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items:apparel:apparel_mods:underlayed_combat_shotgun [2026/04/29 15:24] ms_wuntchitems:apparel:apparel_mods:underlayed_combat_shotgun [2026/06/12 10:56] (current) – external edit 127.0.0.1
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 <WRAP center 600px> <WRAP center 600px>
 ^  Underlayed Combat Shotgun  ^^^^^ ^  Underlayed Combat Shotgun  ^^^^^
-^  [Orc Corp] - //If it's not Orc, it'Dork!//  ||||| +^  [Orc Corp] - //If it's not Orc, it'dork!//  ||||| 
-^[Archetype]|  [Armour]  | ^[Subtype]|  [Medium][Heavy]  |+^[Archetype]|  [Armour]  | ^[Subtype]|  [Heavy[Medium]  |
 ^  [Requirement]  ^  [Hardpoint Tax]  ^ ^  [Value]  ^  [Upkeep]  ^ ^  [Requirement]  ^  [Hardpoint Tax]  ^ ^  [Value]  ^  [Upkeep]  ^
 |  [Brawn]: 6  |  2  | |  1,500c  |  50c  | |  [Brawn]: 6  |  2  | |  1,500c  |  50c  |
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 |  [Unique - Underlayed]  ||||| |  [Unique - Underlayed]  |||||
 ^  Effects  ||||| ^  Effects  |||||
-|While the [Modded] [Apparel] is [Equipped], you count as being [Equipped] with a [Combat Shotgun], shown below.|||||+|While the [Modded] [Apparel] is [Equipped], you also count as if you are [Equipped] with a [Combat Shotgun] [Weapon], shown below.|||||
  
 ^Combat Shotgun^^^^^ ^Combat Shotgun^^^^^
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 |  [Brawn]: 6  |  16  |  3 - 12  |  2  |  -  | |  [Brawn]: 6  |  16  |  3 - 12  |  2  |  -  |
 ^Traits||||| ^Traits|||||
-|  [Close Combat], [Two-Handed], [Loud], [Brutal], [Fortuitous] and [Dangerous].  |||||+|  [Brutal], [Close Combat], [Dangerous], [Fortuitous], [Loud] and [Two-Handed].  |||||
 ^Effects||||| ^Effects|||||
-|This [Weapon] cannot be [Reloaded]. It's [Ammo] is restored to full at the end of the [Encounter], instead.\\ \\ Should this [Weapon] gain an additional [Damage Die], it instead gains 8 additional [Damage]. \\ \\ **Example**: A [Combat Shotgun] with an additional [Damage Die] would deal 24 [Damage] on a [Successful] [Attack].\\ \\ **Fortuitous**\\ When triggered, you may end the [Attack] immediately and instantly inflict an [Injury], as [Appropriate].\\ \\ **Dangerous**\\ When triggered this [Weapon] [Jams], as [Appropriate].|||||+|This [Weapon] cannot be [Reloaded]. It's [Ammo] is restored to full at the end of the [Encounter], instead.\\ \\ Should this [Weapon] gain an additional [Damage Die], it instead gains 8 additional [Damage]. \\ \\ **Example**: A [Combat Shotgun] with an additional [Damage Die] would deal 24 [Damage] on a [Successful] [Attack].\\ \\ **Fortuitous** \\ When triggered, you may end the [Attack] immediately and instantly inflict an [Injury] or [Malfunction], as [Appropriate].\\ \\ **Dangerous** \\ When triggered this [Weapon] [Jams], as [Appropriate].|||||
 </WRAP> </WRAP>