The Complete Torpedo
The torpedo. An undersea wonder and at the same time, an undersea nightmare. They can be used offensively and defensively. But until the advent of mini-subs in large numbers, these weapons were mis-understood and generally considered to be a one-shot boom weapon - much like the overland heavy rocket.

Here we attempt to put the wonder (and nightmare!) back into these weapons, and we will show you that they are a lot more than just another one-shot boom weapon.

What follows is a reworking of some of the elements in which a torpedo is used. Users should follow the User guide (CWC2.5 pg98 or UACFH pg. 25) for the standard rules, but expect a few contradictions and clarifications here which have been written to allow the true potential of the torpedo to be unleashed.


Movement:
Torpedoes can gain and lose altitude as a submarine can, and they can track targets at any depth. They are launched at the height of the firing sub, or 1/2" from the surface of the water, whichever is lower. Note that when fired, torpedoes can be fired at vertical angles, which can complicate game play a lot. They do not just have to be fired at a straight horizontal line.
Remember that basic torpedo movement (i.e., non-homing torpedoes) is in a straight line with no voluntary turns or depth changes allowed.
Homing movement: A homing torpedo has a bit more potential than a normal torpedo. Provided the target is in the torpedoes arc of tracking, the weapon is allowed to make any D1 manoeuvre to make it get closer to the target, and is also allowed to exchange 1/2" of forward movement for 1/4" of altitude per inch per phase.

Dive depth:
Contrary to popular belief, torpedoes cannot just dive and dive and dive to seek their targets no matter what depth their target may be at. A torpedo will implode long before it reaches the seabed on some of the earth's oceans. As a result, the basic torpedo frames table (below) lists the dive depths of each of the basic torpedoes.
Torpedoes that exceed this depth are treated as animals for depth damage (thus they take 1 DP of damage every turn they roll 1d6 and get a 5 or 6, that they exceed 10% of their dive depth. Roll once per turn and apply a modifier of 5 if the torpedo has taken half damage already.

Speed:
The standard torpedo has a basic speed of 50 mph.

Range:
Like depth, another misconception of the torpedo is that it can coast for miles and miles. Well, almost. In fact though, the standard torpedo only has a range of some 5 miles (around 3,170") at which point it will either become inert and sink to the sea bed (probably then exploding), or else it will just detonate to stop it from damaging and harming others. This is the standard option for shop bought torpedoes, but it is an easy job for a mechanic to fix this.

Spotting:
Visually, if fired from a horizontal position at a surface ship from another surface ship, the basic spotting range of an incoming torpedo is 4", or some 60 feet. However with submarines able to come in at a range of angles, and torpedoes not needing to be fired horizontally, I wouldn't trust a spotter as far as I could throw one.
Underwater you have a better chance if the torpedo is in your forward arc (where the windows are), and there you can usually spot a torpedo at out to the basic visibility range of the water. Provided you are looking.

So sonar (you do have sonar, don't you?) is used instead. Active sonar can spot basic torpedoes at a range of 20" (or about 300 feet). Passive sonar can spot torpedoes at a range of 30" (or 450 feet). This will give you the full 2D 360 degree arc and a full sphere of detection around your vessel.

Combat:

As targets:
When firing at torpedoes from a surface vessel, do not factor in the first 1/2" of depth for to-hit penalties. The -6 to-hit modifier for firing at torpedoes has already been factored in. Undersea vessels apply all normal modifiers.

Damage:
Under the normal rules, a torpedo is destroyed by any hit. This is stupid in my view, and it also doesn't apply to AAM's which are just that bit more fragile than torpedoes. So, a torpedo can take as much damage as it has DP, and it is only destroyed when the final point of damage is taken. A destroyed torpedo will not activate or explode suddenly.

Remember that a normal explosive torpedo will also cause the effects of a concussion grenade with a range of 5" if they explode underwater.


The basic torpedo frames table:

TorpedoEffectDamage DPCostWeightSpaceDive Depth
Micro1/2" radius1d+21$12550 lbs.1/34,000 feet
Mini1" radius2d 2$20075 lbs.1/27,500 feet
Standard2" radius4d3$300100 lbs.110,000 feet
Heavy2" radius6d4$600200 lbs.220,000 feet

All torpedoes are single shot weapons that automatically hit if they collide with their targets (which is what they are expected to do).

