Munition:sdm-2-typhoon

From NEBULOUS: Fleet Command Official Wiki
SDM-2 Typhoon
Type Boosted, Conventional
Size 2
Integrity 25 HP
Wall Thickness 0.05 cm
Socket Weight 1.25x
Programming Time 10 sec
Available Warheads BF/BFEL
Component Slots W, G, Supp/Seek, Seek[1]
Body Cost 2 pt
Faction
A cut-down version of the SGM-2 series of missiles with a booster attached, designed for defensive purposes. This missile can get out to long range quickly and then transition to a highly maneuverable final stage excellent for taking out small threats like missiles and spacecraft.


Design Considerations

Warhead

The SDM-2 cannot be used for Anti-ship, as it does not have access to HE shaped or HEKP warheads.

Anti-craft warheads are almost always Blast Frag, as EL does not bring useful benefits against craft and costs significantly more.[2] This is because craft, unlike missiles, take 50% damage on a failed roll instead of 0 damage, in addition to HE-frag warheads being less likely to fail against craft[3]. BF warheads are seen in max warhead, as it allows you to one-shot a normal Claymore bomber even through the Ceramic armor upgrade, any non-ablative Halberd Skiff, or any Tanto, and is even capable of multi-kills if multiple craft are in the 102 meter blast radius.

Stages

As a boosted missile, the SDM2 has a fast first stage (the "boost" stage) and a slow maneuverable second stage (the "main" stage). The staging is triggered when ANY of the following occur:

  • A range-capable seeker (e.g. ACT, CMD) sees a target AND the missile is within staging range of the target AND no higher priority seeker sees a target
  • A direction-only seeker (e.g. ARAD, HOJ, SAH, WAKE) sees a target AND no higher priority seeker sees a target
  • A direction-only seeker (e.g. ARAD, HOJ, SAH, WAKE) is jammed or a non-reject range-capable seeker (e.g. ACT, CMD) whose 1 km veer-off point is inside the main stage's staging range. A reject seeker such as ACTr/[CMD] aims at a 50 km veer-off point and does not stage from jamming even if every validator is jammed
  • The boost stage burns out

The boost stage on SDM2 is generally tuned to have maximum speed, with the lowest maneuver that attains the desired range. SDM2 typically use max speed as the 6+km range is more than enough for any anti-craft missile.

The main stage on SDM2 has a few specific tunings that work best, having been statistically validated by Mathblob for best performance, which generally sit at 180 m/s. Note that direction-only seekers force a minimum range (e.g. ARAD forces the sprint stage to have at least 3km range, preferably more).

Common Missile Designs

Cruise Missile Designs

Cruise missile designs for the SSM1 are non-existence, as craft cannot use them.

Direct Missile Designs

Offensive Direct Types

Offensive missile designs for the SSM1 are non-existence, as they cannot fit an offensive warhead.

Anti-Craft Missiles Types

  • CMD/(WAKE) - This version uses a CMD primary seeker, which means the missile will lose track if the target stops being tracked. It is most reliable within 5km of an Ithaca Bridgemaster Radar for it's high track quality. For targets outside this range or in the range of a Bulwark Huntress radar, use the ACT/(WAKE) version, as the probability of Kill is equal or better for that one, and thus points spent per kill are lower. One way to take advantage of this behavior is to load several ACT/(WAKE) into the magazine above CMD/(WAKE) missiles, so the ACT missiles are spent first at longer ranges. The WAKE secondary serves to trigger craft default evasion that overwrites the normal evasion triggered by CMD seekers, that being to run away, meaning targeted craft will by default spend their time attempting to hide their rear aspect from the WAKE seeker of the missile. This helps prevent the target from escaping, increasing the missile's effective range.
  • ACT/(WAKE) - More reliable than the CMD/(WAKE) combination when outside the coverage of an Ithaca Bridgemaster Radar's high track quality. One way to take advantage of this behavior is to load several ACT/(WAKE) missiles into the magazine above CMD/(WAKE) missiles, so the ACT missiles are spent first at longer ranges. The WAKE secondary in this version does not overwrite craft evasion of the ACT seeker, but rather servers to add some element of decoy resistance to the missile. If the missile latches onto a craft's countermeasures, the wake seeker's wide cone is likely to acquire the craft after the missile flies through said countermeasure.

Common SDM2 Fleet Archetypes

Detailed Stats

Main Speed Thruster Speed Range Acceleration Top Speed In Turn Rate Radar box, m (width × height × length) Side-on Nose-on 45° off nose, level Peak, banked 45° (angle off nose)
650-850 m/s Boost
225-150 m/s Main
30-40 m/s Boost
150-225 m/s Main
4936-8098 m Boost
1165-7130 m Main
61.2-81.6 G Boost
16.3-32.7 G Main
1.4-0.8 sec Boost
1.4-0.5 sec Main
4.4-12.8 G Boost
2.8-8.2 G Main
25 × 25 × 38 950 625 1,114 1,482 (65°)
Engine/Warhead Size BF/BFEL Damage Min Range Max Range[4]
2/5 142.17 1,165 m 2,330 m
3/4 127.16 1,765 m 3,530 m
4/3 110.12 2,365 m 4,730 m
5/2 89.92 2,965 m 5,930 m
6/1 63.58 3,565 m 7,130 m

Footnotes

  1. ↑ From left to right: Warhead slot, guidance slot, support/seeker slot, seeker slot.
  2. ↑ 22 points versus 1.6 at warhead size 5, at that size EL raises a crossing intercept against a size-1 craft from about 60% to about 90% and blast radius from about 102 m to about 132 m, while both warheads already beat a 0.30 cm bomber skin.
  3. ↑ Success probability increases with craft size, and Stealth Coating brings all craft back down below the threshold of taking 0 damage on a failed roll like HE-frag warheads do against missiles
  4. ↑ The range at the bottom left of the triangle, not necessarily the true maximum speed