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Stun Guns

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"Need a jolt?"

"You never have to regret a stun shot."
Iella Wessiri, X-Wing Series

Weapons that will cause the target they hit to lose consciousness for a certain period of time. Extra points if they cause a person to be mistaken for dead by a casual observer.

Unlike the real world weapons made by Taser International, which work by a very powerful electric shock, many of these show no clue to how they incapacitate a target, simply acting like a nonlethal version of the Instant Death Bullet. And like the Tap on the Head often used in fiction for similar purposes, they almost never cause someone to be killed accidentally. In real life, Taser weapons have infamously caused several heart attacks, although they're still much safer than coshing or shooting someone.

If they intentionally cause pain, they may also be (or double as) an Agony Beam.

Useful when Thou Shalt Not Kill is in effect. Ideal as Family-Friendly Firearms and often part of a Non-Lethal Warfare. However most authors don't seem to consider that even if the target is not directly harmed by the stun effect, there are many situations where suddenly losing consciousness could be dangerous.


Note: Despite being called "guns", it's a misnomer, as they're usually neither actual firearms (in the sense of shooting ballistic projectiles) nor even "guns" in the Energy Weapon sense by any stretch of the terms. It arguably even becomes more of a misnomer as most stun guns have to be used at point-blank or have to make contact to work. Meanwhile tasers fire two small dart-like electrodes which remain connected to the main unit by conductors and delivers electric current to incapacitate a target.

Subtropes include Static Stun Gun for the electric-powered variant and Sonic Stunner for the sound-based version. May involve Instant Sedation (especially in the form of firearms firing tranquilizer darts). Contrast As Lethal as It Needs to Be. See The Paralyzer for a related superpower.



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    Anime & Manga 
  • Lyrical Nanoha has two types of damage: Physical and Magical. Physical damage can kill you, while Magical damage will only knock you out at most. The latter is the reason why Nanoha can make friends by blowing them up with a high-powered magical beam of pure energy. Inexplicably, these same attacks are perfectly capable of damaging inanimate objects, so one can survive having the entire area around destroyed. In The Movie, Nanoha explicitly sets Raising Heart to stun.
  • Several anime (Lost Universe and Gasaraki immediately come to mind) treat rubber and plastic rounds this way, as somehow enacting the Instant Death Bullet without the death, rather than just hurting.
  • Higurashi: When They Cry's Shion Sonozaki has a habit of knocking people out with tasers, often by pushing it very hard into their neck. She has never given anyone more than a few hours of unconsciousness (at least, that's all she's done with the taser...).
    • However, she accidentally killed her grandma with it. Tasers don't go well with the elderly apparently.
  • Several uses in Great Teacher Onizuka.
  • Slayers: Elmekia Lance is a weaked-down holy blast useful against things like demons and zombies. For what has been seen of its (usually accidental) use on humans, they tend to be knocked out cold. It's safe to assume the Ra Tilt does something similar, on a grander scale.
  • Kanon Nakagawa, the neurotic Idol Singer from The World God Only Knows uses these in harmonious Dual Wielding, especially when she feels insecure about her status. That is, whenever Keima ignores her.
  • Full Metal Panic: The Second Raid. Sousuke gives Kaname a taser weapon on her request, which she later uses to defend herself against an assassin.
  • The Dominators in Psycho-Pass have a Paralyzer mode for targets whose Criminal Coefficients are between 100 & 299. Anything above that goes into Eliminator mode.
  • In Toriko "Knocking" Guns fire needles to nonlethally bring down opponents. The catch is that the wielder needs to know the right nerves and pressure points to strike. "Knocking Master" Jirou and his grandson Teppei can perform Knocking with their bare hands.
  • In Rail Wars!, Naoto subjected to this in episode 10. He manages to absorb two shocks before keeling over in pain with Bernina, the person he was trying to protect pointlessly trying to cover him. The latter was about to be the recipient of a taser shock as well, were it not for Aoi's timely knee attack to the thug's face.

  • Eddie Izzard parodied this once in a routine about less and less damaging settings for Star Trek Phasers: "Limp", "Bit of a Cough", "Depression", "Bad Eyesight", "Ice Cream Van Nearby", "Sudden Interest in Botany", "Water in the Ear After Swimming," and "Left the Oven on at Home". By Voyager, the default setting seems to be "mildly annoy".

    Comic Books 
  • The Punisher: At one point (probably not any more) the Punisher carried "mercy bullets" for use on interfering superheroes and bystanders. Spider-Man was once shot at point blank range with one; considering that even a blank can kill under circumstances like that...
    • Then again most heroes are Made of Iron which allows them to shrugg of being shot by actual bullets, and Spider Man has Super Toughness.
  • Batman used rubber bullets in the Batmobile's turrent when he mowed down the Mutants gang in The Dark Knight Returns.
  • Blasters in Strontium Dog have a 'stun' setting in order to avoid harming civilians. In the "Bitch" story, Johnny ordered Red to keep her blaster set to 'stun' at all times as he was sympathetic to the Kaiak-K.
  • The Lawgiver MkII in Judge Dredd has a stun setting. However, it's notoriously unreliable and, as a result, highly unpopular among street judges. They also have access to "Stumm" gas grenades, that incapacitate people through nausea, vomiting and other unpleasant symptoms - essentially current CS grenades on steroids - that unfortunately kill 1 in every 250 people affected so are only used in serious riots.
  • After the Squadron Supreme forcibly disarms the nation as part of their Utopia Plan, law enforcement officers are armed with "Pacifier Pistols", guns that shoot small tranquilizer gels.

    Fan Works 
  • In Chrysalis Visits The Hague, the first resort against Chrysalis consists of tranquiliser rifles, filled what seem to be absurdly lethal amounts of sedative (well, to anyone and anything but the hardy changeling herself).

