The Zats always stunned on first shot, the 2nd shot always killed. There was no partial stun or injury. That translates oddly into a game.
Does it just automatically work, or do you assign damage. If you do it damage based, and the first shot doesn't do enough strain to knock someone out, does the 2nd shot still kill, or just add strain.
I suppose you could have a weapon that deals strain damage first. If no strain remains, it goes to damage. 1 shots easy stuff, takes more than 1 shot to strain more heroic characters, adversaries and the like.
I'd ditch the 3rd shot disintegration stuff. That always seemed campy and was retconned out of the mythos.
I'd limit the range to close. It was never used at longer ranges.
Don't forget that staff weapons were dangerous, but highly inaccurate. The same could be said for the zats. Staffs also suffered from short range, but not as much as zats.
It is not just Zat guns which almost always stun on first shot, Wraith stunners, the stun setting on Lantean hand weapons, even stun setting on star wars blasters is usually a one shot deal. You are incorrect when you say that there was no partial though, although I do realise it was plot reliant, Danial Jackson was once rendered temporarily incapable of action but not unconscious and was able to get back up and carry on shortly after. I had not noticed the removal of the third shot though, thanks for the heads-up. Though, as I said above I think the second shot killing is more of an issue.
Interestingly, the Alderac Games D20 version kept all three shots. Rangewise, Since Short range is up to a few metres and Medium range is up to several dozen metres, I think Medium range is more like it, same with Staff Weapons.
I guess my main issue still remains that stun weapons in general don't function as in the original media, I understand the limitations of game balance and not wanting them to be too powerful but it kind of dispels some of the feel if a marine can be shot with a Wraith stunner and stay upright.
One of my thoughts involved stun weapons doing strain equal to their damage rating but also having the Stun quality, so if enough advantage is rolled the target takes the base damage plus one per extra success and then the stun rating on top. This would mean it isn't automatic but is a more accurate model of the program. Another option would be on a critical the target is rendered unconscious, though this isn't much different from the first option. The last option I can think of is spending a Triumph to automatically stun the target.
I am enjoying hearing your thoughts, this is all helping. I look forward to more.
Edited by eldath, 05 September 2013 - 04:34 PM.