Ya know, haven't thought about it much before, but is SnS the only type of ammunition that deals actual Elemental damage? I mean, are there Incendiary rounds tucked away somewhere I haven't seen that deal Fire damage?
Lasers aren't technically "Light" element, but they're pretty close in how it works, minus the glare. Explosive rounds in concept are similar to the Blast element, but in practice get none of its bonuses. Gel rounds are like a weak form of the Water or Blast elements. The Screech Rifle deals no damage, but inflicts the secondary effects of the Sonic element. Flamethrowers of course deal fire damage as normal, but they're not really akin to normal firearms. And presumably you could load a Super Squirt with liquid nitrogen or something to inflict cold damage, dependant on GM allowance.
Stick and Shock is the ONLY standard ammunition types that acts EXACTLY as a full power magical element. Everything else is either 1) substantially weaker compared to the most comparable magical element or 2) substantially more exotic and hard to acquire / use.
So the obvious solution? Rewrite SnS to follow it's own custom rules, akin to Gel Rounds adding a flat +2 to knockdown instead of a variable amount based on force. And bring their damage in line with other ammo, such that it scales with base weapon damage.
Here's my take on it, based on the above.
QUOTE
Stick and Shock
-1S, -half AP
Struck targets must succeed in a Body + Willpower test to avoid being stunned (with a threshold equal to the attack's net hits); apply half the character’s Impact armor (round down) to this test. If the target fails, they immediately fall and are Incapacitated for 1 Combat Turns, and afterward suffer a –1 dice pool modifier to all action tests due to disorientation from the shock for the same period. If the target succeeds, they are unaffected. Incapacitated characters are prone and unable to take any actions.
Electronic equipment, vehicles, and drones can also be affected by Stick and Shock rounds. They never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or Armor x 2 (other objects) to resist secondary effects. If they achieve equal or more hits than the attack, they are unaffected. Otherwise, they cease to function for 1 Combat Turn (and may need to reboot after that).
I keep the armor halving, because it's iconic of SnS and maintains the ammo's power against spirits. I convert the damage to scale with base weapon damage, and I reduce it by one because it already halves armor. (In fact I had considered making it -2S, but that seemed to affect low damage firearms too strongly.)
I keep the Body + Willpower test to resist being stunned, but modify the flat (3) threshold to a variable threshold lifted wholesale from the Ice Element's secondary effect of forcing a "Crash Test" for people or vehicles crossing icy surfaces. The new threshold makes it easier to resist mere glancing blows, and harder to resist well placed shots, while still maintaining the signature stunning capacity of the ammo. I reduce the duration of the Incapacitation to a single Combat Turn (which is possibly still too punishing in my mind), and I remove the negative dice pool modifier on a successful resistance test, instead transforming it into a temporary debuff which occurs after Incapacitation, representing the lingering effects of overcoming the electrical shock.
Overall, this brings SnS more in line with the other "quasi-elemental" ammunition types. Thoughts?
~Umi