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EWar Cheatsheet[ | ]

All of these concepts are explained in more detail below.

  • ECM can Jam enemies, protect allies against hostile jammers, and provide ECM shields to the carrier.
  • Electronic Warfare Suites reduce enemy ECM shields and provide an ECM Shield Aura for allies.
  • Jamming reduces an attacker's accuracy by 0.8 per point, to a maximum of -5 No Sensors.
  • ECM Shield reduces an attacker's accuracy by 0.6 per point, to a maximum of -5 No Sensors.
  • Stealth Systems reduce a unit's visual and/or electronic signatures, as well as imposing additional penalties on attackers.
  • C3 Systems use a combined Aura:
    • Debuffs Enemies in range:
      • Easier to spot with both visuals and sensors
      • Passively applies one or more Sensor Pings while in range. Each point of Sensor Ping reduces all Shield/Stealth Effects by 1.
    • Buffs self & Allies in range:
      • Allies gain sensor & visual range as stated.
  • Active Probes increase a unit's sight and sensor range, detect minefields, and counter the effects of enemy Stealth and ECM Shielding.
  • Effects do stack. Two sources of +10% sensor range provides a total of +21% sensor range. Two sources of +2 jamming provides a total of +4 jamming.

Electronic Warfare in RogueTech[ | ]

This guide explains how various aspects of Electronic Warfare work in RogueTech including Sensors, ECM, Probes and C3 "Networks".

Key Concepts[ | ]

When you get right down to it, there are only four stats targeted by all EWar effects: Visual Detection Range, Sensor Detection Range, Sensor Information, and Attack Accuracy. All EWar effects aim to modify these values in various ways, so understanding them up-front is important. The mechanics behind detection ranges are explained in more detail below.

Sensor Detection Range[ | ]

This is the range at which Unit A can locate Unit B on sensors. See Locating Enemy Units.

Sensor Information[ | ]

When a unit is detected but no information is known, all a Mechwarrior knows is that something is in a given location: a "blip" on the map. Gaining additional information on sensors allows the pilot to see things like unit name, armor values, loadout, and so on. See Gaining Information.

Visual Detection Range[ | ]

This is the range at which Unit A can spot Unit B visually. See Locating Enemy Units.

Attack Accuracy[ | ]

Finally, a mechwarrior must actually be able to hit their target. Many EWar systems are designed to make this difficult by use of ECM or Stealth, and then there are systems to counter those countermeasures.

As a reminder, each "point" of accuracy is worth approximately 2-7% chance-to-hit.

Basic Electronic Warfare Effects[ | ]

This section will cover, in moderate detail, the various electronic warfare effects and how they interact. Stealth is handled in its own section.

Defensive Effects[ | ]

ECM Shields[ | ]

The most basic ECM effect is the ECM shield. This represents multi-spectrum equipment that confuses hostile guidance systems and targeting computers that are attempting to target the shielded 'mech. Most shielding effects, such as that of the Guardian ECM, apply only to the unit carrying the shielding equipment. A strong ECM shield is the primary benefit of an ECM package operating in Passive Mode.

Each point of ECM shielding imposes an accuracy penalty on all attacks targeting the shielded unit. The value of this penalty is +0.6 per point of effective shielding, up to a maximum EWar penalty of +5 No Sensors. This maximum is shared with the accuracy penalty for Jamming (see below): no matter how much shield and jamming are in effect, the maximum combined penalty between the two is +5 No Sensors.

Each point of ECM Shielding also reduces the shielded unit's sensor signature by 10% (see Locating Enemy Units) and imposes a penalty of +1 on sensor information checks against the shielded unit.

ECM Shields can be mitigated or countered by Sensor Ping and Active Probe effects; see below.

ECM Jammers[ | ]

Jamming has a similar mechanical effect to Shielding, except Jamming is applied to enemies rather than friendlies. Jammers produce an aura that interferes with the targeting systems of all enemies within range. They do not interfere with friendly targeting systems unless specifically indicated. Most ECM packages can be toggled to Active Mode to produce a jamming effect rather than a shield. Some, like Angel ECM, default to this mode.

