Munition:SGM-H-2 Cyclone

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SGM-H-2 Cyclone
Type Hybrid
Size 2
Integrity 25 HP
Wall Thickness 0.05 cm
Socket Weight 0.8x
Programming Time 10 sec
Available Warheads HEI/HEKP/BF/BFEL
Component Slots W, G, Supp/Seek, Seek[1]
Body Cost 3+2[2] pt
Faction
Hybrid missiles combine the characteristics found in two other classes of missiles. The SGM-H-2 is a size 2 missiles built from a long-range cruise bus which offers moderate speed and long range to deliver a Size 1 sprint vehicle to the target at high speed. These missiles excel at punching through dense point defense networks and dealing moderate damage.


The SGM-H-2 Cyclone, commonly referred to as an "S2H", is the most common missile in most ANS missile fleet archetypes. They provide very good PD penetration, which more than makes up for their increased cost over the non-hybrid SGM-2.

Like it's larger cousin the SGM-H-300 Atlatl, the S2H has access to several unique designs enabled by the extremely high speed of hybrids, particularly the HEKP warhead and TTGI tunings. Compared to the S3H, the S2H can be carried in greater numbers due to the VLS-2 being more space-efficient than the VLS-3, meaning a VLS-2 fully loaded with S2H can bring a greater punch (for an accordingly higher price) than the same mount equipped with a VLS-3 loaded with S3H. This leads most ANS missile archetypes to use medium investment S2H paired with high investment S3H, though some fleet archetypes do go all-in on either S2H or S3H.

Design Considerations

The S2H is the most generalist missile in ANS's arsenal. They generally cost between 10-20 points apiece, though lower and higher investment S2H are used. Seekers vary widely to meet the desired price. Terminal maneuvers are typically either no terminals or weave; HEKP missiles almost always use no terminals to get consistent hits down the length of the ship.

Warhead

Anti-ship warheads can be HE Shaped or HEKP depending on desired price. HE Shaped is more points efficient, while HEKP is able to DT break and can deliver large amounts of damage much quicker. This incentivizes initial salvos of HE Shaped missiles to bring components down to low HP, followed by HEKP missiles to grey the components. The warhead mix across an entire fleet is generally at most 1 HEKP for every 1 HE Shaped, and most cruise missile fleets run closer to 1 HEKP for every 2 HE Shaped.

Anti-craft warheads are almost always HE Shaped using the ADASH tuning. HE Frag is almost never used because a max-size S2H blast-frag warhead does about 134.6 damage, just under a bomber's 135 HP, so it cannot destroy a bomber in one detonation. It likewise struggles to kill more than one target, unlike HE-Frag S3H ACMs, thus giving little benefit while not providing the dual-purpose role of ADASH. In contrast HE Frag S2s and S3H can kill multiple targets, so those are preferred when multi-kill is desired.

Stages

As a hybrid, the S2H has a slow first stage (the "cruise" stage) and a fast second stage (the "sprint" stage). The staging is triggered when ANY of the following occur:

  • A range-capable seeker (e.g. ACT, EO, 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 S2H is generally tuned to have minimum maneuverability, with the fastest speed that attains the desired range. Cruise S2H typically have 20+km range, while direct S2H typically use max speed as the 13.234km range is more than enough for any direct missile.

The sprint stage on S2H has a wide variety of tunings, though generally they bias towards speed/range and away from maneuver. Speed on the sprint stage costs points. Note that direction-only seekers force a minimum range (e.g. ARAD forces the sprint stage to have at least 3km range, preferably more).

The high speed of the sprint stage allows for "TTGI" missile tunings where a speed above ~680 m/s with a Fixed ACT seeker causes the missile to lock the first target it sees and never switch. This effectively allows an "inverse WAKE" effect where TTGI missiles are able to ignore chaff when a target is coming towards the missile. See the main missile page for a description of the TTGI mechanic.

Common Missile Designs

Missile designs for S2H are not very standardized except for ADASH. As speed in the sprint stage costs points, there is rarely an optimal tuning, and instead you can increase or decrease speed to accordingly increase/decrease PD penetration and cost.

