Munition:sdm-2-typhoon
| 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 | |
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
- 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
- ↑ From left to right: Warhead slot, guidance slot, seeker slot, seeker slot.
- ↑ 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


