Badger-style urchin sounds nice actually. But somehow I wonder if we can copy torp bomber from BA:
[Spoiler]
weapondefs = {
			armseap_weapon1 = {
				areaofeffect = 16,
				avoidfeature = false,
				avoidfriendly = false,
				burnblow = true,
				collidefriendly = false,
				craterareaofeffect = 0,
				craterboost = 0,
				cratermult = 0,
				edgeeffectiveness = 0.1,
				explosiongenerator = "custom:FLASH2",
				flighttime = 1.5,
				impulseboost = 0.123,
				impulsefactor = 0.123,
				model = "torpedo",
				name = "TorpedoLauncher",
				noselfdamage = true,
				range = 660,
				reloadtime = 1.3,
				soundhit = "xplodep2",
				soundstart = "bombrel",
				startvelocity = 100,
				tolerance = 12000,
				tracks = true,
				turnrate = 99000,
				turret = false,
				waterweapon = true,
				weaponacceleration = 15,
				weapontimer = 5,
				weapontype = "TorpedoLauncher",
				weaponvelocity = 100,
				damage = {
					bombers = 15,
					commanders = 67,
					default = 155,
					fighters = 15,
					vtol = 15,
				},
			},
		},
		weapons = {
			[1] = {
				badtargetcategory = "NOTSHIP",
				def = "ARMSEAP_WEAPON1",
				onlytargetcategory = "NOTHOVER",
			},
		},
TLDR: Important different parameters that are different from ZK appear to be 
tolerance = 12000,
weapontimer = 5, 
turret = false, 
Also apparenty this is a thing:
quote:
  TorpedoLauncher Fires a projectile that will behave ballistically out of water and like a missile in water. Usually used with waterWeapon = true so they can fire underwater and target underwater units. An aircraft carrying a #TorpedoLauncher is a special case, the weapon turns into an #AircraftBomb projectile that will spawn a torpedo projectile on impact with water. Visually represented by a pointed black cuboid, usually the default object is replaced by a 3D model.
  bool subMissile  default: false  Can the torpedo leave the water and target units and positions on land?
  | 
So there is some special code inside the engine to deal with torp bombers specifically. How exactly it works is a big question, but maybe we could ask the guys nicely to allow it to be a flag instead of based off unit category, such that no actual code is needed in ZK itself, just a flag to make engine do the work?