F1M



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----- A single Mitsubishi F1M2 Pete seaplane -----

Notes:
Cruising speed: about 120 kt (138 mph)
Maximum speed: 200 kt at 3,440 m (230 mph at 11,285 ft)
Service ceiling: 9,440 m (30,970 ft)
Wing loading: 86.3 kg/sq m (17.7 lb/sq ft)
Power loading: 2.9 kg/hp (6.4 lb/hp)
Armament: Two fixed 7.7 mm Type 97 machine guns
One flexible 7.7 mm Type 92 machine gun
Range: 400 naut miles (460 st miles)

Two-seat single radial-engined staggered biplane mid-tail observation float seaplane. Could also carry two 60 kg bombs.

Side Attributes:
    Can belong to the following sides: Japan.

Actions and Action Points (ACP):
    Can act until -46 ACP left.
    Receives basic allotment of 46 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 10 ACP per move.
    Needs MP to enter terrain: 10 by default, 20 into mountains, ice, 0 into river.
    MP to enter unit: 200 into all unit types.
    Gets up to 200 free MP if needed to finish a move.

Hit Points (HP): 1.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Chance to see if adjacent is 100% by default, 0% for submarine.

Material Handling:
    fuel, 16 storage (16 at start of game), 4 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    bombs (none)
    torps (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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