    Films — Live-Action 
  • The Star Wars universe is rife with stungun technology. Many blaster pistols have a stun setting in addition to the kill setting (a feature commonly lacking in the FPS games). Though a blaster on Stun is only fired once in the original film series, against Leia at the beginning of A New Hope, Expanded Universe and Legends authors have taken that one scene and run with it. Stunners come back into use in The Last Jedi with both Finn and Poe on the receiving end.
  • The already-absurd-in-many-ways Vin Diesel vehicle xXx takes this particular trope to an absurd degree, with the movie's version of Q giving Xander Cage a gun with an assortment of incredibly expensive "specialized" ammunition with various bizarre functions, including a highly complex bullet that not only knocks out its target with a harmless tranquilizer but contains a blood-squib to create the flawless illusion of an actual shooting to any witnesses. Xander Cage, of course, is almost immediately given the opportunity to use these in a staged assassination.
  • Minority Report:
    • Since the premise is centered around law enforcement, the film shows off quite a few nonlethal weapons. The closest thing they have to a stun gun is a gun that shoots a huge shockwave of air powerful enough to blow people across the room.
    • Another hilarious example is the Sick Stick. It's a nightstick that causes a person to instantly vomit.
  • The Psychlo handguns in Battlefield Earth have a stun setting, which they use to capture rogue humans for their labor camps. It seems like it's two weapons in one, especially since they use different barrels. The lethal mode is basically a Hand Cannon that can blow holes in a person's body. The stun mode shoots a green pulse that knocks out a target cold.
  • The wimpy police in Demolition Man use "glow rods", which somehow use electricity to render the target unconscious. John Spartan is unimpressed when he has to confront Simon Phoenix armed with one of these, but he quickly discovers what happens when you add water to the equation.
  • King Kong: The gas bombs work very quickly and appear not to endanger the monsters life.
  • In RoboCop (2014), one of the titular character's weapons is a NI-408 pistol (AKA TSR-66), which fires taser rounds of 200,000 volts each. The rounds can stun or kill. Murphy frequently uses it together with an M2 Battle Rifle.
  • In Serenity, Simon uses some sort of area-effect stun weapon disguised as a cane to knock out the scientists at the Academy. It appears to be a one-shot, though.
  • X-Men: Apocalypse: Stryker's men use these devices to knock out almost everyone on Xavier's property unconscious.

  • Doc Savage and his "mercy bullets" may have created this trope.
  • Larry Niven's Known Space has mercy needles, slivers of anesthetic that dissolve in the bloodstream of whoever is shot with them.
  • In Lois McMaster Bujold's Vorkosigan Saga, stunners are standard issue for police or anyone else who might want to be able to shoot first and ask questions later. Hangover-like symptoms are a nearly universal side-Effect, and at one point something like "we don't have to worry about heart conditions with this lot" is mentioned, implying that there is a risk of causing more severe damage than intended. She also points out a problem with stunners: If they're all you've got, then you can be killed by an unarmed mob, since they won't be afraid of attacking you, and with sufficient numbers they can overwhelm you, and kick you to death. If you were carrying a lethal weapon, they wouldn't dare try it.
  • In Margaret Atwood's The Handmaid's Tale, the Aunts wield cattle-prods.
  • E. E. “Doc” Smith's Family D'Alembert series (mostly ghostwritten by Stephen Goldin after Smith's death) features a stun gun with settings from one to ten. #1 is a mild shock that will sometimes not render the finest physical specimens immediately unconscious; #3 or #4 will put you out for up to an hour; #8 will put you down for many hours, and SOME victims suffer permanent neurological impairment; #10 is uniformly lethal. Weak or infirm victims may react worse to any given setting. Preferred by law enforcement because in moments of doubt you can shoot everybody and not worry about the consequences, but it backfires on them when the bad guys start using humaniform robots, against which they are ineffective.
  • Andre Norton's science fiction stories had stunners, pistol-like devices that rendered their victims unconscious.
  • Zoe of Matthew Reilly's Six Sacred Stones uses one to incapacitate guards at Stonehenge.
  • In Sergey Lukyanenko's The Stars Are Cold Toys, the Russian government has managed to develop one-shot paralyzers that become useless after discharging with no way to recharge the battery. Unlike the typical examples of this trope, the target remains fully conscious but is incapable of movement. It is proven to work on at least one other race. Interestingly, the paralyzer is made by a think tank specifically charged with reading/watching science fiction for ideas. Their other known invention is an Explosive Leash.
  • Mark Delewen and the Space Pirates has Officer Tirt ordering Mark to set his gun to stun. Justified, as he's a police officer; killing people he is supposed to be arresting would be frowned on.
  • The Stupefy spell from Harry Potter renders the target unconscious when the right amount of power is put into it, and most victims are shown being magically revived with no side-effects. Taking multiple hits at once, however, is not advised, especially for older people— Professor McGonagall needed a hospital stay after such an experience in Order of the Phoenix. If the caster if puts enough energy behind the spell or the individual being hit is too weak the spell can be fatal, as it was when Molly Weasley used it against Bellatrix Lestrange in Deathly Hallows.
  • Parts of the Star Wars Legends note various drawbacks and side effects. The "expanding and shrinking blue rings" special effect is taken to mean that stun settings have far less range than the usual Slow Lasers of kill settings.
    • The Thrawn Trilogy, when Thrawn's forces are out to capture a pregnant Leia, reveals that they can't just stun her, since it sometimes causes miscarriages.
    • In the X-Wing Series Corran Horn is stunned and is conscious but paralyzed until it wears off, unhappily remembering that this happens to him sometimes when he gets stunned.
    • Survivor's Quest has the Aurek Seven stormtroopers checking someone they'd just stunned for heart palpitations.
    • In Star Wars: Allegiance, Mara Jade confronts a shady warehouse dealer who doesn't believe her when she tells him that he's not going to like the penalties for assaulting an Imperial agent. He orders his thugs to restrain her. One of them pokes her with the muzzle of his blaster just before firing; she twists around and uses the Force and some fancy moves to shoot all of the thugs, ending with the one who poked her, with that blaster, and aims it at the warehouse dealer. All very quickly.
      "Stun settings," she commented approvingly as the triple thud of falling bodies faded away. "So Pirtonna wasn't nearly as ready to play all-or-nothing with me as you are. Smart man. Means he gets to live through the night. What do you think your odds are?"
    • During Galaxy of Fear, Tash wants an Actual Pacifist to shoot someone with a blaster pistol set to stun, telling her that this isn't breaking the rules of nonviolence, just bending them. In a later book, she takes a blaster from one of Vader's stormtroopers and uses it to resolve a Spot the Impostor plot—and finds that it's set to stun.
  • Various paralysis and narcosis-inducing weapons are in relatively common use in the Perry Rhodan universe, though they tend not to penetrate force fields very well — if your target has one of those active, you usually need to get rid of it first. As in the Vorkosigan Saga example above, the problem with using only Stun Guns in combat comes up in one issue; a carefully placed blaster shot puts the opposition back on their guard quickly enough in this particular case.
  • The hydrites from the German SF series Maddrax have shocking staffs. These look a lot like a telescopic baton, but are much thicker and can shoot lightning bolts. Because the hdrites are a pacifist and peaceable species, the shock sticks are usually set to merely anesthetize the attackers. However, they can also shoot deadly lightning with them.
  • This is Lost Technology in Eternity Road. A Benevolent A.I. gives the expedition some stun guns kept in a security guard weapons cabinet, but once they're run out of power they're ineffective. Before that happens they use them against some river pirates, but this backfires as the pirates don't understand what's happening, instead concentrating all their fire on the one person who picked up a recognizable firearm in the confusion.
  • Fun Jungle: The park security force uses them. In Panda-monium guard Kevin Wilks tris to stop a fleeing criminal with his stun gun but trips over a little kid as he's about to shoot and accidentally tasers an old lady instead (although the crook then trips over her and knocks himself out).

