Stouker concussion rifle

The Stouker concussion rifle was a ranged weapon built from scratch by the vicious Sissk, who used it as their primary weapon. Stouker produced the rifle's main concussion chamber.

The Stouker rifle was a weapon that fired a concussive blast at a range of up to thirty meters, creating an explosion about four meters in diameter. It also possessed a secondary firing mode, the blast from which was less devastating in terms of radius, but had a greater impact on the target.

The weapons "400 shot" capacity can be deceiving, since a single concussion shot actually consumes 40 units of ammunition, and a power shot consumes 50 units. Another, otherwise identical, variant existed with a maximum capacity of 999 units of ammunition, and the same actual per-shot ammunition consumption.

The weapon's inability to be blocked by a lightsaber, and the splash damage from the primary firing mode, made this one of the more effective weapons against Jedi, although a skilled Jedi (such as, possibly, Jaden Korr) could redirect a concussive blast in the general direction of its origin with a well-timed Force Push. Hazard troopers of the Imperial Remnant were known to wield these weapons. Ironically, it was also the most effective (conventional) weapon against Hazard Troopers (even taking its voracious ammunition consumption into account), able to down them with two direct hits (either firing mode), or a single direct hit to the head. Rax Joris, an Imperial officer in command of an outpost on Dosuun, was also known to use one.

Behind the Scenes
In Jedi Knight: Jedi Academy, the Stouker Concussion Rifle was rarely effective against Force-using enemies in the single-player story mode (not to be confused with, and unlike, AI bots in multi-player mode, Force-using, saber-wielding, or otherwise), as, apparently, all such foes were exceptionally skilled in Force-Pushing incoming explosive projectiles of all kinds - including concussion shots - back towards the player, even if the player moved after firing (in which case the shot would be redirected towards the players present location at the time of redirection), and dodging "power shots". As AI enemy force-users were also able to deflect (if armed with a lightsaber) all attacks (like ordinary blaster bolts) that can be deflected by a lightsaber, Force Push (whether armed with a saber or not) any that cannot back at the player, instantly move out of the way when attacked with a hit-scan weapon (i.e. concussion rifle alt-fire or disruptor rifle), neutralize the player's mines and det-packs with Force Push (something the player cannot do) and (at least while on the ground) counter the player's attempts to use Force Push or Pull against them essentially without fail - in short, conventional ranged weapons (i.e. everything except lightsaber combat, the Force, rancors, environmental hazards (like very long falls), starfighter bombs, Melee (punching) or the stun baton, of which the last two are only available in single-player mode through cheating) are worthless against them - this is most likely a gameplay mechanic to ensure that enemy Force-users (especially lightsaber-users), must be dealt with via lightsaber and/or Force combat, or (sometimes) by just running past them.

Incidentally, a direct hit from one of the player's own redirected concussion blasts would be instantly fatal, even at full health and personal shields, on all difficulty levels, without Force Protection or Force Rage active. At least on the lower two difficulty settings, a direct hit from a Stouker Rifle carried by a Hazard Trooper or other AI enemy, would do no or minimal health damage (and major, but less than 100, shield damage) to a fully-shielded player with no Force powers active.

Appearances

 * Star Wars: Dark Forces
 * Star Wars: Jedi Knight: Dark Forces II
 * Star Wars: Jedi Knight: Jedi Academy