                              Command : TORPEDO

 SYNTAX:
   [##:##] Command: torpedo <SHIP> <SUB>

The torpedo command is used to shoot other naval vessels in a sneaky manner.

The <SHIP> argument is the victim ship number and the <SUB>  argument  is  the
number  of  your submarine.  The program will ask for these if not provided on
the command line.

Your <SUB> must meet the following criteria:
   1) It must be torpedo-capable (see `show ship cap')
   2) It must have at least 1 gun (torpedo tube)
   3) It must have at least 3 shells (3 shells = 1 torpedo)
   4) It must be at least 60% efficient
   5) It must have some mobility
Meeting all these criteria, your torpedo will be launched  toward  the  victim
ship and a countdown of seconds until the expected detonation will commence.

Since the range of torpedos is a maximum of 1.99999 or so, anything a distance
of  2  or  more  from you will be out of range and you will be told so, (after

                              Command : TORPEDO

your torp is in the water).  If you are in range, your chance of making a  hit
depends on the distance to the target:

   90% if it's in the same sector,
   22% if it's in an adjacent sector.

Chances of making a hit are additionally reduced by 60% if your sub is running
deep,  and  by  another  15%  if the target is a sub at periscope depth, or by
another 60% if the target is another deep sub.

A hit will be reported to you as BOOM!, followed by a  report  of  the  damage
done to the victim ship.  The damage done is dependent on the size of the vic-
tim ship.  A torpedo does between 63% and 100% damage to  a  patrol  boat  and
between 28% and 56% damage to a battleship or aircraft carrier.

In order to simulate the real-time situation, your  mobility  will  be  decre-
mented  by  20 for each torpedo fired; if it goes to zero (or beyond) you will
be forced to stick around.  If your torpedo scores a hit, your victim will  be
informed  of  the fact and, depending on the sub's depth and the victim ship's
tech level, may learn the type, id number, and, if the tech  is  greater  than

                              Command : TORPEDO

400, even the owner of the sub.

The victim's only automatic protection against submerged sub attacks  is  that
any  destroyer  of  his/hers  that  is  in the same sector as you and that has
shells may drop them on you as depth charges (2 shells = 1 depth  charge).   A
sub  at  periscope depth has only a 5% chance of avoiding depth charges; a sub
running deep has a 50% chance.  Each depth charge does from 0% to  90%  damage
to your sub.

Surface torpedo attacks will receive the same relatiatory action as  a  cannon
fire attack.

See also : attack, assault, fire

