I've heard a little scuttlebutt from a friend that the damage from using a shock glove is now an either or situation, which I think is ridiculous.
To make a setting tangible, I believe that you need to adhere to real world principles as much as possible. Players need to know that the laws of physics are consistently applied so they can safely navigate the world. In my games, realism takes precedence over mechanics.
The thought that striking an opponent while wearing a shock glove is going to do either shock damage or impact damage, but not both, is absurd. I realize that the item may appear a little OP, but in the grand scheme of things (and all the other things that can kill you in SR), the effects of a shock glove are quite insignificant.
The following variants are based on the concept that the defender must contend with both types of damage; impact, then electrical. The effects of the electrical damage use the rules presented on page 171 of SR5.
Stealth
Resembles a typical pair of formal gloves and is available in a multitude of colors and styles for both men and women. They are made out of a non-conductive plas-fabric that has conduction points concealed in the palm and underside of the fingertips. This product is designed for direct contact with the targets flesh and therefore has limited transference capacity. The item also requires DNI or a wireless signal to open the circuit.
• Cost: 750 ¥
• Damage: 12S
• AP: -3
• Concealability: -6
• Charges: 1 per glove; recharge requires 30-minutes
• Requirements: Called Shot; DNI or Wireless connection; Touch-only Attack
Knuckleduster
Resembles a pair of fingerless, black synth-leather gloves with metal accents at the base of each finger, one at each of the four metacarpophalangeal joints. The accents serve as conduction points for the electrical discharge and require a minimum of 300 kg of impact force to complete the circuit. This design is intended to bypass lighter armor by compression at the point of impact.
• Cost: 600 ¥
• Damage: 8S
• AP: -6
• Concealability: -2
• Charges: 4 per glove; recharge requires 15-minutes per charge
• Requirements: Minimum Strength of 3
• Limitation: Each glove can only be used once per turn as the capacitors recharge.
Standard
Resembles a pair of simple black work gloves made of a dull plas-fabric and interwoven with a mesh of silver threads. The contact area covers the dorsal side of the hand as well as the sides, allowing for multiple strike configurations (backhand, knife hand, ridge hand, etc…), but provides no armor penetration.
• Cost: 450 ¥
• Damage: 6S
• AP: 0
• Concealability: 0
• Charges: 5 per glove; recharge requires 10-minutes per charge