    Live-Action TV 


  • Many of the Gerry Anderson live-action puppet shows featured non-lethal weaponry, including:
    • The old and now almost unknown series Fireball XL5 gave the heroes a Coma Ray Gun, a non-lethal weapon capable of making most lifeforms fall into a deep, coma-like sleep for whatever period of time the plot required.
    • Thunderbirds: The Tracy boys had guns with interchangeable ammunition represented by different coloured gun barrels. They could fire normal bullets (red), gas pellets (blue) or tranquillising darts (yellow).


  • Agents of S.H.I.E.L.D.: Early on, Fitz develops an Instant Sedation-causing but entirely nonlethal neurotoxin that can be packed into hollow bullets and fired from guns that greatly resemble normal firearms, initially rifles but later pistols. After the technology is perfected the agents use it in place of lethal guns almost exclusively. (How they continue to manufacture and stock this unusual ammunition despite their other resource problems goes unexplained.) The first rifle is initially named, to much ridicule, the "Night-Night Gun", but later they come up with the much cooler acronym I.C.E.R.s.
  • Alias uses "tranq guns" a lot (see Instant Sedation).
  • J. Michael Straczynski explicitly forbade these from Babylon 5: "Stun settings are for people who can't commit." If you're fighting someone, either hit him or Just Shoot Him - if you're not, talk to him.
    • It's implied that a low-level PPG blast won't kill but will result in some nasty burns.
    • Generally speaking, if Babylon 5's security personnel needed to take someone alive, they used old-fashioned batons or grappled them directly. The Minbari did have one or two high-tech methods of rendering someone unconscious, but even they typically would just club someone with a fighting staff.
  • 1960s Batman episode "That Darn Catwoman". Catwoman's goons use electric cattle prods to stun Batman into unconsciousness.
  • Battlestar Galactica. A flash-bang grenade is used to knock out Tigh and Adama during The Mutiny; this of course is a weapon developed for anti-terrorist use in Real Life.
  • Blake's 7.
    • In "Project Avalon", Blake is shot during the dramatic rescue of a Rebel Leader from a detention center. His injuries are only minor however, so he has Avon examine a captured weapon. The rebel leader is actually an android impersonator.
      Avon: It's not standard issue. Low energy bolt discharge. This could bruise or stun, but it couldn't cause any serious injury.
    • In "Volcano", the Pyroans use a pistol that fires a narcotic spray into the air above their target, drifting down as a mist and rendering them unconscious. However when fired directly at a person, the concentrated dosage kills them.
    • The Bloodless Carnage in the final episode (except for one actor who insisted he be Killed Off for Real) was so the producers could bring the characters back to life if the series was renewed another season, by saying that stun guns had been used.
  • In an early episode of Burn Notice, Fiona zaps a Russian Mobster with a stun gun. However, since the mobster is currently grappling with her, the zap renders both of them unconscious. Note that in real life, stun guns neither cause unconsciousness, nor pass their current by physical contact with another person.
  • Daredevil (2015):
    • Leland Owlsley has a stun gun that he drags out of storage once the man in the mask starts causing problems for Hell's Kitchen organized crime. He uses it to great effect on Matt Murdock when Matt is distracted by Stick's sudden appearance. In the season 1 finale, Leland tries to use it on Wilson Fisk, who shrugs it off and kills him by throwing him down a elevator shaft.
    • The Kitchen Irish members that corner Frank Castle at the carousel in "Penny and Dime" use tasers to subdue him.
  • Doctor Who:
    • "The Daleks" has the Daleks' weapons shown to have a secondary "stun" function which is used on one of the Doctor's companions. However, it should be noted that the blast does not render him unconscious, it only temporarily paralyzes his legs. In their defense, Ian was pretty stunned when they blasted him.
    • The Fourth Doctor gets knocked out by such a weapon in "The Ark in Space". "Stun guns; I hate them."
    • K9's nose blaster had a stun setting, which the Doctor naturally preferred to the more lethal options.
    • "Cold Blood" has a Taser. Reality Ensues when the person hit with it ends up dying from repeated shocks.
    • In "Hell Bent", the Doctor snatches the sidearm from a Gallifreyan general. He's told; "That's the sidearm of the President's personal security. There isn't a stun setting." He shoots the General anyway, though not before checking that he's got some regenerations left. So this trope is played straight, yet also averted to show OOC Is Serious Business, as the Doctor doesn't like guns and prefers to avoid killing anyone.
  • Firefly: Alliance police officers generally carry some kind of concussion/stunning rifle (sonic weapons, at least according to the RPG) that knocks people off their feet and leaves them dazed, though it doesn't appear to have any effect on inanimate objects like doors, as Jayne finds out in "Ariel" as he's trying to get the Tams out of the hospital before the Hands of Blue get them:
    Jayne: Shee-niou high-tech Alliance crap!
  • In The Last Man on Earth, Tandy decides to start teaching self defense, and asks Louis to volunteer for his demonstration on using a tazer. He reassures Louis that he will NOT shoot him, but accidentally hits the fire button anyway. He wonders how to make it stop, and the others suggest he removes his finger from the firing trigger.
  • For the most part, the Law & Order franchise pretends that stun guns don't exist, seeing as they would suck the drama out of chases and stand-offs.
  • On Leverage, Parker loves zapping people with various tasers and other stun guns.
  • Lost's Others have weapons similar to tasers, with multiple settings. They also have dart guns, whose darts inflict an electrical shock that can kill or merely incapacitate a victim.
  • The Man from U.N.C.L.E.. The U.N.C.L.E Special was originally meant to fire 'sleep darts', though later episodes vary as to how much emphasis is put on this.
  • In the Murdoch Mysteries season 8 finale, Murdoch demonstrates his new invention: a "weaponised capacitor", which is basically a steampunk taser. He does warn that it could possibly kill someone.
  • In the sci-fi parody Quark, gamma guns freeze people in mid-fall.
  • Red Dwarf
    • A newsreader reports that "rubber nuclear weapons" (presumably the WMD version of rubber bullets) were used to suppress a riot over the latest virtual reality game.
    • A simulant incapacitates the crew with a laser weapon for a period of three weeks. Somehow, this works on all four of them, never mind that two are flesh and blood, one is a droid and one is a hologram.
  • The standard sidearm of a UEO naval officer in seaQuest DSV is a sleek-looking energy pistol with a variable charge. The lowest setting ("green") stuns, while the highest ("red") blows stuff up spectacularly.
  • Lampshaded and averted (like several other sci-fi tropes) on the short-lived NBC series Something Is Out There. The protagonists are being chased, so the cop tells his alien partner to set his weapon on stun and shoot them. She demands to know where he gets these silly ideas. Though this contradicts a scene in the premiere where his girlfriend picks up the female alien's stun gun and unknowingly zaps several people across the street.
  • Space: 1999 used laser Stun guns, which were called this despite a highly visible KILL option on the weapon.
  • Stargate SG-1:
    • The team make use of Goa'uld-made semi-lethal stun guns, called "Zat'nik'tel" or "Zats": one shot will knock the target out (originally an Agony Beam but no longer starting around season three), two shots are fatal, and three shots completely vaporize a body or a light object. The show's creators later regretted adding the third function, so the Zat never gets used this way anymore.