The basic torpedo options table:

OptionCostWeight Source
Armour piercing*1.5-CWC2.5 pg. 101
High Velocity*2-CWC2.5 pg. 98
Homing+$350 (+)+20%CWC2.5 pg. 98, also see below
Laser guided+$200-UACFH pg. 26
Pin point targeting+$200-AquaWars
Proximity fuse+$50-UACFH pg. 26
Underwater detonators+$100-Crimson Shipyards
Wire-guided+$200-CWC2.5 pg. 98


Torpedo types:

Unless changed below, all torpedo statistics will conform to the basic frame data as listed above.

Torpedo costs and weights:
Because of all the modifiers that will soon be floating around, finding the cost or weight of a torpedo can seem a bit daunting. Here's how it goes:

Take the basic cost of the torpedo (modified only by armour), and then multiply this by the sum of all basic cost multipliers (such as armour piercing, HV etc) which will be listed as CPS. Then simply add all other prices to the cost.

So, for example, to get a standard HV homing torpedo would cost $950 ([300*2] + 350).
A heavy armoured AP torpedo would be $960 (640*1.5). A standard armoured HV AP homing torpedo with pin point targeting and stealth would be $2,180 ([330* {*2 + *1.5 + 2.5}] + 200).
There are a couple of problematic torpedo which use differing base costs to their actual costs. One such is the laser torpedo. So a standard single shot laser torp HV would be $2,550 ([300*2] + [2250-300]) and a heavy repeating HV stealth torpedo would be $6,600 ([600* {*2 + *2.5}] + [4500-600]).

The weight is worked out exactly like the cost, with any weights being labelled WPS being the basic weight multiplier.

So a standard deep diving torpedo will weigh 150 lbs. (100 * 1.5), whilst a heavy deep diving homing armoured torpedo will weigh 387 lbs. ([215 * 1.5] * 1.2).

IMPROVED! Armoured torpedoes:
Torpedoes are cheap, light, powerful and very vulnerable to enemy fire, which gets annoying if you've staked your life on those little tubes of delight, and then someone steps in and blows them away without breaking a sweat.
Worry no more, for we at Crimson Shipyards ("Swimming not sinking!") have got just the thing - armoured torpedoes that'll put their nefarious evil to shame!
Armoured torpedoes: These change the initial cost and weight of a torpedo before any modifiers as follows:

TorpedoDPCostWeight
Mini2+2$22080 lbs.
Standard3+3$330110 lbs.
Heavy4+4$640215 lbs.

Armoured torpedoes effectively double the DP of the torpedo and this is listed on the above table as 2+2. The first number is the original DP of the torpedo which is used for things like depth damage, and the second is the actually armour value of the torpedo. Obviously if a torpedo hits its target it will be automatically destroyed regardless of how much armour it has. Other factors (like depth, damage and so on) are unaffected.

Deep diving torpedoes:
Some of the sneaky submarine pilots know that if they go really deep, a torpedo can't get them. And they used to be right until we introduced these deep seeking babies!
Deep driving torpedoes: CPS*1.5, WPS *1.5, DP *1.5 (round up). These torpedoes can go to double their normal dive depth before starting to take damage.
Armoured deep diving torpedoes are worked out as normal, but the amount of armour that they have does not increase, so a standard deep diving armoured torpedo will have 5 DP and 3 points of armour.

High agility torpedoes:
We all love homing torpedoes. They move like a fish and always track their prey, right? Well, just how many subs have you heard of with skilled pilots actually being sunk by homing torpedoes? Almost none! A half-decent pilot can just steer out the way of a homer, and then the stupid things just loses the target! Well, worry no more for we can outfit your torpedo with the latest in steering fins and control equipment, and soon you can have your torpedo just buzzing through the water again!
High agility torpedoes: CPS *2, no additional weight. These torpedoes have special manoeuvre fins and control surfaces that allow them to make D2 turns instead of the normal D1.

