E7K



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----- A single Kawanishi E7K2 Alf seaplane -----

Notes:
Cruising speed: 100 kt at 1,000 m (115 mph at 3,280 ft)
Maximum speed: 149 kt at 2,000 m (171 mph at 6,560 ft)
Service ceiling: 7,060 m (23,165 ft)
Wing loading: 75.7 kg/sq m (15.5 lb/sq ft)
Power loading: 3.8 kg/hp (8.4 lb/hp)
Armament: One fixed 7.7 mm Type 92 machine gun
Two flexible 7.7 mm Type 92 machine guns
Endurance: 11.32 hr

Three-seat single radial-engined staggered biplane high-tail twin-float reconnaissance seaplane. Could also carry four 30 kg or two 60 kg bombs.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -38 ACP left.
    Receives basic allotment of 38 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, 44 storage (44 at start of game), 3 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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