B5N flight



Up: Table of Contents    Previous: Unit    Next: Unit    

----- A flight of Nakajima B5N2 Kate carrier torpedo bombers -----

Notes:
Cruising speed: 140 kt at 3,000 m (161 mph at 9,845 ft)
Maximum speed: 204 kt at 3,600 m (235 mph at 11,810 ft)
Service ceiling: 8,260 m (27,100 ft)
Wing loading: 100.8 kg/sq m (20.6 lb/sq ft)
Power loading: 3.8 kg/hp (8.4 lb/hp)
Armament: One flexible 7.7 mm Type 92 machine gun
One 800 kg torpedo or equivalent in bombs
Maximum range: 1,075 naut miles (1,237 st miles)

Three-seat single radial-engined retractable-undercarriage folding low gull-wing monoplane mid-tail carrier-borne torpedo bomber.

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

Actions and Action Points (ACP):
    Can act until -54 ACP left.
    Receives basic allotment of 54 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.

Combat:
Can attack (ACP 0 by default, 5 vs port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport).
Hit chances are 10% by default, 20% vs carrier, light carrier, battleship, heavy cruiser, oiler, tender, transport, 0% vs port, town, airfield, airstrip, seaplane-base, 5% vs destroyer, submarine.
Damage is 2d4+3 vs all unit types.
If attacked, ACP to defend is 5 vs all unit types.
Combat effectiveness as occupant is 0% in all unit types.

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, 42 storage (42 at start of game), 5 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    bombs (none)
    torps, 1 storage (1 at start of game), 1 (ammo) consumed per attack


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.



Up: Table of Contents    Previous: Unit    Next: Unit    


File produced by Xcscribe for Xconq version 7.5pre (July 2004).