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items:equipment:weapons:handitzer [2025/10/06 11:30] – fixing two handed spelling error mentleitems:equipment:weapons:handitzer [2026/06/12 11:04] (current) – external edit 127.0.0.1
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-====== Handitzer ======+====== Handitzer ======  
 +//An enormous, front-loaded culverin-style cannon engineered for direct hand-held use by only the largest, most heavily augmented operators. It can be charged with a range of munitions — high-explosive, armour-piercing, or grapeshot — allowing it to function as siege gun, anti-armour weapon, or close-range area shredder depending on the load. The weapon is brutally top-heavy and awkward to manage, yet its sheer mass and propulsive force make every discharge catastrophically powerful, sometimes even for the person holding it. True to Industrial Industries form, it is highly customisable at every level — but beneath the options, it remains exactly what it looks like: a ludicrously huge cannon that goes boom.//\\ 
 +---- 
 +//“Lissen here, all yer fancy lay-zers and glowin’ magic is cute an’ all, but what ya really need is good ol’ pow-der in a barrel. You pack it toight, you loight it roight, an’ fizzics does the rest — none o’ this thinkin’ business. Handitzer ain’t pretty, ain’t smart, but it works, ‘cause boom don’t care how clever ya are.”//
 <WRAP center 700px> <WRAP center 700px>
 <tab-group> <tab-group>
 <tab title="Class 1"> <tab title="Class 1">
-|< 100% 020202020% 20%>| +|< 100% 2222122222% >| 
-^Handitzer^^^^^^ +^Handitzer^^^^^ 
-|[[:Corporations#Industrial Industries]]  - //The industry leader in the Industry industry.//|||||| + [Industrial Industries] - //Your industry leader in the Industry industry.//  ||||| 
-^<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>|[[:Skills#Athletics]]^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>|[[:Masteries:Explosives]]|+^<wrap preview>[[Game_Mechanics:Definitions:Skill]]</wrap> [Athletics]  ^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap> [Explosives]  
-^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap>|15,000c^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>|300c|+^<wrap preview>[[Game_Mechanics:Definitions:Value]]</wrap> 15,000c  ^<wrap preview>[[Game_Mechanics:Definitions:Upkeep]]</wrap>   300c    
-^<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]]: 15  |  4D8 + 10   18 - 72  |  1  |  6  | +|  [[:Stats#Brawn]]: 15  |  Below   18 - 72  |  1  |  6  | 
-^Traits^^^^^ +^Traits ||||| 
-|  <wrap preview>[[:Traits:Two-Handed]]</wrap><wrap preview>[[:Traits:Loud]]</wrap><wrap preview>[[:Traits:Fine]]</wrap>, <wrap preview>[[:Traits:Vicious]]</wrap>, <wrap preview>[[:Traits:Dangerous]]</wrap>, <wrap preview>[[:Traits:Armour Piercing]]</wrap>*, <wrap preview>[[:Traits:Blast]]</wrap>* (//*See Effect// ||||| +|  [Dangerous], [Fortuitous], [Loud], [Two-Handed[Vicious] ||||| 
-^Effects^^^^^ +^Effects||||| 
-|When you perform the [[:Base Actions:Reload]] Action on this Weapon, it requires a Double Action. Should you be able to do so as a Quick Action, then it requires a Double Quick Action instead. \\ \\ In addition, at the start of each [[:Game_Mechanics:Encounter]], you nominate if the Handitzer is loaded with one of the following: \\ **High Explosive Munitions**: grants the [[:Traits:Blast]] Property \\ **Armour Piercing Munitions**: grants the [[:Traits:Armour Piercing]] Property. \\ \\ In additionwhenever you perform the Reload Action with this Weaponyou may change the type of Munitions loaded into the WeaponThis is separate to any Round Upgrades you may have installed, meaning it is possible to load both a type of Round and a type of Munition at the same time. You may change both during a single [[:Base Actions:Reload]] Action(//Please notemultiple instances of the same Propertysuch as Blast, don't stack//).|||||+|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 [Buckshot8and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ FurthermoreMunitions and Roundsfrom installed [Mods], are differentA [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 triggeredyou may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggeredyou resolve a [Successful] [Attack] with this [Weapon] against yourself.|||||
 </tab> </tab>
 <tab title="Class 2"> <tab title="Class 2">
-|< 100% 020202020% 20%>| +|< 100% 2222122222% >| 
-^Handitzer^^^^^^ +^Handitzer^^^^^ 
-|[[:Corporations#Industrial Industries]]  - //The industry leader in the Industry industry.//|||||| + [Industrial Industries] - //Your industry leader in the Industry industry.//  ||||| 
-^<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>|[[:Skills#Athletics]]^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>|[[:Masteries: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  |  8D8 + 20   21 - 84  |  1  |  6  | +|  [[:Stats#Brawn]]: 30  |  Below   21 - 84  |  1  |  6  | 
-^Traits^^^^^ +^Traits ||||| 
-|  <wrap preview>[[:Traits:Two-Handed]]</wrap><wrap preview>[[:Traits:Loud]]</wrap><wrap preview>[[:Traits:Fine]]</wrap>, <wrap preview>[[:Traits:Vicious]]</wrap>, <wrap preview>[[:Traits:Dangerous]]</wrap>, <wrap preview>[[:Traits:Armour Piercing]]</wrap>*, <wrap preview>[[:Traits:Blast]]</wrap>* (//*See Effect// ||||| +|  [Dangerous], [Fortuitous], [Loud], [Two-Handed[Vicious] ||||| 
-^Effects^^^^^ +^Effects||||| 
-|When you perform the [[:Base Actions:Reload]] Action on this Weapon, it requires a Double Action. Should you be able to do so as a Quick Action, then it requires a Double Quick Action instead. \\ \\ In addition, at the start of each [[:Game_Mechanics:Encounter]], you nominate if the Handitzer is loaded with one of the following: \\ **High Explosive Munitions**: grants the [[:Traits:Blast]] Property \\ **Armour Piercing Munitions**: grants the [[:Traits:Armour Piercing]] Property. \\ \\ In additionwhenever you perform the Reload Action with this Weaponyou may change the type of Munitions loaded into the WeaponThis is separate to any Round Upgrades you may have installed, meaning it is possible to load both a type of Round and a type of Munition at the same time. You may change both during a single [[:Base Actions:Reload]] Action(//Please notemultiple instances of the same Propertysuch as Blast, don't stack//).|||||+|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 [Buckshot8and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ FurthermoreMunitions and Roundsfrom installed [Mods], are differentA [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 triggeredyou may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggeredyou resolve a [Successful] [Attack] with this [Weapon] against yourself.|||||
 </tab> </tab>
 <tab title="Class 3"> <tab title="Class 3">
-|< 100% 020202020% 20%>| +|< 100% 2222122222% >| 
-^Handitzer^^^^^^ +^Handitzer^^^^^ 
-|[[:Corporations#Industrial Industries]]  - //The industry leader in the Industry industry.//|||||| + [Industrial Industries] - //Your industry leader in the Industry industry.//  ||||| 
-^<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>|[[:Skills#Athletics]]^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>|[[:Masteries: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  |  12D8 + 30   24 - 96  |  1  |  6  | +|  [[:Stats#Brawn]]: 45  |  Below   24 - 96  |  1  |  6  | 
-^Traits^^^^^ +^Traits ||||| 
-|  <wrap preview>[[:Traits:Two-Handed]]</wrap><wrap preview>[[:Traits:Loud]]</wrap><wrap preview>[[:Traits:Fine]]</wrap>, <wrap preview>[[:Traits:Vicious]]</wrap>, <wrap preview>[[:Traits:Dangerous]]</wrap>, <wrap preview>[[:Traits:Armour Piercing]]</wrap>*, <wrap preview>[[:Traits:Blast]]</wrap>* (//*See Effect// ||||| +|  [Dangerous], [Fortuitous], [Loud], [Two-Handed[Vicious] ||||| 
-^Effects^^^^^ +^Effects||||| 
-|When you perform the [[:Base Actions:Reload]] Action on this Weapon, it requires a Double Action. Should you be able to do so as a Quick Action, then it requires a Double Quick Action instead. \\ \\ In addition, at the start of each [[:Game_Mechanics:Encounter]], you nominate if the Handitzer is loaded with one of the following: \\ **High Explosive Munitions**: grants the [[:Traits:Blast]] Property \\ **Armour Piercing Munitions**: grants the [[:Traits:Armour Piercing]] Property. \\ \\ In additionwhenever you perform the Reload Action with this Weaponyou may change the type of Munitions loaded into the WeaponThis is separate to any Round Upgrades you may have installed, meaning it is possible to load both a type of Round and a type of Munition at the same time. You may change both during a single [[:Base Actions:Reload]] Action(//Please notemultiple instances of the same Propertysuch as Blast, don't stack//).|||||+|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 [Buckshot8and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ FurthermoreMunitions and Roundsfrom installed [Mods], are differentA [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 triggeredyou may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggeredyou resolve a [Successful] [Attack] with this [Weapon] against yourself.|||||
 </tab> </tab>
 <tab title="Class 4"> <tab title="Class 4">
-|< 100% 020202020% 20%>| +|< 100% 2222122222% >| 
-^Handitzer^^^^^^ +^Handitzer^^^^^ 
-|[[:Corporations#Industrial Industries]]  - //The industry leader in the Industry industry.//|||||| + [Industrial Industries] - //Your industry leader in the Industry industry.//  ||||| 
-^<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>|[[:Skills#Athletics]]^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>|[[:Masteries: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  |  16D8 + 40   27 - 108  |  1  |  6  | +|  [[:Stats#Brawn]]: 60  |  Below   27 - 108  |  1  |  6  | 
-^Traits^^^^^ +^Traits ||||| 
-|  <wrap preview>[[:Traits:Two-Handed]]</wrap><wrap preview>[[:Traits:Loud]]</wrap><wrap preview>[[:Traits:Fine]]</wrap>, <wrap preview>[[:Traits:Vicious]]</wrap>, <wrap preview>[[:Traits:Dangerous]]</wrap>, <wrap preview>[[:Traits:Armour Piercing]]</wrap>*, <wrap preview>[[:Traits:Blast]]</wrap>* (//*See Effect// ||||| +|  [Dangerous], [Fortuitous], [Loud], [Two-Handed[Vicious] ||||| 
-^Effects^^^^^ +^Effects||||| 
-|When you perform the [[:Base Actions:Reload]] Action on this Weapon, it requires a Double Action. Should you be able to do so as a Quick Action, then it requires a Double Quick Action instead. \\ \\ In addition, at the start of each [[:Game_Mechanics:Encounter]], you nominate if the Handitzer is loaded with one of the following: \\ **High Explosive Munitions**: grants the [[:Traits:Blast]] Property \\ **Armour Piercing Munitions**: grants the [[:Traits:Armour Piercing]] Property. \\ \\ In additionwhenever you perform the Reload Action with this Weaponyou may change the type of Munitions loaded into the WeaponThis is separate to any Round Upgrades you may have installed, meaning it is possible to load both a type of Round and a type of Munition at the same time. You may change both during a single [[:Base Actions:Reload]] Action(//Please notemultiple instances of the same Propertysuch as Blast, don't stack//).|||||+|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 [Buckshot8and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ FurthermoreMunitions and Roundsfrom installed [Mods], are differentA [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 triggeredyou may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggeredyou resolve a [Successful] [Attack] with this [Weapon] against yourself.|||||
 </tab> </tab>
 <tab title="Class 5"> <tab title="Class 5">
-|< 100% 020202020% 20%>| +|< 100% 2222122222% >| 
-^Handitzer^^^^^^ +^Handitzer^^^^^ 
-|[[:Corporations#Industrial Industries]]  - //The industry leader in the Industry industry.//|||||| + [Industrial Industries] - //Your industry leader in the Industry industry.//  ||||| 
-^<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>|[[:Skills#Athletics]]^<wrap preview>[[Game_Mechanics:Definitions:Mastery]]</wrap>|[[:Masteries: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  |  20D8 + 50   30 - 120  |  1  |  6  | +|  [[:Stats#Brawn]]: 75  |  Below   30 - 120  |  1  |  6  | 
-^Traits^^^^^ +^Traits ||||| 
-|  <wrap preview>[[:Traits:Two-Handed]]</wrap><wrap preview>[[:Traits:Loud]]</wrap><wrap preview>[[:Traits:Fine]]</wrap>, <wrap preview>[[:Traits:Vicious]]</wrap>, <wrap preview>[[:Traits:Dangerous]]</wrap>, <wrap preview>[[:Traits:Armour Piercing]]</wrap>*, <wrap preview>[[:Traits:Blast]]</wrap>* (//*See Effect// ||||| +|  [Dangerous], [Fortuitous], [Loud], [Two-Handed[Vicious] ||||| 
-^Effects^^^^^ +^Effects||||| 
-|When you perform the [[:Base Actions:Reload]] Action on this Weapon, it requires a Double Action. Should you be able to do so as a Quick Action, then it requires a Double Quick Action instead. \\ \\ In addition, at the start of each [[:Game_Mechanics:Encounter]], you nominate if the Handitzer is loaded with one of the following: \\ **High Explosive Munitions**: grants the [[:Traits:Blast]] Property \\ **Armour Piercing Munitions**: grants the [[:Traits:Armour Piercing]] Property. \\ \\ In additionwhenever you perform the Reload Action with this Weaponyou may change the type of Munitions loaded into the WeaponThis is separate to any Round Upgrades you may have installed, meaning it is possible to load both a type of Round and a type of Munition at the same time. You may change both during a single [[:Base Actions:Reload]] Action(//Please notemultiple instances of the same Propertysuch as Blast, don't stack//).|||||+|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 [Buckshot8and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. \\ \\ FurthermoreMunitions and Roundsfrom installed [Mods], are differentA [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 triggeredyou may cancel the [Attack] immediately and automatically inflict an [Injury] instead. \\ \\ **Dangerous**: \\ When triggeredyou resolve a [Successful] [Attack] with this [Weapon] against yourself.|||||
 </tab> </tab>
 </tab-group> </tab-group>
 </WRAP> </WRAP>
 +==== Changelog ==== 
 +<WRAP changelog center 800px> 
 +Version 0.5b - Feb 2026 
 +  * Significant Rework 
 +  * Lore added 
 +  * Added Fortuitous - Injury 
 +  * Added Dangerous - Attack Self 
 +  * Added Grapeshot Munitions 
 +  * Damaged reworked to now be dependant on Munitions 
 +  * High Explosive Munitions: 3D8 + 15 Damage and Blast Ability 
 +  * Armour Piercing Munitions: 2D8 + 10 Damage and Armour Piercing Ability 
 +  * Grapeshot Munitions: D8 + 5 Damage, Buckshot: 8 and Arc Abilities 
 +  * Removed the Fine Ability 
 +</WRAP>