Update to Beta-0.24.0.
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@@ -1,15 +1,18 @@
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- **Ammunition**: Requires ammunition of the indicated type.
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- **Blunt**: No cutting edge, may be wielded by a cleric.
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
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- **One-shot**: Missile attack may only be used once per combat for the damage listed.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reload**: After being used the indicated number of times, it takes one full round to reload.
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- **Slow**: Always attacks last in a round.
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- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
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- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
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- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
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- **Two-handed**: Requires two hands to use.
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- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
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- **Ammunition**: Requires ammunition of the indicated type.
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- **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
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- **Blunt**: No cutting edge, may be wielded by a cleric.
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
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<!-- - **One-shot**: Missile attack may only be used once per combat for the damage listed. -->
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- **Point Blank**: May be used in melee combat with +1 attack.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reload**: After being used the indicated number of times, it takes one full round to reload.
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- **Slow**: Always attacks last in a round.
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- **Splashing**: On successful hit, container breaks, dousing target with liquid which deals indicated damage for up to 2 rounds.
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- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
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- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
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- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
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- **Two-handed**: Requires two hands to use.
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- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
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