Each point of ECM Jamming imposes an accuracy penalty on the affected enemies, no matter who those enemies are targeting. The value of this penalty is +0.8 per point of effective jamming, up to a maximum EWar penalty of +5 No Sensors. This maximum is shared with the accuracy penalty for the target's Shielding (see above): no matter how much shield and jamming are in effect, the maximum combined penalty between the two is +5 No Sensors.

Each point of ECM Jamming also imposes a a penalty of +1 on all sensor information checks made by the jammed unit.

ECM Jamming can be mitigated by Counter-Jamming effects; see below.

Stealth[ | ]

There are two types of stealth - Signature and Mimetic (visual). These are discussed in their own section below.

Offensive Effects[ | ]

Sensors[ | ]

The most basic offensive EWar equipment is the sensor system built into any mech. While there are a wide variety of sensors packages available, the basic effects are typically the same: they provide a small boost to the unit's signature and/or visual detection range, and a small bonus to the "target information" EWar check (see below).

Active Probes[ | ]

Active Probes (such as the Beagle Probe) enhance the detection capabilities of a 'mech in several ways. They are crucial for overcoming enemy ECM shielding and stealth effects.

Active Probe packages have several functions, so let's look at them line by line as the traits appear in-game, using the Beagle Probe as an example.

  • +10% increased sensor range: This increases the range at which the 'mech or vehicle can detect enemy units with its sensors. See Unit Sensor Range below. If other sensor range modifiers exist (such as those from the 'mech's sensor suite), both apply multiplicatively.
  • +15% increased sight range: This increases the range at which the 'mech or vehicle can detect enemy units visually. If other spotting range modifiers exist (such as those from a 'mech's sensor suite), both apply multiplicatively.
  • Passive Sensor Probes: Counters ECM/Stealth by 2: When making attacks against enemies protected by an ECM Shield or Stealth, the value of all such protections is reduced by 2. For instance, a 'mech using a Guardian ECM suite in passive mode, which normally provides a +4 ECM Shield, will be treated as though its ECM Shield were only +2, and the attacker's accuracy penalty will therefore be reduced from 0.6 x 4 = 2.4 to 0.6 x 2 = 1.2.
  • Bonus of 2 to sensor detection: provides additional target information: Provides a bonus to the "target information" EWar check (see below).
  • Allows to detect Minefields in 90m Radius. White dotted Circle: Any hexes containing minefields within the effected radius will show a red warning triangle. See Minefields.

Counter-Jammers[ | ]

ECM Packages typically provide counter-jamming functionality, either for the carrier (in passive mode) or for affected allies (in active mode). Counter-jamming does exactly what it says on the tin: each point of counter-jamming reduces the effect of enemy jammers by 1.

For example, a mech affected by an enemy's active-mode Angel ECM, which has a jamming aura of 5, would normally suffer a +4 Jammed accuracy penalty to all attacks (0.8 x 5). If the mech is equipped with a passive-mode Guardian ECM, which reduces jamming by 3, the effective jamming is reduced to 2, and the associated accuracy penalty drops to +1.6 Jammed (0.8 x 2).

Sensor Locks[ | ]

Sensor Locks (such as those provided by UAVs or the Tactics active ability) provide a substantial debuff to the stealth and ECM effects of sensor-locked units. In addition to removing an evasive pip, a sensor lock applies all of the following until the end of the turn:

  • ECM Shielding reduced by 6.
  • Stealth effects reduced by 6.
  • Sensor Signature increased by +100%
  • Visual Signature increased by +100%

C3 Systems[ | ]

C3 style networks have had a major rework, finally bringing them to be almost perfect implementations of the Tabletop Battletech rules

