Hello
Looking at the tasers and S&S rounds in SR5 I see they have done a wise move from SR4 to nerf them. Problem is, they nerfed them the wrong way. Now they work as simple stun-dealing weapons that can also give a slight penalty to everything and a ok one to Initative. It's not going to incapacitate anyone, unless they take enough stun damage to be knocked out cold for a long time.
Due to the -5 AP modifier it is still very effective against armor, does comparable damage to an assault rifle, and has the major benefit of being nonlethal and legal.
Proposition: Change it back to actually incapacitating people, and remove the stun damage. The weapon could work in the same way as a poison or disease that doesent deal damage: the power+net hits of the electroshock weapon is resisted as normal (body+(armor-5, min. 0). The resulting number is 1 or more, the target needs to roll a Body+Willpower+nonconductivity(3) resistance test or become stunned for 3 phases minus hits on the resistance test.
It might also be useful to add the current rule debuff (-1 dicepools, -5 initative) for one combat turn, just like in normal SR5 rules.
Why phases? Because it sucks for a player to be out of combat for a whole combat turn, or even several. This benefits high-initative characters who have more passes, but thats fine by me, tasers are meant to incapactiate civillians and grunts, not take out big strong well armored troll street samurais.
Does this make it hard to take people unconscious? Yes, it does. If you want that use a tranq patch, bludgeon people with unarmed attacks (or saps, which in my book should still be Stun, use gel rounds, poisons, called shots to convert to stun, etc. They are all weaker options, but nonlethal should be a tradeoff rather than just a bonus like in Deus Ex3.
Feedback: Is the body+willpower test too hard? I don't want runners to be routinely stunned by this, but it should be a chance for an unlucky roll, and the debuff should be quite likely.