Electronic Warfare and EWSs

(Version 1.03 - Last Modified: 07/03/2003)
Original Concept by Amarillo Design Bureau



Introduction

Targeting is always difficult, especially when a target is actively trying to impair an attackers targeting system. Called Electronic Warfare, the ability to impair an attacker's targeting computer, while simultaneously countering the attackers's ability to impair your targeting computer, is very important in modern combat, and this is true on land, sea, air, and in space. This article attempts to detail how electronic warfare works in a generalized fasion. The three fundamental aspects of electronic warfare are Electronic Counter Measures (ECM), Electronic Counter-Counter Measures (ECCM), and Electronic Warfare Systems (EWS). It is important to note that not everything generates ECM or ECCM or carries an EWS; most things do not have the space needed for proper electronic warfare equipment. The largest users of electronic warfare are space ships, ocean ships, military installations, and very large robots and fighters.


ECM and ECCM Rules

Electronic Warfare functions in two ways: to lessen an attacker's chance to strike a target and to negate a defender's ability to impair an attackers chance to hit. These basic functions are handled through Electronic Counter Measures (ECM) and Electronic Counter-Counter Measures (ECCM), respectively. Most military electronic warfare systems can perform both functions simultaneously, while civilian systems can only handle one function at a time. ECM impairs an enemy’s targeting systems and can prevent missiles, and similar tracking devices, from achieving a lock-on on the ship. ECCM's only purpose is to counter a target's ECM, it does not give an attacker any bonus to strike a target.

The amount of ECM and ECCM that a ship can generate is based mainly on its origin, its size, and its functions. Anything smaller then the largest fighters and robots will not be equipped with an electronic warfare system, and will not generate ECM or ECCM, but it will be affected by a target's ECM. The largest and most advanced military fighters and robots will generate a only around 1 point of ECM and 1 point of ECCM, but it will not be equipped with an Electronic Warfare System. ECM and ECCM generated by space ships is listed in Ship Classes and Types. Please remember that these numbers are for average units, more or less ECM and ECCM could be generated by a specially built unit or a unit with significantly advanced technology.

Missiles also generate ECM and ECCM, which allows them to avoid behind targeted by weapons and allows them to lock on a target that is generating ECM. While it may be strange to see something as small as a missile generating ECM, while a suit of power armor can't, it is simply because of how a missile is shaped, designed, and used, not its size. The amount of ECM generated by a missile or a bomb depends on its size, please see Modern Missile Design for more details. The amount of ECCM generated by a missile depends upon the guidance systems in that missile and which of those guidance systems can be used on the target See the Modern Missile Design's section on guidance systems for more details.

Each point of ECM generates a -1 penalty to strike a target with a direct fire weapon and to achieve a lock-on with a tracking weapon, such as a missile. Each point of ECCM negates a single point of ECM, but there is no affect or bonus if an attacker has more ECCM then a target has ECM. For example, a cruiser with 3 points of ECM and 2 points of ECCM and a battleship with 5 points of ECM and 5 points of ECCM are engaged in combat, any direct fire attack from the cruiser to the battleship would suffer a penalty of -3 to strike from electronic warfare (5 points of ECM -2 points of ECCM = 3 point penalty), but any direct fire attack from the battleship to the cruiser would suffer no penalty from electronic warfare (3 points of ECM -5 points of ECCM = 0 point penalty). A long range missile, with Passive Gravity Homing, Neutrino Homing, and Anti-Radiation guidance systems, launched by the cruiser at the battleship would have a penalty of -2 to strike from electronic warfare (5 points of ECM -3 points of ECCM generated by the guidance systems = 2 point penalty), but this does not include the bonuses to strike that those guidance systems provide. While this system seems unfairly prejudiced against larger vessels, the simple fact is that big ships have more internal space to hold powerful electronic warfare systems. Please note that any penalty or bonus to strike a target due to its size, such as a large vessel striking a smaller target, still apply as normal.


Electronic Warfare Systems (EWSs)

The generation of ECM and ECCM is only one part of Electronic Warfare, but hardly the only part. Another important facet of Electronic Warfare is the Electronic Warfare Systems. These systems are fairly large and usually only placed on large units, such as large space ships, ocean ships, and military installations. The presence of these systems gives a unit more options in combat then simply firing upon a target. The possibility of breaking a missile's lock-on on a target, without wasting weapons destroying the missile, frees up point defense turrets to be used against other annoyances, such as power armor, fighters, and robots.

Not all Electronic Warfare Systems are created equal, and only the largest and most sophisticated systems will have all or even most of the special functions listed below. The most rare abilities are Generate ECM and ECCM and Light Target, but the rest are fairly common. The number of special functions that an EWS can perform each melee varies widely, depending upon the number of combat actions that the unit has, although certain types of units gain extra combat actions that can only be used for the EWS. Please see Revised Combat for Large Vehicles, for more details on combat actions and what they can be used for besides Electronic Warfare Systems. Fighters, robots, and installations that are equipped with an EWS but do not possess combat actions instead can perform a number of special functions per melee from their EWS. For fighters and robots, using a special function requires a melee attack, while an installation is assumed to be able to perform that many special functions each melee under normal conditions. Each use of an EWS by these means is considered to be a single combat action as listed under the rules below.

Each of the following abilities require the use of one combat action per melee, and while some will last for the entire melee and can only be used once per melee, others can be used multiple times per melee.

  1. Attract Tracking Device:
  2. Break Tracking Device Lock-On:
  3. Generate ECM and ECCM:
  4. Light Target:
  5. Scramble Communications:
  6. Scramble Sensor Information: