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items:equipment:weapons:handitzer [2026/05/17 10:24] – external edit 127.0.0.1items:equipment:weapons:handitzer [2026/06/12 11:04] (current) – external edit 127.0.0.1
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 |  [[: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.|||||
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 ^<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.|||||
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 ^<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.|||||
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 ^<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.|||||
Line 67: Line 67:
 ^<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.|||||