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ElectronicCountermeasure Ingame

Missile and torpedo defence. When deployed, causes affected ordnance to lose lock.

— In-Game Description

The Electronic Countermeasure (ECM) is a utility module used to defend against hostile munitions with tracking capabilities including seeker missiles, torpedoes, and Hatch Breaker limpets.

Usage[]

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.

The effect on munitions varies:

  • Seeker missiles lose their targeting lock and will expire without hitting the target.
  • Torpedoes lose their targeting lock for a few seconds, remaining in place, then will reacquire their target.
  • Any limpets within the ECM's range will be destroyed.
  • Thargoid "unknown missiles" fired by Thargoid Hunters lose their targeting lock.
  • Thargoid caustic missiles are not affected by the ECM.
  • Thargoid collection or hatch breaker limpets within the ECM's range will be destroyed.

Specifications[]

Class Rating Mass (T) Integrity Power Draw (MW) Active Power Draw (MW) Range (m) Duration (s) Cool Down (s) Thermal Load (/s) Value (CR)
0 F 1.30 20 0.20 4.00 3,000 3 10 4 12,500

Engineer Modifications[]

The following modifications can be applied to this module by Engineers to enhance its abilities:

Notes[]

  • A bug causes the Electronic Countermeasure's in-game model to incorrectly use the same model as the Chaff Launcher.
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