The way datenapping works is this:
5 bonus points if using a ranged weapon, 2 if using some other weapon, and 0 otherwise (skill has no effect)
You have a bonus in (1+bonus) chance of succeeding, regardless of other factors. If the creature is not dangerous*, you have a 14 in 15 chance of succeeding; these two chances happen independently, so datenapping a target that isn't dangerous while you're holding a gun gives you a 98.9% chance of succeeding. These all apply to the new version by the way. If you fail to kidnap, there is a 50% chance that they'll punch you out and you'll go to prison, otherwise they just escape.
Datenapping odds:
Weapon | Dangerous | Odds (Success) |
Ranged | No | 98.9 |
Ranged | Yes | 83.3 |
Melee | No | 97.8 |
Melee | Yes | 66.7 |
None | No | 96.7 |
None | Yes | 50.0 |
*Dangerous enemies are cops, gang units, swat, death squads, soldiers, veterans, hardened veterans and any CCS.
For sitemode kidnapping, you can only kidnap conservatives who aren't tanks (aw), and can only kidnap animals if the animal rights laws are elite liberal. If they have a non-gavel weapon, you can only kidnap them if they have 20 or less blood (I can't remember what the range for blood is, but it isn't a percentage). You get substantial bonuses if you have a "can take hostages" weapon (anything that isn't bare hands, a baseball bat, nightstick, crowbar, molotov, hammer, staff, maul, pitchfork, torch, gavel, cross, guitar or spraycan), including not having to do any rolls whatsoever (otherwise you roll your hand to hand versus their agility) and a longer police response time at the site. Because of the weapon restriction and the agility roll, you can easily kidnap almost any enemy that has an upper spine or neck wound. Fun stuff!