| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| items:equipment:weapons:handitzer [2026/02/10 11:59] – ms_ash | items:equipment:weapons:handitzer [2026/06/12 11:04] (current) – external edit 127.0.0.1 |
|---|
| | [[:Stats#Brawn]]: 15 | Below | 18 - 72 | 1 | 6 | | | [[:Stats#Brawn]]: 15 | Below | 18 - 72 | 1 | 6 | |
| ^Traits ||||| | ^Traits ||||| |
| | [Dangerous], [Fortuitous], [Loud], [Two-Handed] and [Vicious]. ||||| | | [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. ||||| |
| ^Effects||||| | ^Effects||||| |
| |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| | |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | | ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 120,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 600c | | ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 60,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 600c | |
| ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ | ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ |
| | [[:Stats#Brawn]]: 30 | Below | 21 - 84 | 1 | 6 | | | [[:Stats#Brawn]]: 30 | Below | 21 - 84 | 1 | 6 | |
| ^Traits ||||| | ^Traits ||||| |
| | [Dangerous], [Fortuitous], [Loud], [Two-Handed] and [Vicious]. ||||| | | [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. ||||| |
| ^Effects||||| | ^Effects||||| |
| |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| | |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | | ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 405,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 900c | | ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 135,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 900c | |
| ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ | ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ |
| | [[:Stats#Brawn]]: 45 | Below | 24 - 96 | 1 | 6 | | | [[:Stats#Brawn]]: 45 | Below | 24 - 96 | 1 | 6 | |
| ^Traits ||||| | ^Traits ||||| |
| | [Dangerous], [Fortuitous], [Loud], [Two-Handed] and [Vicious]. ||||| | | [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. ||||| |
| ^Effects||||| | ^Effects||||| |
| |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| | |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | | ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 960,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 1,200c | | ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 240,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 1,200c | |
| ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ | ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ |
| | [[:Stats#Brawn]]: 60 | Below | 27 - 108 | 1 | 6 | | | [[:Stats#Brawn]]: 60 | Below | 27 - 108 | 1 | 6 | |
| ^Traits ||||| | ^Traits ||||| |
| | [Dangerous], [Fortuitous], [Loud], [Two-Handed] and [Vicious]. ||||| | | [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. ||||| |
| ^Effects||||| | ^Effects||||| |
| |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| | |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| |
| ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | | ^<wrap preview>[[Game_Mechanics:Definitions:Archetype]]</wrap>| [Weapon] | ^<wrap preview>[[Game_Mechanics:Definitions:Subtype]]</wrap>| [Ballistic] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | | ^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap>| [Athletics] | ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>| [Explosives] | |
| ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 1,875,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 1,500c | | ^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>| 375,000c | ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>| 1,500c | |
| ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ | ^ <wrap preview>[[:Game_Mechanics:Definitions:Requirement]]</wrap> ^ <wrap preview>[[:Game_Mechanics:Definitions:Damage]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Range]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Ammo]]</wrap> ^ <wrap preview>[[Game_Mechanics:Definitions:Hardpoints]]</wrap> ^ |
| | [[:Stats#Brawn]]: 75 | Below | 30 - 120 | 1 | 6 | | | [[:Stats#Brawn]]: 75 | Below | 30 - 120 | 1 | 6 | |
| ^Traits ||||| | ^Traits ||||| |
| | [Dangerous], [Fortuitous], [Loud], [Two-Handed] and [Vicious]. ||||| | | [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. ||||| |
| ^Effects||||| | ^Effects||||| |
| |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| | |When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. \\ \\ In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following:\\ \\ **High Explosive Munitions**: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. \\ \\ **Fortuitous**: \\ When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself.||||| |