Radar ECM II

Disrupts enemy targeting by generating a field of random sensor noise. Works especially well against the Radar systems incorporated into ships built by the Amarr, Blood Raiders, and Sansha's Nation.

  • fitting
  • 1

    Powergrid Usage

  • 48

    Cpu Usage

  • structure
  • 5m³ packaged

    Volume

  • 40

    Structure Hitpoints

  • miscellaneous
  • 58

    Activation Cost

  • 28800

    Optimal Range

  • 20000

    Activation Time / Duration

  • 1.2

    Gravimetric Ecm Jammer Strength

  • 1.2

    Ladar Ecm Jammer Strength

  • 1.2

    Magnetometric Ecm Jammer Strength

  • 3.6

    Radar Ecm Jammer Strength

  • 2

    Tech Level

  • 5

    Meta Level

  • 6.6

    Heat Damage

  • 1

    Required Thermodynamics Level

  • 20

    Overload Ecm Bonus

  • 32400

    Effectiveness Falloff

  • z 192 450.00

    Base Price

  • blueprint
  • Radar ECM II Blueprint

  • manufacturing
  • base materials
  • 2 884

    Tritanium

  • 919

    Pyerite

  • 2

    Megacyte

  • 12

    Transmitter

  • 9

    Miniature Electronics

  • 8

    Morphite

  • 9

    Radar Sensor Cluster

  • 5

    Nanoelectrical Microprocessor

  • extra materials and skills
  • 1

    Radar ECM I

  • V

    Industry

  • 8

    Transmitter

  • 6

    Miniature Electronics

  • I

    Electromagnetic Physics

  • I

    Electronic Engineering

  • 1

    R.A.M.- Electronics

  • 6

    Radar Sensor Cluster

  • 3

    Nanoelectrical Microprocessor

  • reprocessing
  • material/mineral
  • 2 884

    Tritanium

  • 919

    Pyerite

  • 2

    Megacyte

  • 8

    Morphite

  • commodity/construction components
  • 9

    Radar Sensor Cluster

  • 5

    Nanoelectrical Microprocessor

  • other
  • 4

    Required Skill 1Level

  • 0

    Ew Target Jam

  • 0.02

    Heat Absorbtion Rate Modifier