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items:equipment:weapons:handitzer [2026/02/07 12:24] ms_ashitems: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]. \\ \\ 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, as [Appropriate]. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself, as [Appropriate].|||||+|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">
Line 39: Line 39:
 ^<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, as [Appropriate]. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself, as [Appropriate].|||||+|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">
Line 53: Line 53:
 ^<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, as [Appropriate]. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself, as [Appropriate].|||||+|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">
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 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, as [Appropriate]. \\ \\ **Dangerous**: \\ When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself, as [Appropriate].|||||+|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>