PB4Y



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----- A single Consolidated PB4Y-1 Liberator heavy bomber -----

Notes:
Cruising speed: 200 mph
Maximum speed: 303 mph at 25,000 ft
Service ceiling: 32,000 ft
Wing loading: 52.5 lb/sq ft
Power loading: 11.5 lb/hp
Armament: Eight flexible 0.50" M2 machine guns
Up to 8,800 lb in bombs
Range: 2,300 st miles with 5,000 lb bombload
3,500 st miles maximum

Nine to ten-seat quad radial-engined retractable tricycle-undercarriage high-wing monoplane twin high-tail land-based heavy bomber.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -67 ACP left.
    Receives basic allotment of 67 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 3% by default, 20% vs carrier, light carrier, battleship, heavy cruiser, light cruiser, oiler, tender, transport, 100% vs port, town, airfield, airstrip, seaplane-base, 40% vs submarine, 10% vs destroyer.
Damage is 1d3 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, 76 storage (76 at start of game), 6 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    bombs, 4 storage (4 at start of game), 2 (ammo) consumed per attack
    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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