Munition:cmd
Command Receiver
| Command Receiver | |
|---|---|
| |
| Type | Seeker |
| Base Cost | 3.5 pts |
| Validator Cost | 3 pts |
| Type | COMMS |
| Range | Fleet[1] |
| FOV (deg) | Fleet |
| Validator Reliability (%) | Fleet |
| Steerable | Fleet |
| Position Targeting | No |
| Supports TRPs | Yes |
| Measures Position | Yes |
| Measures Velocity | Yes |
| Validator Memory | No |
| Faction | |
Command seekers are simple: they guide the missile towards the track using sensor data from the ship and the sensor network it's connected to. This requires the firing ship to have be comms capable and enabled for the missile's entire flight. CMD seekers ignore all other tracks and will never switch targets once in flight. If the track is lost, the missile will just cruise to the last known location until the track is restored. CMD seekers will only work in TRK mode and will not function in POS mode (which means CMD seekers can never use waypoints). CMD seekers can use TRPs as an ad hoc waypoint in TRK mode if the missile has cruise.
Comms jammers, such as the hangup, can be used to jam the comms receiver on the missile, which disables the seeker. Notably, CMD missiles are not directly hooked into the sensor network and will only take orders from the ship it's launched from. This means that CMD missiles cannot use other ships as relays to help punch through comms jam, but CMD missiles are also not checked if they're in the same jammer cone
CMD validators will validate all targets within the area of uncertainty around the track that the missile was originally fired on. e.g, if a cmd validated missile is fired on a track that is being spotted with 40m of inaccuracy, then CMD val will validate all targets within 40m of the of that track.
The game does not list CMD reliability in the stats, though it is presumed to be 100%.
- ↑ Terminal maneuvers are begun 4000 meters from the target.



