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Saga Edition RPG Omnibus
(Redirected from Stun baton)

Stun weapons are weapons designed to disable creatures without killing them. They are ineffective against inorganic or inanimate targets.

Contact Stunner

Simple Weapon

     Unknown Regions, page 36.

     Cost: 700   Weight: 1.1kg   Availability: Licensed

     Damage: 1d4   Stun: Yes (2d8)   Type: Bludgeoning / Energy

Frequently sold as a personal protection device, the contact stunner is a small, inconspicuous weapon, the forward end of which is covered with over a dozen contact disks, enabiling it to deliver a concentrated and, therefore, effective discharge when it contacts a target. However, the weapon’s lack of mass makes it less useful for anything other than rendering a target unconscious.

     Because of its slender and compact design, a contact stunner grants a +5 equipment bonus to Stealth checks made to conceal the weapon. A contact stunner requires an energy cell to operate.

Sonic Stunner

Pistol

     Threats of the Galaxy, page 146.

     Cost: 450   Weight: 1kg   Availability: Illegal

     Damage: —   Stun: 2d8   Type: Energy  Mode(s) Single

The sonic analogue to the blaster rifle, a sonic rifle is a larger weapon capable of striking targets from a greater range than the heavy sonic pistol while still maintaining the same damage. Like all weapons that deal sonic damage, a sonic rifle’ attacks cannot be negated using the Deflect talent (or any talents with Deflect as a prerequisite).

     A sonic rifle requires a power pack to operate. After 50 shots, the power pack must be recharged.

     See also: Sonic Weapons.

Stun Baton

Simple Weapon

     Saga Edition Core Rulebook, page 124.

     Cost: 15   Weight: 0.5kg   Availability: —

     Damage: 1d6   Stun: Yes (2d6)   Type: Bludgeoning

A short club with a power pack in the handle, the stun baton can be activated to produce a stunning charge when it strikes a target.

     A stun baton requires an energy cell to operate.

     See also: Blunt Weapons.

Stun Grenade

Simple Weapon

     Saga Edition Core Rulebook, page 129.

     Cost: 250   Weight: 0.5kg   Availability: Restricted

     Damage: —   Stun: 4d6   Type: Energy  Mode(s) Single

When the object of a mission is to detain or subdue rather then kill, mercenary units, miltary personnel, and local law enforcement agencies use stun grenades. The standard stun grenade unleashes concussive energy that knock out creatures within its 2-square burst radius. It is designed to explode on contact after it is thrown, effectively dealing damage in the same round it is hurled.

     When you make an area attack with a stun grenade, you make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s burst radius. Creatures you hit take full stun damage, and those you miss take half stun damage. In addition, the stun damage has a chance of pushing targeted creatures down the condition track (see Stun Damage). A target with the Evasion talent takes half stun damage from a successful attack and no stun damage if the attack misses its Reflex Defense.

     Droids, vehicles, and objects are immune to stun damage.

     See also: Grenades.

Stun Pistol

Pistol

     Unknown Regions, page 39.

     Cost: 250   Weight: 1kg   Availability: Licensed

     Damage: —   Stun: 3d6   Type: Energy  Mode(s) Single

Although most blaster sidearms come with a stun setting as a standard feature, the stun pistol is designed to be used exclusively as a nonlethal weapon, often for crowd control or for subduing enemies without causing extensive injury. The weapon proves a popular option with law enforcers as well as with bounty hunters who prefer to bring their targets in alive for a higher payouot.

     Unlike other weapons set on stun, a stun pistol can be used to attack targets up to 20 squares away, instead of the usual range of 6 squares.

     A stun pistol requires a power pack to operate. After 50 shots, the power pack must be replaced.