diff --git a/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs b/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
deleted file mode 100644
index d74721c1592442556aad5ce1a414b9b680a8fea4..0000000000000000000000000000000000000000
--- a/src/Blaze-Brigade/Blaze_Brigade/BronzeSword.cs
+++ /dev/null
@@ -1,41 +0,0 @@
-
-
-using System;
-
-namespace Model
-{
-    class BronzeSword : Weapon
-    {
-        private int minRange;
-        private int maxRange;
-        private int modStr;
-        private int modSkill;
-        private int modIntelligence;
-        private int[] range;
-
-        private bool equipped;
-
-
-        public int[] getRange()
-        {
-            minRange = 1;
-            maxRange = 1;
-            range = new int[2];
-            range[0] = minRange;
-            range[1] = maxRange;
-            return range;
-        }
-
-        
-
-        public void statModifiers(Unit unit)
-        {
-            modStr = 5;
-            modIntelligence = 5;
-            modSkill = 10;
-            unit.setStrength(modStr);     // Strength = Strength + 5
-            unit.setSkill(modSkill);       // skill = skill + 10
-            unit.setIntelligence(modIntelligence); // int = int + 0
-        }
-    }
-}
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
index 7f822609259c0a83c0572abf3a2222d85eeed8b2..1309cdcb56a4758d2d30b29d62ddb6846eac1296 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
@@ -32,14 +32,10 @@ namespace Model
         Texture2D getCharInfo();                // returns the char info screen texture
         Tuple<int, int> getPosition();          // returns the current position (by node) of the unit
         Vector2 getPixelCoordinates();          // returns the pixel coordinates of the sprite
-        void setStrength(int mod);
-        void setIntelligence(int mod);
-        void setSkill(int mod);
         void setPixelCoordinates(Vector2 p);    // sets the pixel coordinates of the sprite
         void setPosition(int x, int y);         // sets the current position (by node) of the unit
         void setEquippedWeapon(Weapon w);       // sets the unit's currently equipped weapon
         void setMoved(bool a);                  // on start of players turn, set all units to unmoved (F)
-        void setEquipableWeapons(Weapon add);  // need to update the weapon array, put new weapon into it
         MenuButton[] getMenuButtons();          // returns the dropdown menu buttons of the unit
     }
 
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
index 6cccc8df949a3d351a6b67d33148affbc254fec4..bb33a50df8b01f1c0408d9c7df08962ffcddadb2 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
@@ -49,7 +49,6 @@ namespace Model
             position = new Tuple<int, int>(positionX, positionY);
 
             setMenuButtonCoordinates(pixelCoordinates);
-            equipableWeapons = new Weapon[3];
         }
 
         public bool isAlive()
@@ -229,22 +228,5 @@ namespace Model
         {
 
         }
-        // if the weaqpon slot is empty, add the weapon
-        public void setEquipableWeapons(Weapon add)
-        {
-            
-            for (int i =0; i < this.equipableWeapons.GetLength(1); i++)
-            {
-                Weapon current = equipableWeapons.ElementAt(i);
-                if (current != null)
-                {
-                    current = add;
-                    break;
-                }
-            }
-           
-        }
-
-        
     }
 }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs b/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
index fda0769825e75c368d2300253c8e30b4f76b33bf..0660d35977464f1a6095f0a01235628f2db68aa6 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Weapon.cs
@@ -7,14 +7,11 @@ namespace Model
 {
     interface Weapon
     {
-       //int getPhysicalDamage();
-       // int getMagicDamage();
-        
-        int[] getRange(); // get the range of the weapon, i believe that using Unit.equippedWeapon
+        int getPhysicalDamage();
+        int getMagicDamage();
+        int getCritRate();
+        int getHitRate();
+        int getRange(); // get the range of the weapon, i believe that using Unit.equippedWeapon
                         // or weapon with largest range in inventory to determine attackable squares, as opposed to the unit itself.
-        bool isEquipped(Unit unit);
-
-        void statModifiers(Unit unit);
-
     }
 }