Question(s): Any weapon with an autofire setting and a stun setting can make an autofire attack that deals stun damage correct?
If they then attack but miss (yet make the autofire DC) they would half the damage (from missing reflex), calculate if the damage beats the targets DT, then half the damage.
Just making sure cause I may use some autofire baddies with stun weapons soon (normally they wouldn't do a ton of damage but with Coordinated barrage and Targeted Area combined with Devastating Attacks--I think it will be a decent challenge).
There is an official clarification that states a weapon can only be set to one alternative mode at a time. This means that if your weapon has a Stun setting and an Autofire setting you are NOT allowed to use both at the same time. If a weapon is autofire ONLY and has a Stun setting then you could use the two together.
If your autofire doesn't hit the targets directly (misses their REF) but does hit REF 10 (I use this as any penalties to your attack roll would still apply so I believe it is easier to remember) you may deal half damage to targets caught in the area. With your Stun Weapon it is that half damage you would check against the target's DT to see if you can move them down the CT. You then subtract half of that from the target's hitpoints leaving you effectively 1/4 of the original damage.
Note that Stun attack has a maximum range of 6 squares unless explicitly noted. This means that your autofire use of Stun is not going to reach very far. If you want to make the tactic nasty I'd suggest switching to Stun Grenades (and possibly a grenade launcher) as it gets you use your full attack bonus, has a higher damage base, lets you reach out further (the burst has a range limit but the grenade can still travel more than six squares first, and it may allow you to avoid some Cover bonus those you want to hit may have which would otherwise block/reduce the effect of Autofire.
The PCs are getting ambushed. So I'm initiating with Adhesive grenades. Also have people with carbonate rifles to immobilize. All but one PC is melee only. So only have to worry about one shooter. So 6 square stun range won't be a problem. Baddies also have a level of Enforcer. So +1 stun die damage (non-lethal tactics talent. ). With repeating carbines (KOTOR) that's 4d10+7 damage (Targeted Area+PBS -and half heroic level). Oh plus there is an officer doing assault tactics. The carbine allows for AoOs. Officer also doing Heavy Fire Zone which grants AoOs. Every other round a stun grenade will be fired. Alternating with Adhesive grenades. I will use more stun grenades(thrown or launcher) though. My thing is the PCs are pretty high on Ref defense. And I can throw tons of mooks to aid. But I'm normally a less is more kind of guy when it comes to moving parts.
For clarification. My logic behind shooters instead of as many grenades is-all the melee guys are force users. Meaning they can ready actions to counter grenades. They will be able to negate much of the stun damage. But it will be resource heavy. Only one can deflect. One does have DR10. Fml.
Or should I just buff the hell out of a few Burst fire guys? (Rapport, Coordinated attack)?