Cruise Missile Designs

TTGI Types

These designs use a sprint stage above ~680 m/s to cause a Fixed ACT seeker to home on the first target it sees. ACT is the basic design, and cheap backups/validators are often added to improve performance in niche cases.

  • ACT - Basic and cheap.
  • ACT/WAKE - WAKE backup improves jam resistance.
  • ACT/[WAKE] - WAKE validator improves performance in side- or rear-aspect shots.
  • ACT/HOJ - HOJ backup improves stand-in jamming resistance but worsens stand-off jamming resistance.
  • (Rarely) ACT/[CMD] - The Warbler has 2.5km range, so a missile with ~900m/s speed can TTGI before getting comms jammed.

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. These are especially common on frontline backpacks. Remember that map sizes differ, so one missile design may not have the range to work on every map.

  • ACT/[EO] - Can use any ACT variant depending on desired price. Good pathing can allow FACT to sweep the entire cap, but can be difficult on some maps.
  • Any TTGI type - Seeker sweeping can enable this on most maps
  • (Rarely) EO/backup - Expensive compared to TTGI or FACT/[EO], but more jam resistant than SEACT/[EO]

Generalist Cruise Types

  • Any TTGI type - The bread and butter of most s2h cruise. Good pathing (e.g. seeker sweeps) can work on most shot geometries.
  • ARAD/ACT - Particularly good for punishing Lyrebird and Bellbird usage.
  • ACT/[ARAD] - Very effective since people are frequently greedy with EMCON. TTGI is generally preferred as surprise is key for both types, and both are vulnerable to jamming.
  • ACT/[EO] Expensive premium option.
  • Non-TTGI ACT/[WAKE] - Cheapest viable cruise missile.

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
  • EO/backup - Premium counterpart to CMD/backup that works more often, as people usually don't bring EO jamming
  • ACT/[EO] - Cheaper version of EO/backup but with greater vulnerability to jamming.
  • ACT/[ARAD] - Very common on sprinter bombers for picking off radar scouts.

SAH Direct Types

Typically used on frigate hybrid spam fleets.

  • SAH/backup - Either WAKE backup or HOJ backup provide jam resistance. Good illum micro means these will hit most of the time as long as the target doesn't have self-illum.
  • SAH/[ARAD] - Remarkably difficult to softkill as SAH has a very long seeker and people get greedy with EMCON.
  • SAH/[WAKE] - Cheap validator for shots with difficult chaff geometry to illum micro around.
  • SAH/[CMD] - Premium validator for hitting very difficult shots or targets with good softkill micro.

ADASH types

These are specific tunings designed to directly impact craft with an HE Shaped warhead. This allows them to be dual-purpose anti-craft (AD) and anti-ship (ASH) and are the most common anti-craft missile on ANS. All ADASH missiles use a CMD primary seeker (typically CMD/WAKE) and require a bullseye lock to successfully hit the craft. Seekers other than CMD rarely hit craft by direct impact. Active radar seekers add a built-in aim error of about 7.5 m, and passive seekers do not measure target velocity. Despite this, WAKE can still sometimes hit evading craft as long as they do not attempt to softkill it, which they can do in as little as a second, either because their defensive doctrine is on manual or because they are pressing home an attack; and so WAKE is used as the backup seeker.

  • ADASH Block V - Larger warhead anti-bomber
  • ADASH Block VII - Smaller warhead anti-everything

Non-ADASH Defensive Missiles

HE-Frag ACMs using the S2H body, while possible, are usually skipped in favor of ANS's better options, either the multi-purpose ADASH described above or HE-Frag S3H ACMs which reliably multi-kill even bombers.

Common S2H 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)
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[3]
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

Footnotes

  1. ↑ From left to right: Warhead slot, guidance slot, support/seeker slot, seeker slot.
  2. ↑ Minimum Sprint Engine Cost is 2
  3. ↑ The range at the bottom left of the triangle, not necessarily the true maximum speed