    • There are also some training weapons called Intars. An intar is a close replica of another weapon, but with stun bursts instead of whatever the weapon normally fires, and is identifiable by a yellow light on the weapon. (This is because the war games were a know-your-enemy sort of thing; they were first encountered at a Goa'uld mock-up of an army camp, with all the soldiers given human names, etc.)
    • And in Stargate Atlantis, all of the Wraith's handheld weaponry are alien stun-guns. Justified in that the Wraith eat their human enemies alive by draining their Life Energy, so they wouldn't want any wasteful deaths. Well, they do have heavier weaponry, but they only break that out in cases of extreme resistance or in order to teach humans a lesson (e.g. such as on Sateda).
    • Ronon's pistol also has various power settings, which at the lower end seem to act in a similar manner. Ronon being Ronon, however, he often has to be reminded to take it off of the highest kill setting.
      Sheppard: That thing is set to stun, right?
      Ronon: [beat] It is now.
    • When Sheppard later encounters the Travelers, he finds out that they have the same weapons, implying that Ronon has somehow obtained a Traveler gun (or they both shop at the same arms dealer).
    • The Bedrosians in "New Ground" also have staff-like weapons that fire a yellow knockout blast. Their shields also double as stunners.
    • The Tollan, being Technical Pacifists, equip their security personnel with triangle-shaped stun guns.
  • Phasers in the Star Trek franchise developed with the times.
    • The original series featured a stun setting (which would handily knock out any non-godlike humanoid) and a kill setting which would make things go away (unless, again, the target was just plain immune).In "Omega Glory", Spock is too near the blast radius of a disintegrating phaser shot. He recovers, but from Kirk and McCoy's reactions, there was a good chance that he could have been killed. "The Man Trap" and "The Conscience of the King" featured lethal settings that left a body, with no visible damage, as per typical television standards of the time. Something similar may have featured in "What Are Little Girls Made Of", when an android has a hole shot in it, revealing its electronic workings. Ironically, this is the first episode to show disintegration. On the other hand, phasers also could heat rocks (or heat coffee) as a story might allow, which might have involved a special toast setting unmentioned in the canon media.In one of the episode novelizations, Yeoman Rand uses a phaser on a low setting to heat coffee when the power is out, somewhat to Kirk's surprise (and approval).
      • An intermediate "Heat" setting was mentioned in the TNG Technical Manual.
      • "A Piece of the Action" established that phasers having stun settings isn't limited to just guns—the Enterprise is entirely capable of non-lethal orbital bombardment.
    • After The Undiscovered Country, it became canon that movie-era phasers on Stun could kill at point blank range (to the head). On occasion, phasers have been set to "maximum stun" when facing unusually tough enemies, which is implied to have a higher risk of killing someone.
    • Scriptwriter guidelines for The Next Generation specified hand-phasers had about ten settings, from give someone a headache to vaporize a chunk of granite. They started making marks on walls around 3 or 4. This was later expanded to sixteen settings, with level 3 capable of knocking an average humanoid unconscious for about an hour and level 7 treated as deadly force.
    • Similarly, in one episode of Star Trek: Deep Space Nine, we see Miles O'Brien contemplating suicide. He cycles the phaser through about five yellow settings and then five red settings to what we can only assume is 'Maximum Kill', if we go by the Technical Manuals, maximum setting (setting 16) on a phaser will vaporize both him and the entire room he's in.
      • In keeping with the show's darker tone, Deep Space Nine actually downplayed phasers as a safe means to disable someone, generally treating them as "minimally lethal" rather than safely non-lethal. With a few early exceptions, phasering someone was always treated as serious rather than a safely reliable Tap on the Head. The justification seemed to be that most non-Federation species (such as the Bajorans or Ferengi) don't have an explicit stun setting on their phasers, and Federation weapons are mentioned as being complex and difficult to maintain compared to everyone else's.
    • In the Star Trek: Enterprise episode "North Star" a mook from a primitive Space Western society puts a revolver to T'Pol's head, holding her hostage. Reed simply stuns T'Pol, then the mook while he's still gaping at Reed's apparently ruthless action.
    • In Enterprise, and sometimes Voyager, phasers and similar weapons can be seen to have no effect at all, maybe causing a slight limp from a shoulder wound (Enterprise pilot). So they work a bit like electrolasers, maybe?
    • Stun grenades, utilizing phaser technology, have also been featured in Enterprise.
    • In the Star Trek: The Next Generation episode "The Hunted", certain humans in the military of the planet Angosia are altered to increase their fighting abilities, and are also resistant to phaser stun.
    • In the episode "Encounter at Farpoint", Q of all people calls the Enterprise's bridge crew out on this by pointing out that there are species to whom even a phaser's "stun" setting could be potentially fatal. Granted, it's Q, but here he may just have a point.
      • Apparently confirmed in Star Trek: Enterprise, where it's revealed that Andorians, due to their higher metabolic rate, are much more susceptible to phaser fire than humans. Even a graze from anything set above stun is potentially lethal to them, which a human could simply shrug off with some minor burns.
    • Whether or not being hit by a phaser actually hurts seems to vary depending on story needs. In one Body Horror moment from Star Trek II: The Wrath of Khan, a character turns his phaser, set to kill, on himself and endures an agonizing death as his body is burned away.
    • In the 2009 film, switching a hand phaser to stun actually causes the muzzle to flip itself around; stun shots are fired from a blue lens and kill shots from a red one.
    • Star Trek: Picard. In "The End is the Beginning", one character picks up a Romulan disruptor and uses it on a Romulan assassin. She's never shot anyone before, and is visibly distressed when informed that Romulan weapons don't have a stun setting.
  • Darien Lambert in Time Trax is equipped with a Micro-Pellet Projection Tube, disguised as an ordinary car alarm keychain. Two of its buttons fire stun pellets (green and blue), which stun a person either for a few minutes or a few hours. The third button is for dosing the target with TXP, a drug required for Time Travel.
  • The Tomorrow People used stun guns, due to the "Prime Barrier" preventing them from killing.
  • Torchwood:
    • In "Meat", Torchwood use stun guns against people who they don't think are dangerous. It turns out these people have guns and Ianto ends up tasering someone in the forehead, saying "Pray you survive." Indeed.
    • Also used in "They Keep Killing Susie".
      Jack: This is for Ianto! Risen Mitten, Life Knife, and that old classic... Stun Gun!
  • Veronica Mars: Veronica's signature weapon is a taser that she often used to incapacitate opponents, as being a petite teen sleuth, she's too young to carry a firearm and too small to directly take on most opponents.
  • Primeval has the Electo-Muscular Disruptors (usually shortened to EMDs), mean to help the cast non-lethally take down creatures. Though they're about the size of a normal submachine gun, Matt claims that they can take down a fully grown Tyrannosaurus rex, much to Becker's skepticism. Matt finally gets to put this to the test in the fifth episode of Series 5, and the EMD does not dissapoint. In a Call-Back to when the EMD was first introduced, Becker admits he was wrong.

