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.
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.