  • The members of a C3 network use the distance of the closest network member (the spotting unit) to the target for purpose of determining range penalties for accuracy.
    • This effect does not allow weapons to fire beyond their maximum range.
    • If the spotting unit is within the minimum range for a weapon, the short range modifier is used instead.
  • There are 3 main C3 network types: Standard Master/Slave network, C3i network, and Nova CEWS network. These networks do not share information with each other.
    • A Standard Master/Slave network requires at least one functional C3 Master to form.
    • C3i/NOVA Networks are "peer-to-peer" meaning that there's no "master" module. All company units with the module share their networking info with each other.
    • Quirk-style C3 Gear usually can participate in both Standard Master/Slave and C3i networks.
    • Other, more unique and limited networks might exist.
  • Units inside a hostile Active ECM range are removed from the C3 network, except for units using a Boosted C3.
    • Angel ECM removes even Boosted C3 units from the network.
  • C3 gear may provide various benefits to other members of their network in addition to just participating in targeting calculations.
  • Main differences from TT:
    • There is no limit to numbers of units in a network .
    • Multiple C3 Masters can participate in the same network.
    • ECM only blocks units inside the ECM bubble (it does not interrupt the link between units on different sides of the bubble).
  • AI implementation - because the mission-generated AI lances are random, they most likely will not have any C3 cohesion. To still allow AI units to benefit from C3 equipment, the following changes apply for any AI unit:
    •   All 3 types of networks are shared for AI (but the additional bonuses beyond range penalties are only granted to the correct network members).
    •   C3 Master turn all friendly units in a 500 meter radius into C3 Slaves. Some quirk C3 Masters turn the entire AI team into C3 Slaves.

TAG[ | ]

Target Acquisition Gear (TAG) applies its own effect, which stacks with all other bonuses but not with other TAGs. For the most part, these effects are fairly easy to understand: TAGs provide a bonus to Electronic Warfare Checks against the TAGged unit, making them easier to detect and increasing the information available. The value of this bonus drops off as the target moves - if the target never moves, the value does not decay.

TAGs also increase the sensor and visual signatures of the TAGged unit (see Locating Enemy Units).

Remote Sensor Dispensers[ | ]

This originally dropped mines that, when triggered, gave the player additional sensor information. That functionality in-game has now changed. Instead, the Remote Sensor Dispenser now provides a sizable, though temporary, boost to a pilot's sensor capabilities and tactics score. Please see that page for additional information.

RogueTech's EWar Equipment[ | ]

RogueTech includes a lot of Electronic Warfare equipment, and there are exceptions to every rule. That said, below is a short overview of each general type of EWar gear and the effects they typically have in combat.

Electronic Warfare Equipment and Typical Effects
Equipment Type Typical Effects Example
Sensors
  • Increases Sensor/Visual Range by some %
  • Provides a bonus to Sensor Information checks
Sensors Basic
Active Probe
  • Increases Sensor/Visual Range by some %
  • Counters ECM and Stealth effects by some amount
  • Provides a bonus to Sensor Information checks
Beagle Probe
ECM
  • Passive Mode: Strong personal ECM Shield and Counter-Jamming


  • Active Mode: Strong Jamming Aura and friendly Anti-Jamming Aura (does not apply to self)
  • Active Mode: Weak personal ECM Shield and Counter-Jamming
Guardian ECM
Electronic Warfare Suites
  • Weak personal ECM Shield and Counter-Jamming
  • Moderate ECM Shield Aura (does not benefit self)
  • Reduces Enemy ECM Shields (aura)
  • Increases Sensor/Visual Range by some %
  • Counters ECM and Stealth effects by some amount
  • Provides a bonus to Sensor Information checks
  • AoE Sensor Lock ability
Warfare Suite
C3 System Single Aura: Allies receive buffs, Enemies receive debuffs
  • Enemies gain increased sight & sensor signature
  • Enemies affected by one or more probe pings, reducing ECM and Stealth effects
  • Allies gain increased sensor & visual range (does not apply to self)
C3 Unit
Stealth Armor
  • Reduces the visual or sensor signature of the unit
  • Applies an accuracy penalty to all attackers
  • Applies a penalty to enemy sensor info checks against the unit
Stealth Armor

Stealth Equipment[ | ]

Stealth comes in two flavors - Signature (sensor) stealth, and Mimetic (visual) stealth. Broadly speaking, each kind reduces a mech's likelihood of being located, and imposes penalties on attackers, but mechanically they function quite differently, so they will be treated separately. To equip any sort of stealth system, a unit must also be running an ECM package of some kind.

Typically, Stealth of either type is an inherent property of a specific armor. Most armors qualify as only one type of stealth, but there exist add-on modules that augment one type of stealth system (visual/sensor) by adding the other effect as well. These add-on systems cannot be used alone—they must piggyback on top of a full, proper stealth system.

