Hey, after reading a bit more up on Las weaponry in 40k (main scource 40k lexicanum), it seems it's common for Lasguns of different kinds to either be undercharged or overcharged. The latter we have through the Overcharge pack ammo or the Hot-Shot ammo, but there is nothing on undercharging it.
Now why would you want to do that? Well for a typical Guardsman fighting orks, tyranids, eldars and other horrible xenos, you wouldn't. But it seems that undercharging can make a nonlethal attack that may incapacitate the target.
Now I think it would be fun to make some rules on it, if only to give Lasguns some more utility, but maybe also to provide acolytes some way to take enemies alive other than through intimidation, pummeling unconscious or relying on lucky criticals that cause enough fatigue/ unconsciousness.
Now we don't want to make them too powerful - in essence it should always be more effective to use lethal fire if you just want to take down an enemy as quickly as possible - but still being able to take out enemies slower but less chance of killing.
Here are a couple of examples:
Stun setting: damage changes from 1d10+3 to 1d5+2. If the target takes damage in excess of armor bonus, he must succeed on a toughness (at -10 per point of wound taken) test or gain one level of fatigue.
As before, but fatigue is automatic if damage exceeds armor.
As before, but in addition to fatigue there is a chance of stun as if hit by a Shock Weapon.
As an option, change AB to TB in the previous examples.
Completely different take: Damage is as normal, except half of it (rounded up) is instead dealt as temporary toughness damage. Once T reaches zero, the target falls unconscious automatically. Or instead of temp. Toughness damage it becomes "stun wounds" which causes unconsciousness once the "stun wounds" supersedes your total wounds.
So here are a few half-baked suggestions, any comments?
And please no "I don't think stun settings are necessary", I know they are not but I think they might be nice to have, after all it's a staple of space operas.
SO the guidelines should be:
1. Not more effective than normal fire.
2. Should not be completely harmless, we are talking about light burns at the very least.
3. Should be possible to use on normal people, maybe even one in Guard Flak.
4. Should not be "frying pan to the head" effective... should be little or no chance of one-shot stunning.
5. Should not be an exploit to hurt otherwise almost impervious monsters or give them penalties that normal (critical) damage could not.