Missile and torpedo defence. When deployed, causes affected ordnance to lose lock.
— In-Game Description
To use an Electronic Countermeasure, it must first be assigned to a fire group. When the ship is targeted by hostile seeker missiles, torpedoes, or Hatch Breaker limpets, the ECM can be fired to break their targeting locks. Holding the trigger will extend the range of the ECM's effect up to a maximum of 3 kilometers, and there is no limit to how many hostile munitions can be thrown off in a single use. After it is used, the ECM enters a cooldown phase that lasts 10 seconds before it can be used again.
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The following modifications can be applied to this module by Engineers to enhance its abilities:
- A bug causes the Electronic Countermeasure's in-game model to incorrectly use the same model as the Chaff Launcher.