Flashbang

**Flashbang** is a less-lethal grenade that blinds and stuns characters who are caught in their blast. It can also set off explosives or injure people in close proximity. The force of the blast is strong enough to knock things off of tables, or send small objects flying across the room.

## In-Game Description

*The flashbang is a diversionary device that stuns and disorients people with an explosive report and a brillant flash. People that are affected by the device can be temporarily blinded and deafened by the blast. During this time SWAT has a significant tactical advantage over the affected persons. Flashbangs are designed so that they will not fragment on detonation, but can still cause serious injury if detonation occurs in close proximity to a person. Caution is advised.*

## Usage

By holding the attack button, the player will keep the grenade primed. The longer the button is held, the farther the grenade will be thrown, although there is a maximum distance. The grenade will not go off until 1.5 seconds after it has been thrown.

Upon releasing the attack button, the grenade will be thrown and it will bounce three times before landing. After landing it will then stun anything in a direct line of sight within a 800 unit radius (16 meters/52 feet). It will also deal 15 damage in a 48 unit radius (1 meter/3 feet)

## Effect on Players

Blindness from flashbangs last for 12 seconds, during which time the player will also be deafened by a loud screech will prevent them from hearing anything. Other players will be able to arrest the player (if in a multiplayer game mode that permits this, such as Barricaded Suspects).

Note that in single player and co-op modes, the player has to be looking at the flashbang in order to be blinded by it. This is not the case in competitive modes - the player only has to be standing within the radius to be affected by it. In single player and co-op, the player may also fire their weapon while affected by a flashbang, and cannot do so in competitive modes.

In multiplayer modes, the effects of flashbangs are completely eliminated when the Helmet is equipped.

## Effect on AI

Flashbang blast stun the suspect for 4 seconds with their morale value subtracted by 0.5. While the suspect is stunned, they may wander about randomly to try and get away from the player. Flashbangs have no effects on AI-controlled officers, regardless of what equipment they are using.

Despite popular belief, suspects can never be immune to flashbangs like the player can. This is counter-intuitive, considering that suspects can look away from the blast and can wear helmets similar to what the player wears, as well as sunglasses.

Please note that the flashbang's effect is *less*-lethal rather than non-lethal, thus it is capable of inflicting damage against any targets in close proximity. Detonating flashbang in close proximity against a target could result in injury, incapacitation or death, possibly breaking the Rules of Lethal Engagement or forfeiting the "No civilians injured" score bonus.

## Changes in Elite Force

In SWAT: Elite Force, flashbang’s effect will fall off over distance and stuns the AI to up to 6 seconds with their morale value subtracted by a minimum of 0.4. It will also blind AI SWAT officers not equipped with a tactical helmet. Finally the flashbang now deal 25 damage in a 100 unit radius (2 meters/6.5 feet), which means it is easier to injure or incapacitate people with the flashbang. This damage does not shred armor and isn't reflected in the HUD.

This item is now one of several tactical aids that can be carried in a 3-pack at the cost of 5 times the Weight and Bulk.

 Protection