ECM
Modules
Tachyon Cocoon
the Tachyon Cocoon stops the ECM ship dead in space and renders it invulnerable for 6 seconds, after which it disables all nearby enemies for 2 seconds. It is the only area effect stun in the game
ECM Modules
Energy Absorber
The Energy Absorber drains energy from the target and transfers it to the ECM ship. This is double useful, because it reduces an enemy's ability to use modules and afterburn, while allowing the ECM ship to afterburn at will.
Weapon System Inhibitor
TODO
Stasis Generator
The Stasis Generator completely stuns the target ship for a short duration, rendering them unable to move, fire or shoot. It is the most powerful disabling effect around after Tachyon Cocoon.
Ion Emitter
The Ion Emitter renders the target ship unable to fire or use modules, but still allows them to move.
Role
ECMs are ideally suited for rendering enemies ineffective. Being the toughest interceptors, ECMs are the most combat-oriented, and are especially good with a few allies at hand to help take down enemies. Against a single opponent, ECMs are a nightmare, but avoid groups of enemies who can focus-fire on you. Squad up with some ECM friends to stack your debuffs!
Player Opinion:
Easily the most hated role, ECM (Electronic Counter Measure) Interceptors are perfect for players who want to cause havoc among enemy ships. While still being an interceptor, with low health and mediocre damage, the ECM is the best interceptor suited to frontline combat. Be cautious around Gunships, since they can get the "Combat Reboot" that negates all of your effects for a few seconds... which is all a skilled gunship pilot needs to destroy you!