Electronic Countermeasures

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Electronic countermeasures (ECM) represents the effects of electronic warfare as fleets with superior capability imposing range penalties upon their opponents.

In combat the two fleets compare their ECM rating and the losing side has their weapon range reduced by the difference in ECM ratings, up to a cap of 10%. This penalty affects all ship-based weapons including missiles but does not apply to fighters.

In battles where ships from multiple allied fleets join the fight, the skills of each participating fleet commander applies to their own ships.

The ECM rating of a fleet is an uncapped flat number represented as a percentage, starts at 0% and is determined by:

  • +1/2/3/4%, dependent on hull size, for each ship that has the ECM Package hullmod installed
  • +1% for all ships when the commander has the skill Electronic Warfare
  • +5% for each Sensor Jammer objective controlled
  • +4% for each frigate, 2% for each destroyer, or 1% for each larger ship commanded by an officer with Elite Gunnery Implants skill

Only ships that are deployed and have not been destroyed or retreated count towards their fleet's ECM rating.

The ECCM Package hullmod provides electronic counter-countermeasures for the ship it is mounted on, halving its own ECM range penalty.

Notes

Be careful when joining large battles where the overall commander on your side has no Electronic Warfare skills, since the ECM rating of your side will depend solely on ECM Packages and Jammers.

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Only up to date for version 0.95.1a. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History.