    Pro Wrestling 

  • The Green Hornet used a gas gun to knock out criminals (or anyone else he needed to shoot).
  • Spoofed in Kremmen of the Star Corps with the Valium Ray. Also...
    Karla: Should we set our lasers on stun?
    Captain Kremmen: No, this is serious. Set them on Cringing Agony!

    Tabletop Games 
  • "The List of Character Survival Techniques" (v.1.5) recommends carrying a stun weapon such as tasers and knockout poison darts — sooner or later your teammate will catch Demonic Possession, Hate Plague or something. And considering it as a primary weapon, to reduce inevitable complications.
  • GURPS: High-Tech has stun guns/batons as well as tasers — which are nearly useless against people wearing anything but normal clothing. By Ultra-Tech they've been replaced with electrolasers. Incidentally, the latter cause stunning effects only in the early editions of the game, but in 4th edition, the laser element causes a modicum of burning damage.
  • Shadowrun has stun batons, tasers, stun gloves, etc.
    • Even those who specialize in firearms can get in the game, with Gel Rounds (do Stun damage, not good with Armor) and Stick and Shock ammo (use electricity to Stun people). Of course, these aren't fully non-lethal, and GMs are invited to take advantage of the fact that Gel Rounds can go through eyes and hit the brain, and Stick and Shock might do something nasty to a grunt with a heart condition.
    • One of the provisions of Dunkelzhun's will is a large sum of cash for the developer of an effective, safe, stun weapon. 15 in game years later, there is still mention from time to time of companies trying to win that prize.
    • This is possibly a nod toward Gameplay and Story Integration. The rules of the game allow for two separate damage tracks: Physical and Stun. As the name implies, Stun weapons cause Stun damage, but so do things like physical exhaustion (from a long day of work), powerful medications, and casting spells. Taking Stun damage in excess of your Stun track will instantly knock you out, but the overflow carries over to physical damage where it is cumulative with existing wounds; if you were about to pass out from stress anyway (9 boxes out of 10 on the Stun track) and had a couple of light Physicals wound (2 boxes out of 10 on the Physical track) and you get hit with an instant-KO shot (10 boxes out of 10 on the Stun track), the Stun overflow can push through and kill you outright.
  • Star Frontiers has electrostunners (ranged stunning weapons).
  • A relative of the above FASA property, the tabletop MechWarrior RPG features a variety of stun weapons. Chemical, electrical, and sonic stun weapons are available as ranged weapons, though stun batons are also available. An insidious item known as the neural whip could also technically be used to stun victims, but prolonged use could result in crippling injuries and permanent loss of attribute points.
  • Believe it or not, the normally ultra-lethal Paranoia has stun guns, along with tanglers (which strangle you to death if you get hit in the neck, otherwise they just immobilize a body part).
  • Eclipse Phase has stunners, electrolasers that deal some damage and the "shock" status effect, shock batons, shock gloves, and eelware are melee weapons that do practically the same thing. Also agonizers use microwaves to inflict incapacitating pain without damage (unless set to "roast"), and standard laser guns have a "stun" setting that uses a set of quick pulses to achieve a flashbang-like effect.
  • Marvel Super Heroes supplement Uncanny X-Men boxed set, "Adventure Book"
    • In Chapter 4 "Time Out" the Mandrill's Powered Armor-wearing soldiers carry neurostunners so they can take down the heroes without killing them.
    • Chapter 5 "Nightmare in New Guinea"
  • Star Trek: The Role Playing Game phasers had "stun", "wide angle stun" and "heavy stun" settings similar to its source material. Other stunning weapons (such as Gorn stunners) were detailed in supplements.
  • In Rocket Age most Ray guns have a stun setting built in, but there are also spasm rods, odd pronged batons that produce a shimmering sphere that can be used to both stun people in melee and to deflect Ray fire.

