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Radar
Single block machine that provides a limited range on detecting a subset of entities. Provides controls to set max detection range and an alarm range to consider entities a threat.
Radar will scan every 3 ticks (20 ticks per second). The scan area will match detection range in a 2D area with y axis being map bounds (0y to 255y).
Area in which to detect all entities registered to the radar system. For ICBM this will be mainly missiles. It is up to other mods to register with the radar system for detection. Including if vanilla mobs are allowed as radar targets.
Area to trigger for incoming threats. Any entity registered to radar system will trigger once in this area. Missiles have special handling to predict possible impact. Allowing for early alarm once missile enters detection range. This may not always be accurate if a missile's flight path is not in a strait line.
For destroying missiles it is recommended to place the radar towards expected direction of attack. Then link to launcher(s) via redstone or radio channel. With each of the launchers being pre-aimed for expected attacks. Load with S.A.M. projectiles and take into consideration their limited IR detection range.
EMP towers can be used as a last resort for stopping missile attacks. Recommended setup is to place a series of radars connected to emp tower. Best setup is one in each direction (North, South, East, West) with a little distance. Then have a series of redstone chained towers to trigger shortly after each other. With each EMP tower's recharge time being covered by the next tower in the series of redstone. This may result in energy loss in the base so fast power generation is recommended. EMP will friendly fire your own gear and missiles.
Team is well aware the radar isn't super useful for anti-missile. There are plans to fully rework it and provide ways to pre-aim missiles from the radar itself. This will take time so it is recommended to use bunkers, stealth, and other mods to handle missile attacks.