Having played a few Living Traveller scenarios in which stunners featured recently, I'm a little concerned at their effectiveness under the current rules.
Provoking an Endurance check at a penalty equal to the damage inflicted, after subtracting armour value, they're an auto-knockout to anyone of average (+0) Endurance if anything over 4 points gets through, and stand a reasonable chance of success even at minimal damage.
With TL10 and TL12 stunners averaging 10 damage even before Effect is taken into account, this amounts to an auto-win against most enemies you're likely to encounter in an urban or shipboard environment.
I know there are plenty of weapons that can achieve much the same effect with lethal force, but they can be expensive, and are often illegal to carry on starships or civilised planets, whereas the stunner is a relatively cheap weapon that's legal to carry even up to high Law Levels.
The maximum range of Short is somewhat of a limiting factor, but in my experience, more combats take place at close quarters than not (i.e. bars, spaceship interiors, offices), making it fairly easy to close to Short range and fire in one turn.
Am I alone in this feeling, or have stunners been a problem in other peoples' campaigns?
I think a more reasonable design for stunners would be to abandon the damage dice, and instead have them impose an Endurance check penalised by the Effect of the attack, with higher TL models adding an extra 1 or 2 to that penalty. Armour could reduce the penalty, at a rate of, say, 1 per 5 points of protection.
Provoking an Endurance check at a penalty equal to the damage inflicted, after subtracting armour value, they're an auto-knockout to anyone of average (+0) Endurance if anything over 4 points gets through, and stand a reasonable chance of success even at minimal damage.
With TL10 and TL12 stunners averaging 10 damage even before Effect is taken into account, this amounts to an auto-win against most enemies you're likely to encounter in an urban or shipboard environment.
I know there are plenty of weapons that can achieve much the same effect with lethal force, but they can be expensive, and are often illegal to carry on starships or civilised planets, whereas the stunner is a relatively cheap weapon that's legal to carry even up to high Law Levels.
The maximum range of Short is somewhat of a limiting factor, but in my experience, more combats take place at close quarters than not (i.e. bars, spaceship interiors, offices), making it fairly easy to close to Short range and fire in one turn.
Am I alone in this feeling, or have stunners been a problem in other peoples' campaigns?
I think a more reasonable design for stunners would be to abandon the damage dice, and instead have them impose an Endurance check penalised by the Effect of the attack, with higher TL models adding an extra 1 or 2 to that penalty. Armour could reduce the penalty, at a rate of, say, 1 per 5 points of protection.