unlimited
Work time: 5 s
Reload time: 60 s
Slot 2: Repair Party:
Charges: 3
Action time: 28 s
Reload time: 80 s
Regeneration per second: +234 hp/s
Slot 3: Crawling Smoke Generator:
Charges: 3
Action time: 102 s
Reload time: 130 s
Smoke dispersion time: 10.0 s
Slot 4: Surveillance Radar:
Charges: 3
Action time: 20 s
Reload time: 120 s
Ship detection radius: 12 km
Preparation time: 270 s
Slot 5: Submarine Surveillance:
Charges: 3
Duration time: 20 s
Range: 8 km
Reload time: 120 s
Preparation time: 270 s
Note: All stats are listed without crew and upgrade modifiers but with best available modules. The stats are subject to change at any time.
Important: All information in this post is 'Work in Progress', the announced adjustments and features may undergo multiple changes during testing, all changes will be added to this post immediately after they become available, the final details will be officially published and labelled in the ship info as 'Released' on this post.