    Video Games 
  • Metal Gear Solid 2 saw Snake infiltrating the tanker armed only with a modified Beretta M9 designed to fire anesthetic darts. Suitable weaponry for infiltrating a tanker filled with loyal US Marines, less suitable weaponry for infiltrating a tanker now filled with faceless terrorists.
    • Ironically, the lethal weapons were almost universally outclassed by the M9 since it's perfectly silent, and enemy soldiers finding unconscious guards didn't sound an alarm. Not to mention in most cases you only needed one dart per guard; a soldier hit in the arm by the M9 would walk around for a bit and then fall asleep. A soldier hit in the arm with lethal weapons would sound an alarm and return fire.
      • It's less useful on higher difficultly settings, as the effect wouldn't last all that long. It's more useful for gaining dogtags, however - a tranquilized guard's tags can be stolen once he wakes up, a dead one's are off-limits until you go far away enough from the room he's in that he respawns.
    • Later in the game it's possible to find a "PSG1-T", a version of the Sniper Rifle that fires tranquillizer darts, and the end game high-frequency blade has a stun setting (beating people with the blunt side of the blade, presumably). These exist solely to enable Pacifist Runs.
    • In the fourth game you have a Ruger Mk II and can unlock the Solar Gun, which is unable to damage anyone (except Vamp) but is very good at stunning and knocking down opponents.
      • In the fourth game, you have a stun knife. You can also stun people by sneaking up on them with Metal Gear Mk. II and smacking them with its manipulator.
    • The third game (and its sequels Metal Gear Solid: Portable Ops and Metal Gear Solid: Peace Walker) had the Mk 22 and Mosin Nagant. The latter is also in MGS4, and Peace Walker also has a stun rod in place of MGS3's knife, as well as a shotgun that fires rubber slugs.
    • Metal Gear Solid V gives us the Wu Silent pistol, which is the silenced tranquiliser pistol that's been a staple of the series since Metal Gear Solid 2: Sons of Liberty and the Urugan-5, which fills the role the Rubber Slug Shotgun did in Peace Walker, except as a 5-shot revolver. It's also possible do develop rifles that fire rubber bullets.
  • In Urban Chaos: Riot Response, if you taze someone for too long they will burst into flames, killing them.
  • Deus Ex was coded to react differently based on the lethal force the player used. In the immediate sense, death screams were louder than anything short of an explosive, judging by AI reaction to noise. More long term, some NPCs liked taking prisoners or avoiding combat, some liked to shoot things. The game featured a silent 'minicrossbow' that fired tranquilizer darts, a riot prod that looked like a stun gun on steroids with a healthy dose of More Power, and tear gas. There was also a baton which was mainly used for one hit knock out if you could sneak up on someone from behind, though it could be used for a frontal assault if the player was inclined to commit suicide by actually trying to use it on an enemy firing back. The game was inconsistent when determining the casualties caused by the player, however, occasionally marking the player as overly violent because of how many targets had been 'removed' from combat rather than how many had been killed outright.
    • Many players tried to manage pacifist runs with these tools, though the first game forced one kill, unless exploits were used, and the second game had common high-end mooks that couldn't be knocked out. The third game was more forgiving and actually rewarded players for leaving everyone alive.
    • The sequel Invisible War kept these weapons, although the electric prod became worthless while the simple plastic stick is absolutely terrifying in close combat. Also added was a player-controlled drone that could self-destruct with an electric stun blast. Two drones would down most enemies. A definitive game breaker in that the player could easily find a source of unlimited power in most maps from which all enemies could be neutralized without any danger to the player.
    • The prequel Deus Ex: Human Revolution has two of its non-lethal weapons in this vein: one (the Buzzkill) fires a shock dart, causing the target to twitch for a few seconds and quietly collapse. The other one (the PEPS) fires a concussion wave that can knock out several targets, although, unlike the shocker, a knockout is not guaranteed. The game also allows the player to knock out target with a well-placed punch or a choke-hold (depending on the animation) or to use the landing system. That or use the tranquilizer rifle.
  • The Journeyman Project includes a hostile robot that shoots Agent 5 with a tranquilizer dart just as he arrives, and the player has to make an antidote for it to go anywhere else in the time period. After taking down the robot, Agent 5 can also take its gun, which proves useful in defeating Elliot Sinclair . The remake Pegasus Prime redesigns the robot's stun gun into a plasma sniper rifle, though only the darts are left when you can get it.
  • The XCOM series has many weapons that only cause stun damage so you can collect live aliens. The first game started the player off with the melee-only Stun Rod, which was of at best limited use aside from an occasional attack of opportunity, while the other side had a sort of Techno Babble-powered flashbang fired from a small grenade launcher. Apocalypse addressed this by providing the taser-like Stun Grapple and Stun Gas grenades.
    • The Stun Rod's Terror From The Deep equivalent, the Thermal Taser, is incredibly useful for one reason: Lobstermen, which are nigh-invulnerable, take full damage from the Taser. Since the only other weapon that does full or more damage to Lobstermen is the equally short-ranged VibroBlade weapons, the Taser can be useful if you encounter Lobstermen before you've researched either the blades or the Thermal Shok Launcher.
    • The Firaxis remake replaces the Stun Rod with the Arc Thrower, which must be researched first after performing an autopsy on an alien (which determines that their central nervous system is similar to ours). The Arc Thrower is not a melee weapon, but it must be fired at a very close range. The basic Arc Thrower only has a 70% chance of working, though, and you only get 2 shots with it per mission. Once you build the Foundry, you can upgrade the Arc Thrower to have a higher chance of stunning an alien (and also make it work on new types of aliens). The weapon is best used by the Assault class who have the Lightning Reflex ability, allowing them to dodge the first alien Overwatch shot (i.e. they can run up to the enemy and use the Arc Thrower without being shot).
  • In the Splinter Cell series, Sam's rifle fires a variety of knock-out weapons, including electric bullets, airfoil rounds (which work via blunt trauma to the head), and gas grenades. Chaos Theory has a level where the enemies are equipped with the airfoil rounds. Sam correctly identifies these as "Less-Than-Lethal" weapons; they are definitely not non-lethal.
    • Also in Chaos Theory, the captain of the ship in the second mission actually dies if you try to knock him out (presumably from a heart condition or something). It doesn't count as a kill in your mission stats, but if you look at his body in thermal vision you can see it cooling down to corpse temperature. Same with one of the mafiosos in Kalinatek in the first game guarding the computer to open the fire doors.
  • Xenogears has gunslinging Jesiah Black use "stun bullets" once, with no further elaboration.
  • In Metroid: Zero Mission, Samus is shot down on her first attempt to escape Zebes; in the crash, she loses her armor and has to infiltrate the Space Pirate mothership armed with only a stun gun. The gun has a ridiculously long recharge time, and it only stuns enemies if fired with a full charge; otherwise it just ticks them off. Worse, enemies shot with a full charge only stay stunned for three seconds, after which they wake up and sound the alarm, assuming Samus isn't hidden when they do wake up (which, given the above, is rather difficult to actually manage). Samus herself lampshades the gun's many failings in monologue:
    "All I had for protection was my rather useless emergency pistol..."
  • Done realistically in a mission for Command & Conquer: Tiberian Sun, in which your GDI riot troops are equipped with rubber bullets to put down protests. Using one causes protestors to give up and go home, while using too many will kill the target (and lose you the mission).
    • Again in Command & Conquer: Red Alert 2, the training levels have your troops clearly shooting at other Allied troops, with the justification being that everyone on the field is using rubber bullets.
  • Oni has the Van de Graf pistol, which fires a short-ranged bolt of electricity to briefly stun enemies. It does no damage, but gives time to position oneself for a Backbreaker or other hand-to-hand attack.
  • Fallout 3 features the Mesmetron, an experimental weapon that has a 50% chance of stuning someone, a 30% of making them very angry and a 20% chance of making their head explode.
  • SWAT 4 features the full range of less lethal weapons at the disposal of major metropolitan police forces in the US, including CS grenades, Stinger grenades (fragmentation with rubber shrapnel), tasers, pepper spray, beanbag shotgunsnote  and paintball guns loaded with pepper balls. All this gear is necessary to achieve high or even qualifying scores, since every casualty, suspect or victim, counts against your final score.
  • No One Lives Forever: A Spy In H.A.R.M.'s Way features an electric stun gun (the hand-to-hand kind) and a CT-180 utility launcher that can be loaded with tranquilizer darts which will both quickly and quietly take down opponents, leaving them alive. Sadly, they recover inside only a few minutes, and then will manifest weapons (even if searched and disarmed) shortly after that, providing an incentive to take out opponents in a more lethal fashion.
  • The only weapon you get in Hydrophobia is a stun gun, you're meant to use it to keep enemies at bay while you use the environment to kill them but oddly for this trope it can kill if you shoot it enough times....or change the ammo to something more lethal.
  • In Total Annihilation the Arm Spider unit is armed with a stunner, although this is more probably a weapon to disable technology. The spin-off Total Annihilation: Kingdoms has magical stun weapons used by Aramonian Mage Archers and Verunan Lighthouses. Interestingly, the logo for the stun arrow is an arrow with a pair of magically glowing handcuffs wrapped around it.
  • In the later Commander Keen games, your weapon is the Neural Stunner. Most enemies stay "stunned" permanently, but some revive after a few seconds.
  • Thief has the Gas Arrows, which do not do any damage but will instantly knock people unconscious, regardless of how alert they are. Given how incredibly useful this is in this game, they are quite rare.
  • Inverted in Grand Theft Auto: Chinatown Wars. The player can purchase a "Teaser", which shocks your target for as long as you hold the trigger. Hold it too long, though, and they'll burst into flame, instantly giving you a one-star Wanted level.
    • Grand Theft Auto V has a stun gun as one of the available weapons. It won't set your targets on fire, but downing someone with it is basically the same as killing them with a conventional firearm-they won't get back up, and other characters will react the same as if you had shot the target with a real gun.
  • Weapons called "Stun Rods" appear in the hands of late-game mooks inResident Evil 4 and Resident Evil 5. It's a bit of a misnomer, though: in 4 they do about the same amount of damage as being shot in the face with a Gatling Gun, and in 5 they instantly put you into Dying status. You can also buy a Stun Rod in 5 and use it yourself; it is extremely powerful and works wonders for crowd control and, best of all, it doesn't use any ammo.
  • Manfred von Karma from Phoenix Wright: Ace Attorney uses a taser to knock out Phoenix and Maya to recover evidence that could incriminate them. Maya somehow holds the charge from it into the next day, and zaps Phoenix, Edgeworth, and Gumshoe in the courtroom lobby, though it isn't strong enough to knock them out.
  • In Low G Man, the titular character carries the electro-magnetic disruptor pistol, an infinite-ammo weapon that can be used to stun enemies before taking them out with the armor-piercing spear. It actually becomes a Spread Shot on higher levels.
  • Mother:
    • In Earthbound Beginnings, one of the weapons Lloyd can equip is a Stun Gun. It boosts his offense stat by 15. It's the first "gun" weapon available to him.
    • Likewise, one of Jeff's early weapons in the sequel EarthBound is also a Stun Gun. It boosts his offense stat by 24 when equipped.
  • Heat Signature has concussive guns, and are the only type of guns Offworld Security will use against infiltrators. They work just like regular firearms, but leave their targets unconscious instead of dead, making them useful for Bloodless clauses, and always come with the Rechargeable tag, so one will always have 16 shots of a concussive gun after stopping by a station. However, they must be unlocked in order to purchase them (and getting an Offworld Security mission or ship isn't always guaranteed), they do not use standard ammo (so those 16 shots will also be the only shots you have in that gun for that mission), are never Piercing (meaning armored enemies are almost immune to them), and are subject to the rest of the drawbacks of firearms.
  • Yandere Simulator: Wielded by Kocho Shuyona. First shown in YandereDev's Let's Examine Persona series of videos, where he is seen in concept art wielding an X-26 Taser. Sure enough, when he was introduced into the game several months later, he has that taser on him and will use it on Ayano without hesitation.
  • One unique aspect to Mortal Kombat as a fighting game is the prevalence of moves that make an enemy helpless, with the most famous being Subzero's Ice Ball and Scorpion's Harpoon. In contrast, many other fighting games only feature stunning when a character takes too many heavy damage hits in a short time or else the stunning moves are restricted to Super Attacks such as in Darkstalkers 3. As for actual stun guns, Stryker will use one during his X-Ray attack in Mortal Kombat 9.
  • In Final Fantasy VII Remake, the Focus series of abilities such as Barret's Focused Shot. These types of abilities have poor damage (comparable to a few weak hits in a combo) but they do a large amount of damage to an enemy's Stagger Gauge especially if the enemy is being pressured, whereas all your other attacks that don't exploit a weakness will barely make a tick.
  • Similar to the above example, in Marvel Ultimate Alliance 3: The Black Order heroes that have attacks that are rated 'A' in stagger (these are almost always a Dash Attack) will usually only have a 'C' in damage. These attacks do average damage, but will greatly deplete a boss or Elite Mook stagger gauge.
  • Enemy on Board: One of the weapons the crew members can wield includes a laser gun that fires a blue ball of light that holds the aliens in place for a few seconds.
  • In Girls Frontline, SIG MCX's special attack has her pull out a Taser and shoot it at the nearest enemy, inflicing extra damage and debuffs.

