Munition:therm

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Wake-Thermal Seeker

Wake-Thermal Seeker
Type Seeker
Base Cost 0.25 pts
Validator Cost 3 pts
Type WAKE
Range 1,500 m
FOV (deg) 120 deg
Validator Reliability 100%
Steerable Yes
Conical Scan No
Maximum Steer Angle 15 deg
Position Targeting Yes
Supports TRPs Yes
Measures Position Direction Only
Measures Velocity No
Validator Memory No
Time-to-go-Impact 2 seconds
Faction
Wake-homing seekers detect the hot gasses emitted by the drive cones of ships, and in turn the direction of increasing strength. This leads the missile directly into the main engines of the target, excellent for disabling mobility. Note that the main drives must be active for this seeker to detect the wake.
This upgraded version of the standard WAKE seeker has an extra-sensitive thermal camera capable of seeing the heat corona of engines from all viewing aspects, making it capable of validating targets a normal WAKE seeker could not.

As a seeker, Therm will perform identically to Wake-Homing Seeker.

When THERM is used as a validator, it can detect WAKE from all aspects of a ship at a certain THERM "signature" (Above a sig level 175, which can be achieved by a Keystone with a Raider drive going FLANK speed). THERM has no validator memory. It keeps validating for about 15 seconds after forward thrust stops (the wake fade, same behavior as Wake-Homing Validator). From aspects other than the rear it only validates while wake strength is still at least 175, which is less than those 15 seconds and depends on the ship and its drives, meaning an ACT seeker with THERM validation will not be pulled by chaff while you are burning or during the roughly 15 second wake fade. Therm as a validator will only validate the root wake signature, it will not validate the target if it only sees its trail.

Only the main engine will produce wake root signature/particles; maneuvering or reverse engines will not produce wake particles and will not be tracked by wake seekers. Missiles and decoy containers also do not emit wake; their trails are purely cosmetic.

WAKE will not see ships with inactive engines, but engines have to be off for 15 seconds before they become fully inactive and cannot be seen by wake.