Note: these rules apply to all Submarines;
1: Submarines, once discovered, are considered to be dead as soon as a warship fires on them.
2: Discovery chance is rolled by a 100 sided die (from this program
here), with 1-X being discovered, and anything else not discovered. (Please Phantom, use the dice instead of randomly choosing, as it gives each player an equal chance)
3: Submarine Chasers, when trying to discover a enemy Submarine, use ([the enemy Submarine's firing discovery chance] x 2) to discover them.
Pocket Submarine, 1000$: A Submarine that does as much damage as a Frigate. the Pocket Submarine Has a 10% chance of being discovered when it fires.
Submarine, 3000$: The average Submarine today, the Submarine can do as much damage as a Destroyer, it can take on two Pocket Submarines. It has a 20% chance to be discovered when firing.
Super Submarine, 5000$: A prototype Submarine, quickly forced into production, does as much damage as a Battlecruiser. It can take on four Submarines, but only two Pocket Submarines. It has a 40% chance to be discovered when firing.
Nuclear Submarine, 10000$ A Submarine capable of firing Nuclear missiles, it uses the stats of a Submarine. It needs to load missiles first before it can fire them (you can't create nukes out of thin air).
Submarine Chaser, 2000$: a dedicated Submarine hunter, manned only with depth charges and a single AP turret, it has the stats of a Frigate, it has a unique ability though, having twice as much chance to discover Submarines. It is the only
good choice for defending your fleet from Submarines.