Signature Stealth[ | ]

Stealth interferes with an opponent's ability to get sensor information about the protected unit—it absorbs sensor waves and seems to disappear from the attacker's screens. Mechanically, it provides a reduction to the unit's sensor signature, a penalty on sensor information checks against the unit, and range-based attack modifiers.

There's a lot of text on the various Stealth systems, but once you get used to reading them it's not too hard to work out what they're doing. All Signature Stealth systems in RogueTech share the same basic components, just with different values.

Reading Signature Stealth Traits
Effect Description Example (Stealth Armor)
-X% sensor signature when Active Secondary signature reduction: the unit's base sensor signature is reduced by the given amount, requiring greater enemy sensor range to detect them. -15% sensor signature when Active
-X% reduced visibility when Active Secondary visibility reduction: the unit's base visible signature is reduced by the given amount, requiring greater enemy spotting range to see them. -15% reduced visibility when Active
+X% weapon heat generated when active Increases the heat generated by all weapons fire. MECHBAY DOES NOT CONSIDER THIS VALUE. +5% weapon heat generated when active
+X heat per turn when active The stealth system itself generates this amount of heat per turn. MECHBAY DOES NOT CONSIDER THIS VALUE. +3 heat per turn when active
X% Sensor Stealth Signature Reduction, Y Sensors Check Penalty.

Harder to Hit by x at Medium, y at Long and z at Extreme Ranges.

This is the three primary stealth effects, described all in a single trait.
  • Reduces the unit's sensor signature further - this combines multiplicatively with the secondary signature trait above.
  • Imposes a penalty of -Y on sensor info checks applied against this unit.
  • Imposes an accuracy penalty of x, y, or z against all attackers, depending on the range bracket of the attacker's weapon.
40% Sensor Stealth Signature Reduction, 3 Sensors Check Penalty.

Harder to Hit by 2 at Medium, 2 at Long and 3 at Extreme Ranges.

Requires an ECM or EW system to be installed All Stealth gear requires ECM of some sort.

Signature Stealth is countered by Active Probe effects. Each point of Active Probe reduces the stealth-imposed attack penalty by 1, reduces the sensor check penalty by 1, and reduces the strength of the primary signature reduction by 5% (e.g. from 40% to 35%).

Sensor Lock and C3 effects mimic the Active Probe effect to various degrees (see those effects for details).

Example: A Raven with Stealth Armor has a primary signature reduction of -40%, and an additional -15% flat reduction, for a combined signature reduction of 0.6 x 0.85 = 0.51, or -49%. An enemy will need to be about half as far away as usual before the Raven will appear on sensors, and even then it will suffer a -3 penalty to its sensor info checks, and possibly also an accuracy penalty.

Our Raven is targeted by a Cicada with Sensor Recon, which has an active probe value of 1. This counters the Raven's Stealth by 1, reducing its primary signature reduction to 35%, making its total signature modifier 0.65 x 0.85 = 0.5525, or -45% visibility. The Cicada still needs to be closer than usual, but only suffers a -2 penalty to its sensor info check, and its X-Pulse lasers will only suffer an extra -1 accuracy at medium and long ranges, and -2 at extreme range, rather than -2/-2/-3. (Of course, normal weapon range penalties still apply).

Mimetic Armor[ | ]

Mimetic Armor makes a unit difficulty or even impossible to visually identify. Mechanically, it provides a reduction to the unit's visibility as well as an accuracy penalty against all attackers. Both of these effects lose effectiveness with movement (they are refreshed on new rounds).

There's a lot of text on the various Stealth systems, but once you get used to reading them it's not too hard to work out what they're doing. All Mimetic Stealth systems in RogueTech share the same basic components, just with different values.

