Munition:sdm-2-typhoon

From NEBULOUS: Fleet Command Official Wiki
SGM- Temptest
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, 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. 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[2]. BF warheads are seen in max warhead, as it allows you to one-shot default unbuffed bombers.

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
  • All seekers and reject validators are jammed (e.g. ACTr/[CMD] will not stage when radar jammed unless also command jammed)

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, which generally sit around 180 m/s speed. 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.

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 SDM2 Fleet Archetypes

Detailed Stats

Main Speed Thruster Speed Range Acceleration Top Speed In Turn Rate Radar Cross Section (Front/Side)
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
625 m2/950 m2
Engine/Warhead Size BF/BFEL Damage Min Range Max Range[3]
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, seeker slot, seeker slot.
  2. ↑ 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
  3. ↑ The range at the bottom left of the triangle, not necessarily the true maximum speed