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Torpedoes

Torpedoes are like very small submarines, with their own propulsion systems and sonar (as well as a bundle of explosives). The torpedo has developed in many ways since their use in the American Civil War. Highly sophisticated, they can be loaded with different types of warhead

Each weapon has a basic firing percentage, this is modifed according to various factors including, range, stealth of target, etc...

HE Torpedo - this torpedo is designed to explode, and is usually used against seabed installations. It is less effective against armoured targets.

AP Torpedo - this torpedo is designed to penetrate the skin of the submarine before exploding.

Plasma Torpedo - this is a HEAT style weapon and

Electrostatic Torpedo - this is designed the

SUBROC - this was originally designed to be armed with a nuclear warhead, however advances in electronics and computers has made the SUBROC a more accurate and deadly weapon. Armed with a conventional warhead (avoids all those political ramifications), the SUBROC is launched from a normal torpedo tube, but rises to the surface and follows a search pattern, locating a target and then flying back into the water at an acquired target within range.

Rocket Propelled Torpedo - this is a very fast torpedo which uses an underwater rocket motor to travel rapidly under water towards its target.

 

Short Range

Medium Range

Long Range

Active Turns

HE Torpedo

0-12"

12-24"

24-36"

5

AP Torpedo

0.12"

12-24"

24-36"

5

Plasma Torpedo

0-6"

6-12"

12-18"

4

Electrostatic Torpedo

0-6"

6-12"

-

3

SUBROC

0-24"

24-48"

48-72"

3

Rocket Propelled Torpedo

0-30"

30-40"

40-50"

3

Torpedoes are launched automatically and are moved in the Torpedo & Missile Movement Phase, once the torpedo has reached its target a die roll is made to see if it has hit.

Basic Torpedo Firing Percentages

HE Torpedo

45%

AP Torpedo

45%

Plasma Torpedo

35%

Electrostatic Torpedo

50%

SUBROC

25%

Rocket Propelled Torpedo

30%

Torpedo Firing Modifiers

Short Range

+10%

Long Range

- 10%

Active Sonar

+20%

Target Using Active Sonar

+10%

Stealth

- Stealth Rating

Number of turns in water

-5% per turn

Damage Table

HE Torpedo

2D6

Armour counts as double

AP Torpedo

1D6+2

Armour counts as half

Plasma Torpedo

9

 

Electrostatic Torpedo

n/a

Roll on Electrostatic Damage Table

SUBROC

1D6

 

Rocket Propelled Torpedo

1D3

 

Example: The SeaCorp Attack submarine, using active sonar, fires an AP Torpedo which has a basic firing percentage of 45%, the target, an FEU "Boomer" is at long range,this means -10%, it has a stealth factor of 20, so -20%, adding on the +20% for the active sonar; this gives a basic fire percentage of 35%. The SeaCorp player rolls a 23, so he's torpedo has locked onto the target.

If the torpedo does not lock on, and if the torpedo is wire guided and the attacking submarine has maintained acquistion lock, than the player can roll next turn in the firing phase.

A torpedo which does not lock onto target, can be programmed to circle until a new target can be acquired.