Reading Signature Stealth Traits
Effect Description Example (Mimetic Armor)
-X% sensor signature when Active Secondary signature reduction: the unit's base sensor signature is reduced by the given amount, requiring greater enemy sensor range to detect them. -10% sensor signature when Active
-X% reduced visibility when Active Secondary visibility reduction: the unit's base visible signature is reduced by the given amount, requiring greater enemy spotting range to see them. -60% reduced visibility when Active
+X% weapon heat generated when active Increases the heat generated by all weapons fire. MECHBAY DOES NOT CONSIDER THIS VALUE. +5% weapon heat generated when active
+X heat per turn when active The stealth system itself generates this amount of heat per turn. MECHBAY DOES NOT CONSIDER THIS VALUE. +6 heat per turn when active
X% Mimetic Stealth Visibility Reduction with Y Charges Multiplier.

Charges Decay by 1 for every Z Hex moved.

These are the three primary mimetic stealth effects, described in a single trait.
  • Reduces the unit's visible signature further - this combines multiplicatively with the visibility reduction above.
  • Imposes a penalty of Y on all attacks made against the unit.
  • The value of Y drops by 1 for every Z hexes moved in a round. In addition, the value of X is reduced proportionally, so that when all Y charges are lost, X = 0. At the start of each round, all charges are regained.
50% Mimetic Stealth Visibility Reduction with 5 Charges Multiplier.

Charges Decay by 1 for every 5 Hex moved.

Requires an ECM or EW system to be installed All Stealth gear requires ECM of some sort.

Mimetic Stealth is countered by Active Probe effects. Each point of Active Probe reduces the stealth-imposed attack penalty by 1, and reduces the strength of the primary visual reduction proportionally (so if there were 5 total charges, each countered charge reduces the effectiveness of the camoflage by 20%, until when all five charges are lost, so is the entirety of the primary visibility reduction. Note that the secondary visibility reduction (the trait on its own line) is not affected in this way!

Sensor Lock and C3 effects mimic the Active Probe effect to various degrees (see those effects for details).

Example: A Firebee with Mimetic Armor has moved 6 hexes this round. Its primary Mimetic Armor trait has decayed by 1 (floor(6/5) = 1), so this trait is providing a +4 penalty to hit it, as well as a 40% visibility reduction (losing 1 pip out of 5 total is 20%, so it loses 20% of its starting 50% visibility reduction). This is combined with the flat -60% visibility for a total spotting multiplier of 0.6 x 0.4 = 0.24, or -76% visibility.

The Firebee is then targeted by a Cicada with Sensor Recon, which has an active probe value of 1. This reduces the Firebee's Mimetic charges to 3, and its primary visibility reduction to 30%, making its total spotting modifier 0.7 x 0.4 = 0.28, or -72% visibility. The Cicada will still likely suffer the No Visuals penalty to attack unless it is very close.

Mechanical Details of EWar[ | ]

Electronic Warfare Checks[ | ]

The core of the Electronic Warfare mechanics are the Electronic Warfare Checks (EWC):

  • A roll between -14 and +14
  • Normal distribution with 30% of the rolls above 0
  • Each check is modified by pilot skills and electronics equipment

There two EWC done during each round:

  1. Sensor Range Check: EWC at the start of each combat round to identify sensor range.
  2. Sensor Check: EWC at the start of each combat round to identify level of details for all targets within range.

Example: We will use a Bushwacker equipped with AR14 Sheathed Beacon as an example through this portion of the guide.

Important notice: all sensor operations (checks etc) are individual to every unit, this means that some units in the same lance will have more information from sensors than the others.

Locating Enemy Units[ | ]

To locate a unit, it must be within our Effective Sensor Range.

Effective Sensor Range is defined by three parameters:

  • Unit base sensor range
  • EWC #1, which modifies unit sensor range every turn
  • Target sensor signature

If the enemy unit is within Effective Sensor Range - you are able to get sensor info from it.

Unit Sensor Range[ | ]

The table below contains base sensor range to locate each unit type.

Type Base Sensor Range
Mech 16 hexes * 25m = 400m
Vehicle 14 hexes * 25m = 350m
Turret 20 hexes * 25m = 500m
Others 12 hexes * 25m = 300m

Sensors range cannot drop below a miniumum of 180m or roughly 7 hexes.

Example: AR14 Sheathed Beacon provides +15% bonus to sensor range, which will allow our Bushwacker to locate enemy mechs at 400m * 1.15 = 460m or closer.

