QUOTE (Ammunition Table, page 433, italics mine)
Stick-n-Shock Damage Modifier : –2S (e) Armor Penetration : –5 Availability : 6R Price : 80¥
QUOTE (Gear Listing, Page 434)
Stick-n-Shock: Stick-n-Shock rounds deal electrical
Stun damage of equal to the damage of the base weapon
–2. They have a flat AP of –5 that replaces the weapon’s
AP instead of stacking with it.
Stun damage of equal to the damage of the base weapon
–2. They have a flat AP of –5 that replaces the weapon’s
AP instead of stacking with it.
QUOTE (Combat Basics, Page 170-171)
Electricity Damage
A wide variety of nonlethal weapons are designed to
incapacitate targets with electrical shock attacks, including
stun batons, tasers, cyberware shock hands,
and similar electrically charged weapons. These weapons
rely on a contact discharge of electricity rather than
kinetic energy. Spells and critter powers such as Lightning
Bolt and Energy Aura cause similar effects.
Electrical damage is treated as Stun or Physical
damage depending on the source and/or target. The
Non-conductivity armor upgrade (p. 438) adds its full
rating to the Armor value. The gamemaster can also decide
which (if any) other factors may modify the target’s
damage, such as extra conductivity for a character covered
in water.
An Electricity attack that does damage can stun and
incapacitate the target as well, though if there is no
damage, there is no secondary effect at all.
Secondary effects for characters injured by Electricity
damage include a –1 dice pool penalty on all actions
and Defense Tests, but not Damage Resistance Tests,
for 1 Combat Turn and an immediate Initiative Score reduction
of 5. The dice pool penalty and Initiative Score
reduction do not accumulate with multiple attacks, but
the length of the penalty is extended by 1 Combat Turn
for each successful damaging attack while a character
is affected. If the character’s Initiative Score is reduced
to 0 or below, they lose their last action. If they have no
Initiative Score left the reduction comes on the start of
the next Combat Turn.
Electronic equipment and drones can also be affected
by Electricity damage. They never suffer Stun damage
so Electricity damage is Physical when used against
electronics and drones. They resist damage as usual and
suffer a secondary effect if they take even a single box
of damage.
The secondary effect for electronics and drones
damaged by Electricity damage is shorting out or overloading.
In game terms this is reflected as secondary
Matrix damage equal to half the Physical damage
rounded down.
Vehicles can be damaged by Electricity attacks but do
not suffer any secondary effects. Specific systems of vehicles
can be targeted by a Called Shots (p. 195).
A wide variety of nonlethal weapons are designed to
incapacitate targets with electrical shock attacks, including
stun batons, tasers, cyberware shock hands,
and similar electrically charged weapons. These weapons
rely on a contact discharge of electricity rather than
kinetic energy. Spells and critter powers such as Lightning
Bolt and Energy Aura cause similar effects.
Electrical damage is treated as Stun or Physical
damage depending on the source and/or target. The
Non-conductivity armor upgrade (p. 438) adds its full
rating to the Armor value. The gamemaster can also decide
which (if any) other factors may modify the target’s
damage, such as extra conductivity for a character covered
in water.
An Electricity attack that does damage can stun and
incapacitate the target as well, though if there is no
damage, there is no secondary effect at all.
Secondary effects for characters injured by Electricity
damage include a –1 dice pool penalty on all actions
and Defense Tests, but not Damage Resistance Tests,
for 1 Combat Turn and an immediate Initiative Score reduction
of 5. The dice pool penalty and Initiative Score
reduction do not accumulate with multiple attacks, but
the length of the penalty is extended by 1 Combat Turn
for each successful damaging attack while a character
is affected. If the character’s Initiative Score is reduced
to 0 or below, they lose their last action. If they have no
Initiative Score left the reduction comes on the start of
the next Combat Turn.
Electronic equipment and drones can also be affected
by Electricity damage. They never suffer Stun damage
so Electricity damage is Physical when used against
electronics and drones. They resist damage as usual and
suffer a secondary effect if they take even a single box
of damage.
The secondary effect for electronics and drones
damaged by Electricity damage is shorting out or overloading.
In game terms this is reflected as secondary
Matrix damage equal to half the Physical damage
rounded down.
Vehicles can be damaged by Electricity attacks but do
not suffer any secondary effects. Specific systems of vehicles
can be targeted by a Called Shots (p. 195).
QUOTE (Called Shots, Page 195)
Harder Knock: Whether it’s shooting a gel round
into an opponent’s face or punching someone in the
throat with your fist, sometimes you want an attack designed
to do Stun damage to do Physical instead. This
Called Shot changes the damage code on Stun-based
weapons to Physical with no other change to the DV.
into an opponent’s face or punching someone in the
throat with your fist, sometimes you want an attack designed
to do Stun damage to do Physical instead. This
Called Shot changes the damage code on Stun-based
weapons to Physical with no other change to the DV.
Free Action to Call A Shot, Simple Action to Fire Weapon. Stick and Shock does slightly (2) less damage, but with more AP than even APDS, and reduces the target's Initiative by 5 and Dice Pools by 1 for a combat turn plus 1 turn per subsequent damaging hit.
Why in the world would anyone not use Stick-n-Shock again?