I took these tags, with minimal changes, and tried to apply them to the Alfheim weapons list from the Core manual. I tired to keep all different weapons balanced so that they can be all a viable option for the players.
ICRPG Weapons
BLADE WEAPONS
Dagger
MELEE: attack CLOSE range enemies.
LIGHT: -2 damage effort, can be used off hands without penalty
FAST: on a modified 18+ attack again.
CONCEALED: It’s EASY to hide it if searched
THROWN: can be thrown up to NEAR range without penalty
Short Sword
MELEE: attack CLOSE range enemies.
FAST: On a modified 18+, attack again.
PIERCING: on a modified 18+ causes BLEED (1 hp damage extra per round until bandaged). Opponents that are not alive or don’t bleed ignore this effect.
Long Sword
MELEE: attack CLOSE range enemies.
MARTIAL: Causes +2 damage. Needs at least +1 STR or +1 DEX, or all attacks with this weapon are HARD.
VERSATILE: Can be used one or two-handed without penalties. Additionally, special effects attacks with this weapon (causing a different type of damage, disarming, sweeping, hitting a specific target, etc.) are never HARD.
Great Sword
MELEE: attack CLOSE range enemies.
LARGE: Takes up one more inventory space than normal and requires two hands to use. It gives +1 to STR when attacking.
MARTIAL: Causes +2 damage. Needs at least +1 STR or +1 DEX, or all attacks with this weapon are HARD.
CHOPPING: on a modified 18+, causes WEAPON damage X2.
Axe
MELEE: attack CLOSE range enemies.
CHOPPING: on a modified 18+, causes WEAPON damage X2.
THROWN: can be thrown up to NEAR range without penalty
Battle Axe
REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
LARGE & HEAVY: Takes two more inventory space than normal and requires two hands to use. It gives +2 damage effort and +1 to STR when attacking.
CHOPPING: on a modified 18+, causes WEAPON damage X2.
POLEARMS
Halberd
REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
LARGE: Takes up one more inventory space than normal and requires two hands to use. It gives +1 to STR when attacking.
MARTIAL: Causes +2 damage. Needs at least +1 STR or +1 DEX, or all attacks with this weapon are HARD.
Staff
REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
SIMPLE: Attack rolls with this weapon are never HARD.
BLUNT: On a modified 18+ the victim is stunned for a ROUND (actions against a stunned target are EASY). Opponents that are not alive ignore this effect.
Spear
REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
LARGE: Takes up one more inventory space than normal and requires two hands to use. It gives +1 to STR when attacking.
PIERCING: On a modified 18+, causes BLEED (1 hp damage extra per round until bandaged). Opponents that are not alive or don’t bleed ignore this effect.
Battle Spear
REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
LARGE & HEAVY: Takes two more inventory space than normal and requires two hands to use. It gives +2 damage effort and +1 to STR when attacking.
PIERCING: On a modified 18+, causes BLEED (1 hp damage extra per round until bandaged). Opponents that are not alive or don’t bleed ignore this effect.
BLUNT WEAPONS
Mace
MELEE: attack CLOSE range enemies.
MARTIAL: Causes +2 damage. Needs at least +1 STR or +1 DEX, or all attacks with this weapon are HARD.
BLUNT: On a modified 18+ the victim is stunned for a ROUND (actions against a stunned target are EASY). Opponents that are not alive ignore this effect.
Warhammer
MELEE: attack CLOSE range enemies.
HEAVY: Takes up one more inventory space than normal and requires two hands to use. It deals +2 damage effort
BLUNT: On a modified 18+ the victim is stunned for a ROUND (actions against a stunned target are EASY). Opponents that are not alive ignore this effect.
Flail
REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
UNBLOCKABLE: Attack rolls ignores the target’s LOOT ARMOR bonus.
SMASHING: On a modified18+ reduces by 1 point target’s LOOT ARMOR from a specific item. That item is damaged until repaired; if it drops to 0 bonus it’s broken beyond repair unless with magical means.
RANGED WEAPONS
Sling
LONG REACH: attacks NEAR enemies without penalty, but it’s a HARD roll against CLOSE and FAR enemies.
LIGHT: -2 damage effort, can be used off hands without penalty
FAST: on a modified 18+ attack again.
CONCEALED: It’s EASY to hide it if searched
Shortbow
RANGED: attack NEAR or FAR enemies without penalty, but it’s a HARD roll against CLOSE enemies. Use DEX to attack, and requires 2 hands.
AMMUNITION: On an attack roll roll of 1 your clip or quiver is empty and you need to take a TURN to recharge this weapon (provided you carry extra ammunition).
FAST: On a modified 18+, attack again.
Longbow
RANGED: attack NEAR or FAR enemies without penalty, but it’s a HARD roll against CLOSE enemies. Use DEX to attack, and requires 2 hands.
AMMUNITION: On an attack roll roll of 1 your clip or quiver is empty and you need to take a TURN to recharge this weapon (provided you carry extra ammunition).
PIERCING: On a modified 18+, causes BLEED (1 hp damage extra per round until bandaged). Opponents that are not alive or don’t bleed ignore this effect.
Crossbow
RANGED: attack NEAR or FAR enemies without penalty, but it’s a HARD roll against CLOSE enemies. Use DEX to attack, and requires 2 hands.
AMMUNITION: On an attack roll roll of 1 your clip or quiver is empty and you need to take a TURN to recharge this weapon (provided you carry extra ammunition).
HEAVY: Takes up one more inventory space than normal and requires two hands to use. It deals +2 damage effort
UNBLOCKABLE: Attack rolls ignores the target’s LOOT ARMOR bonus.