.TH Command TORPEDO
.SY "torpedo <SHIP> <SUB>"
The torpedo command is used to shoot other naval vessels
in a sneaky manner.
.s3
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.
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Your <SUB> must meet the following criteria:
.nf
.in +0.3i
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
.in -0.3i
.fi
Meeting all these criteria, your torpedo will be launched
toward the victim ship and a countdown of seconds
until the expected detonation will commence.
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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 your torp is in the water).
If you are in range,
your chance of making a hit depends on the distance to the target:
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90% if it's in the same sector,
22% if it's in an adjacent sector.
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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.
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A hit will be reported to you as \*QBOOM!\*U,
followed by a report of the damage done to the victim ship.
The damage done is dependent on the size of the victim 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.
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In order to simulate the \*Qreal-time\*U situation,
your mobility will be decremented 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 400, even the owner of 
the sub.
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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.
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Surface torpedo attacks will receive the same relatiatory
action as a cannon fire attack.
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See also : attack, assault, fire
