Munition:ssm-1-remise
| SSM-1 Remise | |
|---|---|
| Type | Conventional |
| Size | 1 |
| Integrity | 10 HP |
| Wall Thickness | 0.05 cm |
| Socket Weight | 0.33x |
| Programming Time | 6 sec |
| Available Warheads | BF/BFEL |
| Component Slots | W, G, Seek, Seek[1] |
| Body Cost | 0 pt |
| Faction | |
The SSM-1 Remise, commonly referred to as an "SSM1", is a highly performant anti-craft missile available exclusively to craft, owing its performance to its exceptional cost efficiency and dual seeker slots.
Design Considerations
Body
The SSM1's most notable trait is perhaps its 50% cost reduction for seekers, making it the only missile in the game which is capable of taking a warhead as well as an ACT seeker while staying within the 1 point price class. Secondarily, the SSM1 may take a second seeker, further enhancing its lethality. Besides those, the following advice is given for general usage and building of the SSM1:
Warhead
The SSM-1 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 either size 3 or size 4, which one you use depends on the faction you are playing. ANS uses size 4 warheads to defeat the higher health of Barracuda fighters, while OSP uses size 3 warheads which are sufficient to defeat Tanto fighters. This difference in warhead does not significantly affect bomber kills (neither size penetrates bomber skin, and both need about five hits on a 135 HP bomber), but the size-3 warhead frees an engine size and gives about a third more range (about 5.9 km to about 7.9 km at the max-flight-time corner).
Anti-missile warheads can use either form of HE Frag, with both Blast Frag and Blast Frag-EL seeing use depending on desired investment and reliability. BF warheads are only ever around 50% reliable at best against missiles, often requiring twice as many AMMs fired at a target to defeat it. As such, the most common BF warhead size is 4, under the assumption that if the warhead successfully hits it had better kill. This allows for a generalist missile that can reliably semi-reliably defeat any size 2 missile or size 3 hybrid type missile in two shots and remain effective against enemy fighters, if with less range than a dedicated ACM tuning.
EL warheads are significantly more reliable, often requiring half as many AMMs fired at a target to defeat it. However their high cost dictates that the most common forms of EL warhead are size 1 and size 2; the former can one-shot non-HS size 2 missiles (Hardened Skin size 2s need two hits) and two-shot non-HS size 3 hybrids (Hardened Skin size 3 hybrids need three), while the latter is more effective against size 3 hybrid types using hardened skin and retains the ability to two-shot them, but is less cost efficient against everything else.
Engine
Defensive Anti-craft S1s will typically seek to achieve ~4.5 G and around 300+ m/s to get a good probability of kill and a good No Escape Zone against their targets.
Defensive Anti-Missile S1s will typically seek to achieve 10+ G to get a good probability of hit against high agility hybrid type missiles in their terminal maneuvers.
Anti-ship S1s will typically seek to maximize speed so as to penetrate point defense via speed and mass alone.
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.
Defensive Direct Types
- CMD - Requires radar coverage of decent positional error, and on fighters needs a missile control computer to launch and guide. Can only be fired one at a time due to this. Halberds come with one channel built in.
- ACT - Can be jammed or seduced
- EO - Some of the least efficient damage per point in existence. Struggles with some fast or complex targets due to the seeker not seeing velocity.
- ARAD - Incredibly niche as an ACM. It will track craft radars and jamming pods, but will trigger targeted craft to evade; this can be over-ridden by issuing another order.
- SAH - Requires illumination; Can be jammed or seduced. Cannot lead fast or complex targets effectively due to the seeker being unable to see range.
- WAKE - Cannot see missiles. Can see craft in rear aspect, but craft softkill it trivially by either dropping countermeasures or turning around in half a second.
Common SSM1 Fleet Archetypes
- Carriers
- Ships with craft backpacks
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) |
|---|---|---|---|---|---|---|---|---|---|---|
| 250-400 m/s | 40-50 m/s | 1458-11911 m | 35.7-76.5 G | 0.3-1.1 sec | 3.9-13.3 G | 12.5 × 12.5 × 32 | 400 | 156 | 393 | 587 (75°) |
| Engine/Warhead Size | BF/BFEL Damage | Min Range | Max Range[4] |
|---|---|---|---|
| 3/4 | 65.34 | 1,458 m | 5,911 m |
| 4/3 | 56.58 | 1,958 m | 7,911 m |
| 5/2 | 46.20 | 2,458 m | 9,911 m |
| 6/1 | 32.67 | 2,958 m | 11,911 m |
Footnotes
- ↑ From left to right: Warhead slot, guidance slot, seeker slot, seeker slot.
- ↑ EL has some uses in this role: a size-4 EL penetrates a 0.30 cm bomber skin and does full damage, while size-4 Blast Frag is stopped and halved, and EL also raises the crossing hit roll against a size-1 craft from about 60% to about 90%.
- ↑ 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
- ↑ The range at the bottom left of the triangle, not necessarily the true maximum speed