IMPROVED! Homing torpedoes:
Lets face facts. The most commonly used torpedo is the homing torpedo. And with good reason - it's the best thing to chase something that isn't going to stay in the same place for you to pop your straight torpedoes into. But homing torpedoes are very limited. Very small arcs of detection, and very easy to avoid by a half-skilful pilot. Probably designed by some two dimensional ground pounder. Well, The Crimson R&D staff never rest, and now we've re-designed homing torpedoes to be truly three dimensional - and passive too if you want! Enjoy the seas - the empty seas once you've cleared them with our Improved Homing Torpedoes!
Standard homing: +$350, +20% weight. Standard homing torpedoes function using a small active sonar unit which is mounted in their nose. This gives the torpedo the ability to track targets in it's forward arc within a range of 24" only. Note that this arc is treated like a non-universal turret mounting for it's ability to track objects above or below it, and thus the distance to the target must be greater than the altitude distance (see CWC2.5 pg. 49 'Arcs of Fire'). Homing torpedoes are detected when within 24" automatically because of their active sonar unit, and they may be jammed like other sonar devices.
180 degree tracking: +$600, +20% weight. This gives the torpedo the ability to track objects that are within 180 degrees of it's front, thus significantly improving it's ability to come around for second passes if it misses the first time around. Split the normal 1/4"*1/2" counter in half, so that the 180 degree arc of the torpedo comes from the centre of the counter. The vertical tracking is also a full half sphere in front of the torpedo, so altitude tracking is no problem.
360 degree tracking: $1,000, +20% weight. This is the ultimate in torpedo tracking, and adding this tracking system will mean that there is no way that a target can get out of the torpedoes arc of tracking, and thus the only thing that can save the target is if they destroy the torpedo, get out of it's range, or hope that it runs out of power.
Passive homing: Costs and weights exactly like a normal homing torpedo. Passive sonar means that the homing range is increased to 30" with all the advantages that that entails, but also it means that the torpedo is treated like a normal passive sonar unit, and thus may have severe difficulty in tracking stealth targets.

Homing Anti-Sonar Torpedoes (HAST):
On ground you use Radar to track your targets. Undersea you use Sonar. On land you get rid of the radar users with HARMs. Undersea, what do you use? Yes that's right - HASTs! HASTs (or Homing Anti-Sonar Torpedoes) are just the thing you need when someone starts pinging you from afar. To these babies, a ping is the same as a bullseye!
HAST's: Cost +$150 per torpedo, no weight. HASTs function almost exactly like normal HARMs and must be linked to a sonar detector. When active, a HAST will automatically fire at any incoming sonar source (active sonar (not passive!), homing torpedoes, Sonix etc) and will act like a normal homing torpedo against that source only. Once a HAST has been fired, the sonar signature is stored inside the torpedo and thus it will not be confused with other active sonar sources but will stay on the original target. HASTs do not broadcast themselves. They may be bought with the homing option in case the sonar target switches off.

Laser torpedoes:
Single shot laser torpedo:
The time has come when budget isn't a problem, and you want an undersea weapon that not only will confuse, but will also destroy. You want a weapon that doesn't have to be attached to your craft for it to score damage, but at the same time you don't want an impact weapon. Well, what about a laser? What about a torpedo? What about a weapon that functions as a torpedo, but then fires like a laser? What about the mighty single shot laser torpedo?
Single shot laser torpedoes: Cost and weight as follows:

TorpedoEffectTHDamageDPCostWeightSpace
Standard-64d2$2,250100 lbs.1
Heavy-65d2$3,000200 lbs.2

The laser torpedo is a special variant that doesn't actually collide with it's target, instead it is intended to fire at a predetermined time after launch (from 1+ seconds, set before the firing of the torpedo), and will fire as an automatic weapon in a straight line.
Homing laser torpedoes are slightly more efficient in that they can be set to fire at a predetermined range from the target (which the torpedo will work out if it has a lock onto the target). The fire arc is forward, not just in a straight line. Note that the current target will be fired on, which may or may not be the desired target. Homing laser torpedoes have a to-hit of 7.
The laser itself is a single shot blue-green laser and may be modified as per normal lasers (using the basic price of the torpedo). Once the weapon has been fired, the torpedo will go inert and drop to the sea bed (at 1/4" per turn) and may be recovered and recharged at $10 for the standard torpedo, or $15 for the heavy.
Laser torpedoes may be made homing, wire guided or HV at normal costs (although treat the base cost of the torpedo a standard frame cost for purposes of HV and other modifiers. Add this total to the cost of the torpedo, and then subtract the base cost - see example above).

