Electronic Countermeasure

Current answers. Practical procedures. Reliable reference.
Revision as of 01:38, 20 August 2026 by Sythan (talk | contribs) (New reference page: entity linked from structured Engineer data (EDFM Engineer link-graph pass))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

EDFM // Ships & Equipment / Modules

A defensive utility module that disables incoming seeker missiles, torpedoes, mines, and Hatch Breaker limpets in range.

Needs review

Some information in this article still needs to be checked for accuracy.

Status
Needs review
Last reviewed
2026-08-20
Reviewer
EDFM Engineer link-graph pass
Game mode
Both
Version coverage
Elite Dangerous, current Live and Legacy
Source quality
Well-established community consensus (INARA outfitting/engineering database), cross-checked against this wiki's already-cited Engineer articles
Known uncertainty
none noted

The Electronic Countermeasure (ECM) is a defensive utility module that disrupts hostile tracking munitions — seeker missiles, torpedoes, mines, and Hatch Breaker limpets — throwing them off their target when triggered within range.

Overview

Holding the trigger extends the ECM's effective radius, and there is no hard limit on how many separate hostile munitions it can disrupt in a single activation, making it a strong answer to a missile-heavy attacker or a pirate deploying Hatch Breaker limpets. Like other defensive utilities, it has a cooldown between uses rather than being available continuously.

Field note

ECM affects tracking munitions and limpets, not weapon fire itself. It does not stop laser or projectile damage, and it does not disrupt gimballed/turreted tracking the way a Chaff Launcher does.

Engineering

Engineer Maximum grade
Ram Tah Grade 5