Munition:sgm-3-flail

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SGM-3 Flail
Type Hybrid
Size 3
Integrity 60 HP
Wall Thickness 0.05 cm
Socket Weight 1.5x
Programming Time 16 sec
Available Warheads HEI/BF/BFEL
Component Slots W, G, Supp, Supp/Seek, Seek[1]
Body Cost 4 pt
Faction
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The SGM-3 Flail, commonly referred to as an "S3", is a common missile in many OSP fleet archetypes. They provide very good PD penetration, which more than makes up for their increased cost over the non-hybrid SGM-2 and CM-4.

Unlike it's ANS cousins the SGM-H-200 Cyclone and SGM-H-300 Atlatl, the S3 has a relatively slower "terminal" stage than a true sprinting hybrid, but it makes up for it with an absurd acceleration/speed ratio more similar to a SGT-3 torpedo, allowing for highly aggressive weave and cork terminals.

Design Considerations

The S3 is the most generalist missile in OSP's arsenal. They generally cost between 10-25 points apiece, though higher investment S3 are used. Seekers vary widely to meet the desired price. Terminal maneuvers are typically either weave or cork.

Warhead

Anti-ship warheads are HE Shaped.

Anti-craft warheads can be HE Shaped using the TALOS tuning or HE Frag when you don't want to be limited to the range of a pinpoint FCR.

Stages

As a hybrid, the S3 has a slow first stage (the "cruise" stage) and a faster more maneuverable second stage (the "terminal" 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

Staging behavior can be tuned to cause the missile to wobble after staging, generally called the "min-angle trick" due to using quirks with the minimum angle setting on direct missiles. This allows direct hybrids to get the effects of weave terminals without needing to pay for it.

The cruise stage on S3 is generally tuned to have minimum maneuverability, with the fastest speed that attains the desired range. Cruise S3 typically have 20+km range.

The terminal stage on S3 has a wide variety of tunings, though generally they bias towards speed/range and away from maneuver. Maneuver on the terminal stage costs points. Note that direction-only seekers force a minimum range (e.g. ARAD forces the terminal stage to have at least 3km range, preferably more).

Unlike ANS hybrids, the relatively slower terminal stage is unable to achieve conventional TTGI tunings.

Common Missile Designs

Missile designs for S3 are not very standardized. As maneuver in the terminal stage costs points, there is rarely an optimal tuning, and instead you can increase or decrease maneuver to accordingly increase/decrease PD penetration and cost.

Cruise Missile Designs

Cap Yub Types

These designs are intended to be launched at the enemy natural objectives (called "cap yub") to kill the shuttle attempting to capture it. Uncommon due to the very slow cruise speed, but sometimes show up on frontline backpacks due to their lower cost than S2H. Remember that map sizes differ, so one missile design may not have the range to work on every map.

  • ACT/[ARAD] - Semi-effective since people are frequently greedy with EMCON. Vulnerable to jamming, and cannot hit cringe-cappers that never had a radar in the first place.

Generalist Cruise Types

  • ARAD/ACT - Particularly good for punishing Blanket usage.
  • ACT/[ARAD] - Very effective since people are frequently greedy with EMCON, especially with SEACT. Vulnerable to jamming.
  • ACT/[WAKE] - Cheapest viable cruise missile.

TTGI At Home

Stacking BSSJ and RAC to delay automatic deployment of Conure Active Decoy until missiles have TTGI'd.

Direct Missile Designs

Generalist Direct Types

  • CMD/backup - Standard straightrunning missiles. Requires a lock.
  • ACTr/[CMD] - Straightrunning missile that doesn't require a lock.
  • (Rarely) ACT/[CMD] TTGI - Much more expensive than standard ACT/[CMD] but with better jam resistance
  • ACT/[ARAD] - Good for picking off radar scouts.

Capital Killers

Talos

HEI S3 ACMs can reliably hit and one-shot Claymore bombers.

Non-Talos Defensive Missiles

HE-Frag S3 ACMs can reliably one shot even bombers using ablative foam, and can semi-reliably multi-kill.

Common S3 Fleet Archetypes

Detailed Stats This is placeholder

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)
200-350 m/s Cruise
500-1000 m/s Sprint
30-40 m/s Cruise
500-1000 m/s Sprint
7875-25750 m Cruise
438-10375 m Sprint
8.2-16.3 G Cruise
120.0-204.1 G Sprint
1.3-4.4 sec Cruise
0.3-1.0 sec Sprint
0.8-3.2 G Cruise
31.9 G Sprint
25 × 25 × 38 950 625 1,114 1,482 (65°)
Engine/Warhead Size HE Shaped Damage HEKP Damage BF/BFEL Damage Min Range Max Range[2]
1/7 1344 2240 134.57 438 m 1,375 m
2/6 1152 1920 124.59 938 m 2,875 m
3/5 960 1600 113.74 1,438 m 4,375 m
4/4 768 1280 101.73 1,938 m 5,875 m
5/3 576 960 88.10 2,438 m 7,375 m
6/2 384 640 71.93 2,938 m 8,875 m
7/1 192 320 50.86 3,438 m 10,375 m
  1. ↑ From left to right: Warhead slot, guidance slot, support/seeker slot, seeker slot.
  2. ↑ The range at the bottom left of the triangle, not necessarily the true maximum speed