Weapons stats

Stats

Length/m - the longer the weapon, the higher the penalty to fighting in a restricted environment (e.g. a tunnel). There should also be a penalty for the character in combat who has the shorter weapon, with the penalty proportional to the difference between the two

Weight/kg - the heavier the weapon, the more strength needed to wield it, and the higher penalties if the strength is not sufficient. If an energy model is used, wielding a heavier weapon takes more energy.

Sharpness/penetrating ability (thrusting attack) - a spear would have a high penetrating ability for a thrusting attack, whilst an axe would have a low penetrating ability for a thrusting attack (unless it has a spike in addition to the axe blade)

Sharpness/penetrating ability (slashing attack) - an axe would have a high penetrating ability for a slashing attack, whilst a spear would have a low penetrating ability for a slashing attack (unless it has a blade more like a halberd)

Types

Shaft (e.g. sword, spear, etc)

Shaft-flex (e.g. flail)

Shaft-flex-shaft (e.g. nun-chaku)

The shaft may be metal, wood, bone or stone; the flex may be rope or chain.

Choice of weapons

It should be such that different weapons would be suited to different missions, so the characters can chose particular weapons for a mission based on the known characteristics of the mission, and the skill of the character.