Repeating laser torpedoes:
Single shot not good enough for you then, huh? Well, in that case may we recommend the Repeating Torpedo? Good for five shots of laser bliss. True, each blast isn't as powerful as the single shot laser torpedo, but with five shots worth of power, who cares?
Repeating laser torpedoes: Cost and weight as follows:

TorpedoEffectTHDamageDPCostWeightSpace
Standard-62d+22$3,000100 lbs.1
Heavy-63d+32$4,500200 lbs.2

Repeating laser torpedoes function exactly like normal laser torpedoes, but they have a great capacitor meaning that the laser can fire more than one shot (5 in fact), but each being of a lower power. This shot will be treated exactly like a normal laser torpedo (thus a normal non-homing torpedo will fire 5 shots on automatic), with one shot being fired per turn. For homing torpedoes, each shot will be aimed at the target, although if this is destroyed, the torpedo will revert to straight ahead automatic shots for the remaining laser blasts unless the torpedo is being controlled, in which case the gunner may direct each and every shot.

Remote torpedoes:
We all know about wire guided torpedoes, an idea stolen from the land huggers. It's a good weapon that you can steer into your opponent. Provided he - or you - aren't going very fast, and provided no one else is around to snag your tail. So, what's the solution? Cut out the wire! Yes, instead attach a small undersea control unit that ties into your communications system and then guide to your hearts content! No more wires to snag and no more speed limits!
Remote torpedo: +$600 and 10% of the torpedoes base weight. Similar in design to the normal wireguided torpedoes, but without the wire. Instead the torpedo is guided by a sending device (which requires that the operating vessel have an underwater communications device and some way of keeping track of the torpedo - such as sonar). The advantages of this are that there is no wire to be snagged or cut, and no speed restrictions for the torpedo or the launching vessel. Disadvantages include the fact that the torpedo may now be jammed by Sonix automatically or Sonar jammers (roll 1-3, with a 5 per 10" of distance that the jammer is to the torpedo).

Shrieking torpedoes:
You love the sonic cannon, you love the torpedo. What could be better then, than sending a few of your loud of your presents to your closest enemies? With our new shrieking torpedoes you can really make a bang!
Warning: The Shrieker torpedo has an unusually large radius of effect and users are requested to read the instruction manual before firing!
Shrieking torpedoes: Cost and weight as follows:

TorpedoEffectTHDamageDPCostWeightSpace
Shrieker***4$5,000300 lbs.2

Treat the Shrieker as a standard Heavy torpedo frame for purposes of cost multipliers.
The Shrieker is a sonic torpedo, and follows a lot of the rules for the standard Sonic Cannon. When the torpedo explodes, it explodes as a modified sonic cannon hit, however the effects of the torpedo are a full 360 degree sphere thus making the hit quite lethal in confined crowded spaces. Normal sonic cannon rules apply, although as the torpedo is a blast effect weapon, use the following chart for determining damage to targets within the radius.

RadiusDamage
0-4 inches4d
5-8 inches2d
9-12 inches1d

Being a burst effect weapon, all targets within the radius are automatically hit. A Shrieker is destroyed when it goes off, and unlike normal torpedoes will not also cause the effect of the concussion grenade (although exposed divers who are hit are effected as per a normal sonic weapon).

Screaming Shrieking torpedoes:
So you just love our Shrieking torpedoes (and who doesn't?!), but instead you want the whole world to know about them in the loudest possible way? Now you can! With our Screaming Shrieking torpedoes they broadcast as they swim! What could be better?
Screaming Shrieking torpedo: Cost and weight as follows:

TorpedoEffectTHDamageDPCostWeightSpace
Screaming Shrieker***4$4,500300 lbs.2

The Screaming Shrieker is handled in nearly all ways like a normal Shrieker torpedo with the following additions. The Screamer is activated at a predetermined time after launch (from 1+ seconds, set before the firing of the torpedo), and when activated it will start to continuously broadcast it's deadly burst effect sound weapon until either destroyed or ten turns have passed when the tiny powerpack will run out of juice. The torpedo itself moves as a normal torpedo (or homer if that option is bought). Work out the effects of the weapon only once per turn, and use the following effects table:

RadiusDamage
0-4 inches2d
5-8 inches1d
9-12 inches1d3

The Screamer does not destruct on completion of it's mission and may be recharged at the cost of $20 if it is recovered.