  • In Girl Genius, Baron Wulfenbach's revenant containment troops are equipped with stun bullets and C-gas grenades, for non-lethally subduing mind-controlled civilians. Tarvek gets shot in the back — at point blank range — with a stun bullet, and survives; he shows up in Castle Heterodyne.
  • In The Lydian Option, the Tha'Latta carry long rods with tasers at the end to subdue unruly prisoners.
  • Schlock Mercenary has a few;
    • "Difference-tone stunners" exist, summarized here, but they're disdained as they're useless for intimidation:
      Kevyn: It projects two parallel, unidirectional, high-amplitude VHF audio streams, with slightly differing frequencies. When those streams intersect a target, a high amplitude difference-tone is generated in the body of the target. This low-frequency tone interferes with the target's synaptic refresh, effectively jamming the nervous system and rendering the target instantly unconscious. [Beat] It's a magic sleep gun.
    • The "M3 Tater" is even worse, as all the hoops one has to jump through to make a weapon completely non-lethal make it all but useless as a weapon.
      Mako: You are a disgrace to every tool in the history of things with handles.
    • While not traditional stun weapons, "goobers" are common incapacitation weapons. Instead of bothering with rays and difference tones, they just shoot high-tech goop at people that sticks them to walls. The goop makes use of nanomachines so that it will migrate off faces to make sure the victim doesn't suffocate. Goober guns are great against civilians, but shields easily block them and Powered Armor is usually strong enough to break free.
  • Sluggy Freelance:
  • In S.S.D.D Norman favors a cattle prod that tends to act like a stun gun.
  • The police in Kiwi Blitz use pistols loaded with stun bullets (apparently miniature tasers) because they were tired of being sued whenever someone died resisting arrest.

