Flashbang Grenade

Flashbang Grenade
''Grenade power. Grenade deals little damage but dazed and incapacitates targets''

Effect: Your grenades turn to non-lethal grenades, inducing a flashbang at activation. Enemies caught unaware become dazed. Weapons will overheat and omni-tools become jammed, ensuring that no tech or biotic powers can be used.

Requirements: BAB +0, Damping: 4, Decryption: 4, Electronics: 8, Repair 8

Activation: Choose to activate when throwing a grenade.

Notes: Dazed applies regular daze effects. Incapacitated prevents creatures from using their weapons, Tech Powers or Biotic Powers.

Save: Fortitude Save DC 12 + 1/2 Decryption negates disabling effects.

Rank 1

 * Grenade deals 1d6 damage
 * 20 foot radius
 * Dazed duration: 1 turn
 * Incapacitated duration: 1 turn

Rank 2

 * Grenade Capacity increased by 1. Permanent bonus.

Rank 3

 * Incapacitated duration is now 2 turns

Rank 4

 * Dazed duration is now 2 turns
 * Radius is now 25 feet

Rank 5
Choose one of the following effects to add to the effects of Flashbang Grenade:

 Maximum Grenade Capacity   Frag Grenades 
 * Grenade capacity increased by 1. Permanent bonus.
 * Increases damage to 3d6

Rank 6
Choose one of the following effects to add to the effects of Flashbang Grenade:

 Improved Flashbang Grenades   Sensory Overload 
 * Increases save DC by 2
 * Increases radius by 5 feet
 * Increase dazed and incapacitated duration by 1 turn