Modified Sensor Range[ | ]

EWC #2 is rolled, yielding a result between -14 and 14. The range check result is divided by ten, then used as a multiplier against the unit's sensor range. A range check result of +3 yields a sensor range multiplier of (1 + 3/10) = 1.3x. A negative range check of -2 would result in a multiplier of (1.0 - 2/10) = 0.8x.

Example: our Bushwacker has rolled +1 on the second EWC, this will result in a modified sensor range of 460m * 1.1 = 506m to detect enemy mechs.

Target Sensor Signature[ | ]

Some equipment, such as stealth armor, reduces a unit's sensor signature, making it harder to locate them. Or they might be affected by a friendly effect such as C3, which increases their signature. Or both!

Target may have fired their weapons recently, which increases their signature for a period of time, stacking if they keep firing.

In addition some terrain are easier or harder to hide in, for example forest makes you harder to see on sensors (x0.8), and water makes you easier to see on sensors (x1.2).

The distance at which a target can be detected is defined as source sensor range multiplied by target signature.

Example: the target has Passive Sensors, which provide -25% to sensor signature. Our Bushwacker has modified sensor range of 506m, and it will be able to locate the target at 506m * 0.75 = 379.5m or closer. This is the Effective Sensor Range to locate this particular target.

Gaining Information: Sensor Check[ | ]

Once a target is within Effective Sensor Range (379.5m in our example), now we need to understand what information we can gain from the target. This is done through another Electronic Warfare Check (EWC #2). Ideally you want the roll to be as high as possible to obtain the most info from sensor contact.

Info Check Detail Level Details shown
< 0 No Info Failed sensor check, no information shown
0 Location Target location (3d arrow), but unknown name
1 Type As above, but type defined (mech/vehicle/turret)
2 Silhouette As above, with Chassis as name (Atlas, Catapult)
3 Vector As above, adding Evasion Pips
4 or 5 Surface Scan As above, adding Armor & Structure percentages, paperdoll
6 or 7 Surface Analysis As above, adding Weapon Types (as colored ???)
8 Weapon Analysis As above, with Weapon Names defined. Name is Chassis + Model (Atlas AS7-D, CPLT-C1)
9 Structure Analysis As above, plus current heat & stability, summary info (tonnage, jump jets, etc). Armor & structure includes current and max values. Name is Chassis + Variant name (Atlas ASS-HAT Foo, Catapult CPLT-C1 Bar)
10 Deep Scan As above plus component location, buffs and debuffs
11 Dental Records As above plus pilot name, info

Important notice: if the sensor check returns less than 1 - the sensors have failed a sensor check, which is the same as if the target was outside of sensor range.
This also results in "+5 No Sensors" penalty when firing at a target.

Sensor Check Modifiers[ | ]

We have covered all the key concepts and principles of Electronic Warfare and now we will take a look at what impacts sensor checks, how you can improve them for you and your lance mates and reduce them for the enemy units.

Sensor Check Modifiers
Postive Modifiers Negative Modifiers
Sensors

Active Probes

Tactics Skill

Target is within friendly C3 aura

Other buffs which improve sensor checks

Target has Signature Stealth equipment

Target has an ECM shield

Unit is within Jamming aura of an enemy ECM

Example: our Bushwacker has AR14 Sheathed Beacon which provides +4 to sensor rolls, it's pilot has 5 in Tactics skill, which provides further +2 to sensor roll. A target's Guardian ECM (C) provides -2 to sensor rolls against it.This totals to a +4 ( = 4 + 2 - 2) to sensor check against the target. The result is that 70% of rolls will allow our Bushwacker lock onto the target identifying its location (will be equal or above 0) and 40% of the rolls will allow to see number of evasion pips (will be equal or above 3).

Spotting Distance[ | ]

Spotting range is similar to Sensor Range, but less complex. Spotting range is calculated from base values of the map, and modified by the weather and the equipment of both units. Spotting range cannot go below a minimum of 90m.