Sensor torpedoes:
Sometimes you won't or need a directly offensive weapon. Sometimes all you need is the ability to see where someone else is. With the deep blue sea being dark and deep, normal visibility can be a problem to underwater duellists. Until now! (Didn't you just know that we were going to say that?!). With our new sensor torpedoes you can 'virtually' go anywhere now, and see it all too!
Sensor torpedo: Cost and weight as follows:

TorpedoDPCostWeightSpace
Sensor torpedo3$600100 lbs.1

The sensor torpedo is an operator controlled torpedo, and contains wire guidance, portable diver lights, waterproof camera and a depth finder as standard equipment. It may be equipped with additional equipment at expense:

EquipmentCostWeight
Infra-red+$500-
Sonar detector+$500-
Short range (24") active sonar+$300-
Short range (30") passive sonar+$300-
    180 degree sonar +$550, 360 degree sonar +$850
BG targeting laser+$1,250+50 lbs.

The powerplant of the torpedo is good for one hour of operation. The torpedo has very limited use as a weapon. If it is used to ram, then it should be treated like a torpedo foxer for ramming damage and the delicate equipment will be rendered useless.

IMPROVED! Stealth torpedoes:
Sometimes you just want to hit the other guy when they least expect it and with these babies, you'll be able to do just that! We've redefined stealth technology and built it into these torpedoes, making them one hard sucker to see, and what you can't see, you can't hit...
Stealth torpedoes: CPS *2.5. A stealth torpedo is treated as an object fully enclosed by sonar proof armour. As such it is detectable by sonar detectors on a roll of 5-6 on 1d6, with all normal modifiers. The detection range is still 20", although at ranges 11-20", the detection roll is 6 on 1d6.
Making the torpedo HV will give sonar spotters a 5 to the roll, and if the unit has an active homing option, then the roll is further modified by 5.
Passive sonar will detect these torpedoes out to 15", but will only detect the torpedo on a roll of 6 on 1d6. Making the torpedo HV gives the normal modifiers, but adding an active sonar homing unit will mean that passive sonar will automatically detect these torpedoes out to the range of the active sonar unit.

Torpedo foxers:
Foxers are great little devices, drop one and watch those homing torpedoes go away, but wouldn't it be great if instead you could direct those torpedoes not just away from you, but to someone else instead?
Well wish no more for Crimson Shipyards have rebuilt the standard Foxer and placed it inside a torpedo casing - now you can have your last laugh!
And for those of you with a vicious streak, try our Explosive Foxers... no longer just a defensive weapon! Now anyone who ignores these won't be laughing for long!
Standard torpedo foxer: $800, 100 lbs, 1 space.
Mini Torpedo Foxer: $600, 75 lbs, 1/2 space.
Torpedo foxers act in all regards just like normal Foxers (UACFH pg. 127), except that as they are also torpedoes they move and thus their area of effect moves with the torpedo. They may have any standard torpedo option (including armour), and may target other vessels. A Torpedo foxer that hits its target does 1d3 collision damage (the Mini variant does 1 point) and is destroyed.
Mini torpedo foxers only function on a roll of 1-3, instead of the usual 1-4, and have an area effect of 15".

Explosive torpedo foxers:
Torpedo foxers sure are fun, especially when used to throw the silver fish right back at their maker. But everyone knows that the foxer itself won't kill you. Right? Wrong! Now you can give double trouble by arming that foxer, and then when they ignore it, that'll be their last mistake! Explosive torpedo foxer: $650, 100 lbs, 1 space. Explosive torpedo foxers act in all respects like a normal Mini torpedo foxer, although if it hits a target, it doesn't do ramming damage, but instead inflicts the full 2d6 damage. It may be made AP and have all normal torpedo options, including proximity fuses.


Crimson Shipyards