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simtom1500

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When a guard carrying a stun baton is rendered unconscious during a fight, they drop the stun baton (which is normal). However, when conscious again, they do not go to the armory to equip a new stun baton, thus when they are in fights after getting incapacitated, they use only their fists, which makes them considerably weaker. A workaround for this is to fire the guard that got knocked out and hire a new one (who is automatically equipped with a stun baton), but this can become annoying and difficult to manage. I have verified that the option in policy enabling stun batons is set to "on".

Also, I have noticed that for both stun batons and normal batons, when found on a prisoner, they don't appear to count as a "weapon" for contraband purposes, so the prisoner is not punished for having these items.
 

simtom1500

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I do not have any mods enabled. I'd be happy to send you guys my save file, if that would help. I have a bunch of max sec and legendary prisoners, so it wouldn't take long for a guard to be incapacitated.
 

AndrewT

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You can attach that save file here, but you need to zip it up first. Thanks.
 

simtom1500

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Here it is. If you just look around, you'll find some guards that aren't carrying a stun baton, but I'd bet its easier to wait for a fight and see them lose the stun baton and not get a new one. Thanks for your help!
 

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