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items:equipment:weapons:handitzer [2026/02/07 12:04] ms_ashitems: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>
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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]. \\ \\ 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.|||||
 </tab> </tab>
 <tab title="Class 2"> <tab title="Class 2">
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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 6D8 30 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 4D8 20 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is 2D8 10 and gains the [Buckshot: 8] and [Arc] [Abilities]. \\ \\ 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 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.|||||
 </tab> </tab>
 <tab title="Class 3"> <tab title="Class 3">
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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 9D8 45 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 3D8 30 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is 3D8 15 and gains the [Buckshot: 8] and [Arc] [Abilities]. \\ \\ 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 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.|||||
 </tab> </tab>
 <tab title="Class 4"> <tab title="Class 4">
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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 12D8 60 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 8D8 40 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is 4D8 20 and gains the [Buckshot: 8] and [Arc] [Abilities]. \\ \\ 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 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.|||||
 </tab> </tab>
 <tab title="Class 5"> <tab title="Class 5">
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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>|  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 15D8 75 and gains the [Blast] [Ability]. \\ **Armour Piercing Munitions**: The [Handitzer]'s [Damage] is 10D8 50 and gains the [Armour Piercing] [Ability].\\ **Grapeshot Munitions**: The [Handitzer]'s [Damage] is 5D8 25 and gains the [Buckshot: 8] and [Arc] [Abilities]. \\ \\ 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 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.|||||
 </tab> </tab>
 </tab-group> </tab-group>
 +</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> </WRAP>