    Web Original 
  • Stun guns are the weapon of choice of the Temporal Rectification Division in Chrono Hustle. After all, when fixing the timeline, it's a lot easier to erase memories a person shouldn't have, than to program an entire lifetime of memories into a clone.
  • The Irbzrkian shock gun in The Jenkinsverse is a less-lethal short range weapon designed to pacify humans. Humans being a species of insanely resilient deathworlders, it is emphatically not a less-lethal alternative when used on anybody else.

    Western Animation 
  • In the '90s Marvel cartoons (X-Men, Spider-Man: The Animated Series...) and various other action shows, energy weapons on low settings are treated this way.
  • In the Jonny Quest episode "The Robot Spy", the title device had two antennae that could render anyone they touched unconscious.
  • G.I. Joe, one of the granddaddies of Family-Friendly Firearms, actually showed this... only twice. Once when a character was hit by a laser during a training exercise (and failed to be actually stunned, merely yelping in pain), and once during a closeup of a Joe setting the power slider on a pistol from "stun" to "max." A-Team Firing seemed to be their preferred form of less-lethal attack.
  • The season 3 finale of Archer features "ion pulse" weapons that are supposed to be this. In a bit of a deconstruction, they actually stop your heart and affected persons need immediate defibrillation ("So... 'stun' may be a bit of a misnomer"). Naturally, this doesn't stop Archer from shooting his co-workers with them anyway.
  • Spectrum-issue sidearms have a stun setting in Gerry Anderson's New Captain Scarlet, which is a mild bowdlerisation from the original 1960s version. It is mild because they also have a clearly-marked KILL setting which appears to be the default, and the on-screen body count is not noticeably lower.
  • In Star Wars Rebels, Ezra Bridger uses a Mix-and-Match Weapon that's one-half stun blaster and one-half lightsaber. Until Darth Vader destroys it.

    Real Life 
  • Weapons that render a person unconscious, or incapacitate without causing permanent injury, are rare in real life. The sad fact is that the amount of force necessary to knock a person out is almost as great as the amount of force necessary to kill a person, and it's very hard to hit hard enough to do the former without hitting so hard that you also do the latter. Additionally, a certain amount of force may work to stun one person, but would not faze another, or be enough to kill yet another. And finally, even if you did manage to hit someone with the perfect amount of force to knock them out and not kill them, you would still almost by definition have given them a concussion — which is more and more being recognized as a very serious injury.
  • You can make your own with a flyswatter. note 
  • Several companies are working on electrolasers, effectively taking the awkward probes and wires out of the Taser by using a high-frequency laser to ionise a path through the air for current to follow. So far, they've developed effective area-defense devices, although they're still a long way from pistol or even rifle size. The development problem is, as per all beam weapons, a portable power supply. Another problem with electrolasers is that laser beams powerful enough to ionize air between them and a target are usually powerful enough to make holes in it. Which kinda defeats the purpose of having them in the first place. Raw power (i.e. the number of photons) is not the issue, but frequency. Each photon must be able to kick off an electron on its own, so what's needed is a fairly modest beam in ultraviolet. This also contributes to the size problem — there is no simple, stable lasing medium that works in that band, necessitating more complicated and bulky designs.
  • There are also a few designs using concentrated jets of salt water, but they face the same issue as peeing on the third rail, lack of a coherent stream.
  • Riot level pepper-spray guns (also used to ward off bears) count as something between Stun Guns or chemical Agony Beams, with better takedown statistics but shorter range than handguns. Sadly, their extracurricular use in back-room police interrogation is on the increase.
  • Another tool used by riot control police is the "riot ball". This is a big rubber bullet designed to be fired from a shotgun. It will cause a big bruise, and maybe crack a rib, but its intent is to incapacitate its target, not kill it. Fortunately, riot control policemen would never think of shooting anyone in the face, and risk destroying an eye or nose...
  • Certain countries with restrictive gun control laws, such as Russia, encourage the production of "traumatic" weapons, that is, stun firearms that can only fire rubber bullets. Most of them are either notoriously ineffective or needlessly lethal, with civilian versions likely to be the former and police versions the latter.
  • The MythBusters once took on the notion of a water-based stun gun, with some success. However, they determined that the device they created was, in fact, more likely to kill anyone you shot with it than to stun them. Also, the only way they could make it work at all was to fire it from inside a giant specialized lightning generator, and they only had one shot.
  • The Taser XREP (eXtended Range Electronic Projectile) is perhaps the closest there is to a effective multi shot stun gun. Its essentially a miniaturized taser that fits a 12 gauge shotgun. It deploys on contact so its effective range is about 100 feet, more than double to the current stun guns used by police officers. The only real problem with it is that currently it's quite pricey at around $100 a round (if you buy a pack), luckily the shells are reusable.
  • And if you liked that, you're gonna love the Taser Shockwave. Call it what they will, we call it a Taser Claymore. (No, not that kind, although that would also be awesome. This kind.)
  • Taser shotguns caused controversy recently when they were used by British police on fugitive gunman Raoul Moat, who then killed himself with a sawn-off shotgun. The controversy arose from the fact that apparently the Home Office hadn't approved their use, as they're still under testing.
  • Stun guns are "pain compliance" weapons. They do not render people unconscious, nor even physically incapacitate them (admittedly, they can cause muscles in the targeted zone to lock up, briefly). Another problem with stun guns is that they require skin contact, and have no Taser-like barbs to penetrate clothing. It is necessary to press both prongs of the stun gun onto skin to complete the circuit and enable the current to flow.
  • The British government claims that the "plastic bullet" guns issued to the Army in Northern Ireland during The Troubles was a "non-lethal" weapon, which is why deaths caused by the projectiles were always judged "misadventure" by the courts; for a more accurate description of deaths and injuries caused by rubber and plastic bullets (and CS riot-gas) see the Information on Ireland booklet "They Shoot Children!"

Alternative Title(s): Stun Gun


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