DigitalMage said:
CosmicGamer said:
There are lots of high damage weapons that can knock unconscious and even kill someone with a single shot.
I am not sure what weapons you are referring to with your last statement
Lets go with a character going unconscious.
If using the optional knockout blow rule on page 66, you only need to reduce endurance from it's starting value to 0 in a single attack. On average, a characteristic is 2d6 so any weapon that does 2d6 damage (+ effect, - armor, and so on) would have a fair chance to knock someone out. 2d6 is 2-12 with an average of 7. Most pistols do 3d6-3 which is 0-15 with an average of 7.5 I believe.
If not using the optional rule, you need to knock two stats down to 0 to knock someone out. This is a bit harder to do in one attack. A characteristic is 2d6, so two would be an average of 14pts. A shotgun is 4d6. Energy rifles are all up there in damage. Of course there is the always fun PGMP and FGMP. A frag grenade tossed your way makes for an unhappy day. Some rifles do 3d6 and with burst fire can do an average of 14.5pts. Get hit with a couple rounds of rifle auto fire and 3d6+3d6 = avg of 21 pts of damage.
All this is only comparing one thing - the ability to 'take someone out' in one attack.
DigitalMage said:
but my possible issue with stunners is that they are small, easily concealable and thus a viable choice when considering personal sidearms. In terms of taking someone out of a fight, they seem preferable to AutoPistols, Laser Pistols etc.
Range? Seriously, would you take several rounds of fire while charging at someone to close within range so that you can use a stunner. Would a normal person gamble with their life like that?
[someone please check my analysis] Movement is a minor action and a character can move 6 meters. You get 3 minor actions a round. So a character can move 18 meters. Short range (the max range for stunner) is 3-12 meters. Long range (the max range for pistol) is 51-250 meters. In the most favorable situation of closing from long range at 51 meters to short range at 12 meters you have to cover 39 meters. This would be 2 rounds of taking fire. In the 3rd round you would be close enough to attack. Two successful hits with a pistol and the person with a stunner could be down before they get within range. The person with the pistol doesn't even need initiative. At only 105 meters, the pistol wielder would have 5 rounds to act. An unarmed person could just run the opposite direction keeping out of range.
Next, an auto pistol has an auto rating of 4 so they can hit twice in one round. 3d6-3 x2 = avg 15.
So, with criteria of 1) 'take someone out of the fight' quickly 2) concealable 3) within short range
The auto pistol still looks viable to me. It even meets additional criteria of available at a lower tech than stunners and costing less.
When you start picking and choosing criteria for a specific situation maybe the stunner is the best choice but for many other situations it is not. And even if the stunner is the best option, there is no reason that an opponent won't realize this and be carrying one too so people should think twice before getting into a fight.
DigitalMage said:
I wonder how they would fare if you didn't add the Effect of the attack roll to the damage? That might be a decent enough fix that they are still tough against unarmoured people, but against a decent armour the target has a fare chance to succeed.
There are many, many ways of modifying the rules. I prefer to add to the rules and not change what is written. Often supplemental rules, or exceptions are added. For example chargen characteristics are always 2d6 right? What about those Aslan that get a +2 strength and -2 dex. What about the optional point buy chargen.
So, here are some optional additional rules:
- The book never says how long it takes for a stun weapon to recharge and be ready to fire again. Maybe it takes a full round so a stunner can only be fired every other round.
- The book does not determine the availability of the weapons. Are grenades, explosives, and the FGMP available at the typical weapons shop? I see no reason that stunners can't be limited to law enforcement personnel.
- Stun damage is already treated differently than regular damage. Go ahead and treat being stunned unconsciousness differently from other types of unconsciousness. Maybe it only last a number of rounds = to the effect.
- The book does not determine how easily concealable a weapon is. Maybe the stunner with it's power pack is a bit harder to hide than slug pistols.
If you don't care about modifying existing rules:
- I don't like a lot of random rolls so: If (Stun damage + effect) > (armor + endurance) then the target is stunned.