Hello
With these house rules I intend to eliminate the old Stun-weapons that are often overpowered to the actual lethal weapons, as well as making them slightly more realistic. I already proposed rules for Tasers which of course everyone does not approve of, and I suspect the same ones will disapprove of these:
Flashbang grenades are changed:
[ Spoiler ]
Availability is same as Fragmentation and HE grenades.
Flavor: The flashbang has two effect, one visual and one auditory: Upon detonation, it emits an intensely loud "bang" of 170–180 decibels and a blinding flash of more than one million candela within five feet of initiation, sufficient to cause immediate flash blindness, deafness, tinnitus, and inner ear disturbance.
The auditory effect is resisted like a toxin, and causes both Disorientation and Nausea: The damage value is the Power of the Flashbang (10).
This effect is treated similar to Nausea (changes in bold), and is resisted by Body + Willpower:
Disorientation causes the victim a –2 dice pool modifier
to all actions for ten minutes, due to confusion and
Disorientation.
Nausea is a catch-all term; it includes pain, panic, vomiting,
and double vision. If the Power of an attack after the
Toxin Resistance Test equals or exceeds double the target’s Willpower, he
is incapacitated (unable to take any actions) with vomiting
and dizziness for 3 Combat phases. Whether or not a
character is incapacitated, Nausea doubles all of a character’s
wound modifiers for ten minutes. A nauseated character
with 3 boxes of damage (a –1 wound modifier), for
example, suffers –2 dice on all tests instead.
The visual effect works similar to the Flash-pak grenade
Anyone looking in the direction of a flash-pak receives a –4 dice
pool penalty on attack tests due to the strobing (flare
compensation goggles, glasses, etc. reduce this modifier
to –2, while flare compensation in cybereyes or as
a retinal modification reduces this modifier to –1).
Additionally, if the resisted Power exceeds the target’s Body, he is blinded for 1 combat turn.
If the Power of the attack is reduced to 0, none of these effects take place.
Some gear protects against Flashbangs: Flare compensation in goggles or cybereyes removes the blindness, as well as reducing penalties as listed above.
Ear protection such as Cyber Ear Dampener halves the power of the attack for purposes of resisting the audial effects, and removes chance of incapacitation.
The idea is to have two effect, resisted by a single resistance test. Protection devices do not directly modify this test, but can modify effects as well as reduce the Power of the attack. These grenades generally do not cause Stun damage, but a Gm could have it do so as the result of the glitch or critical glitch on the resistance test. I used rules both from Toxin chapter as well as Flash-pak to simulate this.
Note that I had to reduce the effect compared to how, say Tear Gas currently works in this game, as being out of the combat for 3 full combat turns means you are unlikely to recover before it's over. I also made it less likely to trigger in the first place, while the blindness effect (which most shadowrunners can deal with) is more likely unless the target has protection.