mmadsen said:
In Champions, a Killing Attack's damage is determined by two rolls, one for Body damage (e.g. 2d6 for an AK-47), and another for the Stun multiplier (1d6-1). A typical attack centers on about 7 points of Body damage, but that single Stun-multiplier die might yield anywhere from 7 to 35 Stun, not clustered around the average of 19. (If the attack actually rolls high on Body and high on the Stun multiplier, the final Stun damage might reach 60!)
A Normal Attack of the same power (6d6), tightly centers on 6 Body and 21 Stun.
A character with 20 points of Armor who cannot take any real (Body) damage from the bullets, and who doesn't even feel a typical hit (19 Stun), might still get hit hard enough to be stunned on a not-improbable roll.
Against a Normal Attack of the same power (e.g. super-kung-fu punch), he take a few points of Stun with each hit.
Killing attacks roll one third as many dice, then roll a single die for a Stun multiplier. This yields wildly random results -- the Stun Lotto.
In Fact, Characters with high defenses have to be more concerned about KA than about normal attack, because a lucky hit can often Stun them, even if the attack has no poosibillity to injure them.
In the end, this and the fact that not all defenses work against KA make them better than normal attacks in almost every case. We used the following fix for our Campaign:
The Stun are only multiplied with the dmg that penetrates defenses. This way a high armor really protects against Killing attacks.