ECM — Target Jammers
Breaks locks and shuts off target-based actionsA successful jam breaks all your target locks and prevents you from locking new targets for the cycle duration. Tackle, weapons, reps, painters — all stop applying.
Electronic warfare doesn't just adjust damage — it rewrites the rules of an engagement. A jammed pilot can't lock. A damped pilot can't shoot at range. A neuted pilot can't run their prop mod or active tank. Understanding EWAR is the difference between helplessness and knowing exactly what happened. This guide is new — please send feedback if something is off or missing.
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These modules can make you completely ineffective regardless of your fit quality. When you're hit by one of these, the engagement conditions have changed fundamentally.
A successful jam breaks all your target locks and prevents you from locking new targets for the cycle duration. Tackle, weapons, reps, painters — all stop applying.
Drain your capacitor. Without cap, prop mods go offline, active armor and shield reps stop, and any cap-dependent weapon system (lasers, hybrids) goes dark. A fully neuted ship is a stationary brick.
Prevent warping and also shut down MWDs (2-point scramblers disable MWD, 1-point disruptions don't). If a scram lands and you can't break it, you're committed to the fight or you're dead.
These don't stop you fighting, but they change what fight you're in. Ignore them and you'll find yourself in a fight you can't win.
Reduce lock range or lock speed. A severely damped ship can't lock targets beyond short range — if your weapons are long-range, you now can't use them effectively, and the fight becomes a kiting contest you may lose.
Hurts turret tracking speed or optimal/falloff range. Missiles are completely unaffected. A tracking disrupted battleship may be unable to hit a fast frigate at all. Scripts allow specializing into tracking or optimal.
Reduce target velocity. Webs control range — a webbed ship can't burn away or maintain a transversal orbit. They also increase signature radius damage multiplication, making the webbed target easier to hit with all weapon types.
Modules that shape the geometry of the fight — who can shoot whom and from where.
Increase the target's signature radius. Bigger sig = easier to hit with missiles (explosion radius vs sig radius), easier to apply full damage with turrets. Doesn't reduce resistances — it makes the ship a larger, easier target.
Drains target cap and transfers it to you. Unlike a neut, a nos only drains if the target has more cap than you. Essential on cap-hungry ships fighting other cap-hungry ships — it can sustain active tank when a neut would leave you dry.
Interdictor-launched or heavy interdictor-anchored fields that prevent warping for all ships within range — no exceptions except combat interceptors and ships with warp core stabilizers. Bubbles don't need to lock you. They are nullsec and wormhole only.
The dedicated EWAR ships to recognize on D-scan. Seeing any of these changes your threat assessment immediately.
| Ship | Race | Primary EWAR | Covert? | Notes |
|---|---|---|---|---|
| Griffin | Caldari | ECM | No | T1 frigate. Post-QS: jammed targets can lock the Griffin. |
| Maulus | Gallente | Damps | No | T1 frigate. Effective range denial vs snipers. |
| Vigil | Minmatar | Painters | No | T1 frigate. Very fast — hard to catch. |
| Crucifier | Amarr | TD | No | T1 frigate. Commonly seen with neut support. |
| Blackbird | Caldari | ECM | No | T1 cruiser. Long jam range. Priority target in fleet. |
| Celestis | Gallente | Damps | No | T1 cruiser. Excellent lock range denial. |
| Bellicose | Minmatar | Painters | No | T1 cruiser. Missile doctrine support. |
| Arbitrator | Amarr | Neuts Drones | No | T1 cruiser. Drone + neut combination is very dangerous. |
| Falcon | Caldari | ECM | ✓ Covert | T2 recon. Decloaks to jam, then recloaks. High priority kill. |
| Rook | Caldari | ECM | ✓ Combat | T2 combat recon. Stronger but visible on D-scan. |
| Arazu | Gallente | Damps Point | ✓ Covert | Extended point range + damps. Ambush tackle ship. |
| Lachesis | Gallente | Damps Point | ✓ Combat | Very long point range (60km+). Visible on D-scan. |
| Huginn | Minmatar | Webs Painters | ✓ Combat | Bonused webs + painters = devastating missile support. |
| Rapier | Minmatar | Webs Painters | ✓ Covert | Covert version of Huginn. Ambush webbing specialist. |
| Curse | Amarr | Neuts TD | ✓ Combat | Extremely dangerous neut range and volume. Priority kill. |
| Pilgrim | Amarr | Neuts TD | ✓ Covert | Covert neuting recon. Decloak + neut = instant cap death. |
EWAR modules of the same type do stack, but with diminishing returns. Multiple EWAR types stack fully — a jammed + neuted + webbed ship is fully affected by all three simultaneously.
Two damps applied to the same target both apply with diminishing returns. The second damp applies at roughly 87% effectiveness, the third at 57%, and so on. This follows the standard stacking penalty formula — fitting 6 damps is not 6× one damp.
Exception: ECM. Each jammer rolls independently — two jammers on one target give two independent jam chances, and the first successful roll ends the target's locks.
Different EWAR types are fully additive with no penalty between them. A pilot who is jammed AND webbed AND neuted AND painting is fully affected by all four simultaneously. EWAR fleets stack different types deliberately to create conditions where the target cannot function at all.
The most dangerous combination in solo PvP: scram + web + neut. You can't warp, can't run away, can't sustain active tank.
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