H6K5



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----- A single Kawanishi H6K5 Mavis flying boat -----

Notes:
Cruising speed: 140 kt at 4,000 m (161 mph at 13,125 ft)
Maximum speed: 208 kt at 6,000 m (239 mph at 19,685 ft)
Service ceiling: 9,560 m (31,365 ft)
Wing loading: 102.9 kg/sq m (21.1 lb/sq ft)
Power loading: 3.4 kg/hp (7.4 lb/hp)
Armament: Four flexible 7.7 mm Type 92 machine guns
One flexible 20 mm Type 99 Model 1 cannon
Two 800 kg torpedoes or up to 1,000 kg of bombs
Normal range: 2,667 naut miles (3,070 st miles)

Nine-seat quad radial-engined parasol-wing twin high-tail reconnaissance flying-boat. No armour or fuel tank protection.

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 3% by default, 20% vs carrier, light carrier, battleship, heavy cruiser, oiler, tender, transport, 0% vs port, town, airfield, airstrip, seaplane-base, 40% vs submarine, 10% vs light cruiser, 5% vs destroyer.
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, 140 storage (140 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.



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