The Taser is a special weapon designed to render an opponent inoperable rather than cause them actual damage. If the target is hit in close combat, roll 1d6 - AV of any personal armour the target is wearing. Then consult the following table.
Note that the damage of a taser is uneffected by any cyberware or damage bonuses that the owner has.
Die Roll | Taser Effect |
0 or less | No Effect |
1 | Stun |
2,3 | Lingering stun |
4+ | KO |
The target is stunned (see the new injury rules). This is automatic.
The target is stunned for 1d6 turns. After that, they should roll every end phase to see if they are still stunned. This continues until the turn that they are not stunned.
The target is knocked out, and will remain this way for about ten minutes.
The taser can also function as a close range weapon. If used in this manner, then use the following chart. Any hit will cause a roll on the Taser Effect table (above), but with a -1 penalty.
Range: 2 | Accuracy: +0 | Damage: special | Shots: unlimited | Cost: $1,000 |