Spotting Range Modifiers
Positive Modifiers Negative Modifiers
Sensors

Active Probes

Bright Environment

Target within friendly C3 Aura

Unit within friendly C3 Aura

Target fired weapons recently

Target in unsneaky terrain (like road)

Target has Mimetic Stealth equipment

Unit is prone

Target in sneaky terrain (like forest)

Target is out of line of sight (visual lock impossible)

Electronic Warfare Equipment Comparison Table[ | ]

For any distances, 25m = 1 Hex

ECM Type Active Self (Active) Self (Passive) Probe
Mine Spotting
C3 Other
ECM Jam/Shield Unjam/Counter Area Shield Unjam Shield Unjam Sight% Probe AdvSensor Radius Ping Sig Probe Ally Sensors Distance Notes
ECM 2 1 150 1 1 3 2
Guardian ECM 3 2 180 1 1 4 3
Angel ECM 5 4 240 2 2 5 5
Guardian ECM (C) 2 1 180 2 1 3 4
Angel ECM (C) 5 4 240 2 2 5 5
C3 System Jam/Shield Unjam/Counter Area Shield Unjam Shield Unjam Sight% Probe AdvSensor Radius Ping Sig Probe Ally Sensors Distance Notes
C3 1 1.1 1 2 210
C3i 1 1.25 2 4 240
C3i Sensors 2 1.2 1 3 240
C3 Master 3 1.3 3 6 270
Boosted C3 1 1 1.15 1 3 240
Boosted C3 Master 3 3 1.4 3 7 300
Owens C3BAP 2 5 2 2 210 1 1.1 1 3 210
Morrigan C3 4 2 1.2 1 6 300
BA C3 2 1 1.2 1 2 180
FCS Command C3
EWS Jam/Shield Unjam/Counter Area Shield Unjam Shield Unjam Sight% Probe AdvSensor Radius Ping Sig Probe Ally Sensors Distance Notes
EWS 3 1 180 1 1 10 2 1 180
Overcharged 3 2 210 2 1 20 2 2 210
Prototype 2 2 180 3 2 8 1 1 150
Nova CEWS 2 2 210 1 1 15 2 1 210 1 1.1 1 2 210
Society NOVA 2 2 240 1 1 18 2 2 240 2 1.2 1 3 240
Watchdog CEWS 2 2 120 1 1 12 3 3 150
Aftermarket 1 1 150 1 1 6 1 1 120
RISC EWS 3 3 180 2 2 17 2 2 240 3 1.3 2 5 180
Cockpit EWS/ECM Jam/Shield Unjam/Counter Area Shield Unjam Shield Unjam Sight% Probe AdvSensor Radius Ping Sig Probe Ally Sensors Distance Notes
Zeus C 1 3 180 1 2 10 1 1 180 2 1.15 1 2 180
Transband 0 0 0 2 3 15 1 1 300 1 1.2 2 4 300
Fatnir 0 0 0 3 4
Sensor ECM 1 1 150 1 1
Sensor EWS 1 2 120 1 2 5 1 1 120
Athena 2 1 180 1 2 8 2 1 180 1 1.1 1 2 270
Howler 1 2 180 1 1 12 2 1 180 1 1.05 1 2 270
AR12 4 4 10 1 1 150
AR12 Quirk 4 4 12 2 2 180
AR14 6 6 15 2 2 180
AR20 2 1 180 1 1 16 2 2 210
Specials Jam/Shield Unjam/Counter Area Shield Unjam Shield Unjam Sight% Probe AdvSensor Radius Ping Sig Probe Ally Sensors Distance Notes
IFFJAMMER Quirk 2 1
JAMMER 1
JAMMER 2 2
JAMMER 3 3
PA ECM 1 1 180 2 1
Tank Comms 1 4 210 1 3 1 1.15 2 5 210
Raven Turret 2 2 150 2 2 10 2 2 150 1 1.1 1 3 150
Combined Jam/Shield Unjam/Counter Area Shield Unjam Shield Unjam Sight% Probe AdvSensor Radius Ping Sig Probe Ally Sensors Distance Notes
Omnistealth 2 2 180 1 1
Carapace 3 2 150 1 2
Loot CLPS 0 0 0 4 4 0 0 0 0
Queen Carapace 3 2 180 2 2 10 1 1 180 2 1.2 2 4 210

TODO: This table should maybe be moved out to its own page.

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