ESC Interdiction Unit
Interdiction operators are deniable Corps assets given objectives instead of warrants. Echelon does not confirm the program exists, and the Corps stations that host them log them as maintenance contractors.
Echelon Corporation- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 20 (stealth-rated powered plate)
- Hit points
- 229 (27d8 + 108)
- Proficiency
- +5
- STR 18 +4 save +4
- DEX 21 +5 save +10
- CON 19 +4 save +9
- INT 17 +3 save +8
- WIS 18 +4 save +9
- CHA 14 +2 save +2
- Skills
- Stealth +15 , Perception +9 , Investigation +8 , Technology +8 , Athletics +9
- Passive Perception
- 19
- Senses
- truesight 30 ft., darkvision 120 ft.
- Languages
- Common, Axiom Binary, Federation Standard, Low Aurelian, Meridian Cant
- Damage resistances
- radiant, lightning
- Condition immunities
- decompressed , frightened , charmed
- Found in
- Station Interior , Echelon Prime
Equipment
Traits
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Legendary Resistance
Twice per day, when the unit fails a saving throw, it can choose to succeed instead.
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Unrecorded
The unit cannot be identified by any record, and any attempt to trace it returns a maintenance contract instead.
-
Adaptive Camouflage
While it has not attacked since its last turn, it is heavily obscured to sight and Perception checks to notice it have disadvantage.
Actions
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Interdiction Carbine
+10 to hit · ESC Interdiction Carbine · long range
2d8 + 5 kinetic damage
The unit makes three Interdiction Carbine attacks. If two or more hit the same creature, the third can be redirected to any other creature within 15 feet of it at no penalty.
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Terminate
DC 18 Constitution save
One creature within 60 feet takes 12d8 kinetic damage on a failed save, or half as much on a success. Against a creature that has not yet acted this combat the damage is doubled.
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Break Contact Reaction
When the unit is hit by an attack, or a creature attempts to record, photograph, scan or otherwise fix its identity, the unit takes half damage from the attack, moves up to 30 feet without provoking opportunity attacks, and becomes heavily obscured until the end of its next turn.
-
Reacquire Legendary
The unit moves up to half its speed and regains the benefit of Adaptive Camouflage even though it attacked this round.
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Suppress Legendary
The unit fires one shot with the Interdiction Carbine.
-
Close the File Legendary
Costs two legendary actions. The unit fires one Terminate at a creature that has not yet acted this combat.