Here’s the original WEAPON TAG RULES recovered recently from an old file.
Summary
ALL weapons cause WEAPON EFFORT damage, with the modifiers below.
MELEE: Basic TAG. This weapon can only attack CLOSE enemies and usually causes only WEAPON EFFORT damage.
RANGED: Basic TAG. This weapon can attack NEAR enemies without penalty, but it’s a HARD roll against CLOSE or FAR enemies.
AMMUNITION: Only applies to RANGED weapons. On an attack 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). The weapon occupies one extra inventory space (one for the weapon and one for a quiver or case for arrows, bolts, or bullets). Each extra quiver or case occupies one extra inventory space.
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. This weapon can’t be FAST or PIERCING.
ENERGY: This weapon is highly advanced or magical and uses MAGIC & ENERGY EFFORT instead of WEAPON EFFORT. Any dice bonuses added to this weapon use a D10 instead of a D8.
EXOTIC: This weapon requires a specific requisite, training, or background to be used correctly; on the hands of anyone without the required traits it either doesn’t work or make all checks HARD.
FAST: On a modified 18+, attack again. This weapon can’t be BLUNT or HEAVY.
FINESSE: Use either STR or DEX (whichever you prefer) to make melee attacks with this weapon. This weapon can’t be HEAVY, LARGE, or VERSATILE.
GUN: This weapon is a gun and uses GUN & TECH EFFORT instead of WEAPON EFFORT. Any dice bonuses added to this weapon use a D8 instead of a D6.
HEAVY: Takes up one more inventory space than normal and requires two hands to use. If a weapon is both HEAVY and LARGE it deals +1D6 damage and takes up three inventory spaces. This weapon can’t be FAST.
LARGE: Takes up one more inventory space than normal and requires two hands to use. If a weapon is both LARGE and HEAVY it deals +1D6 damage and takes up three inventory spaces. This weapon can’t be FAST.
LIGHT: Causes -2 damage and can be used off-hand in two-weapon melee fighting without penalty. This weapon can’t be HEAVY or MARTIAL.
LOADING: Only applies to ranged weapons. This weapon needs to be reloaded after each shot. You need to give up your MOVE to reload it.
MARTIAL: Causes +2 damage. This weapon can’t be HEAVY or LIGHT. If the character is not a fighter-type or doesn’t have at least +1 STR or +1 DEX, all attacks with this weapon are HARD.
PIERCING: On a modified 18+, cause +1 bleeding damage per HEART of the target. Opponents that are not alive or don’t bleed ignore this effect. This weapon can’t be BLUNT.
REACH: A melee weapon with this quality can attack NEAR enemies without penalty, but it’s a HARD roll against CLOSE enemies.
SIMPLE: Attack rolls with this weapon are never HARD. This weapon can never be FAST, HEAVY, LARGE, MARTIAL or VERSATILE.
TECH: Only applies to MELEE weapons. This weapon is built with highly advanced and technological and uses GUNS & TECH EFFORT instead of WEAPON EFFORT to cause damage. Any dice bonuses added to this weapon use a D10 instead of a D8.
THROWN: Can be thrown up to NEAR range without penalty.
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.
And here’s some WEAPONS created with the TAGS above.
Summary
BOW, SHORT: Ranged Weapon [Ammunition, Fast, Large]. A combatant with this weapon causes 1D6 damage and can attack again on a modified 18+ attack roll. The weapon and its ammunition take up two inventory spaces.
BOW, LONG: Ranged Weapon [Ammunition, Large, Martial, Piercing]. A combatant with this weapon causes 1D6+2 damage and +1D4 bleeding damage on a modified 18+ attack roll. The weapon and its ammunition take up three inventory spaces.
CROSSBOW, HEAVY: Ranged Weapon [Ammunition, Heavy, Large, Martial, Piercing]. A combatant with this weapon causes 2D6-2 damage and +1D4 bleeding damage on a modified 18+ attack roll. The weapon and its ammunition take up four inventory spaces.
DAGGER: Melee Weapon [Fast, Finesse, Light, Thrown]. A combatant with this weapon causes 1D6-2 damage, can attack again on a modified 18+ attack roll, can equip the weapon off-hand, and can use either STR or DEX to make attack rolls with it.
GUN, SUBMACHINE. Ranged Weapon [Ammunition, Gun, Fast, Piercing]. This weapon causes 1D8 damage and on a modified 18+ attack roll you cause +1 bleeding damage per Heart of the target and can also attack again. The weapon and its ammunition take up two inventory spaces.
LIGHTSABER: Melee Weapon [Energy, Exotic, Finesse]. A combatant with this weapon causes 1D10 damage and can use either STR or DEX to make attack rolls with it. Only characters with special training (at GM’s discretion) can use it correctly.
MACE: Melee Weapon [Blunt, Simple]. A combatant with this weapon causes 1D6 damage and stuns the target for one ROUND on a modified 18+ attack roll. Attack rolls with this weapon are never HARD.
MORNINGSTAR: Melee Weapon [Blunt, Martial]. A combatant with this weapon causes 1D6+2 damage and stuns the target for one ROUND on a modified 18+ attack roll.
SPEAR: Melee Weapon [Simple, Thrown]. A combatant with this weapon causes 1D6 damage. This weapon can be thrown up to NEAR range and attack rolls with it are never HARD.
SWORD, BROAD: Melee Weapon [Finesse, Martial]. A combatant with this weapon causes 1D6+2 damage and can use either STR or DEX to make attack rolls with it.
SWORD, LONG: Melee Weapon [Martial, Versatile]. A combatant with this weapon causes 1D6+2 damage and attempts or try special maneuvers with this weapon (causing a different type of damage, disarming, sweeping, hitting a specific target, etc.) are never HARD.
WAND, STANDARD: Ranged Weapon [Blunt, Exotic]. A combatant with this weapon causes 1D6 damage and stuns the target for one ROUND on a modified 18+ attack roll. Only characters trained in magic (e.g., with at least one MAGE ABILITY) can use it correctly; for others, all attacks are HARD.
WHIP, MONOFILAMENT. Melee Weapon [Exotic, Finesse, Tech, Reach]. A combatant with this weapon causes 1D8 damage, can use either STR or DEX to make attack rolls with it, and can attack NEAR enemies without penalty (but it’s a HARD roll against CLOSE enemies). Only characters with special training (at GM’s discretion) can use it correctly.