is it possible to add syndrome tag to a weapon?
Syndrome tags are added to materials, not products. Since a weapon is a product (and is thus merely a form for a material), it cannot have syndrome tags (this has not been tested, but I'm almost 100% certain it doesn't work. I can't think of
any tags currently that work on different platforms...)
so this brings in a couple of testing ideas
if you add a contact poison to an item do items made from this material have contact poison? is it possible to make a weapon which has a contact poison through reactions?
I'd be quite surprised if contaminants carry over from a base material to the finished product, but it's worth testing. However, that still leaves the issue of getting the base material contaminated, which I'll get into later:
also
If a creature's blood is a [SYN_CONTACT] then if it was exploded by an execution tower onto a weapon stockpile would the weapons become poisoned? If so for how long? Does it work with a [SYN_INJECTED]? Is it possible for the dwarves to handle the weapons without being immune to the toxin? [false]
would seem to indicate this is possible IF dwarfs are immune to the poison is this true? also what about military dwarfs with plate or leather gloves?
Contaminants at this point seem to be highly unenthusiastic about gathering on items... Creatures will quite easily get smeared, as will items that creature happens to be wearing (socks and shoes, plus other clothes if the creature crawls), but I have never seen an "orphan" item get contaminated. Causing a creature to bleed on an area (and drop-blasting actually isn't that effective a method for doing this) will not contaminate items located on those squares. If pools or smears are created, then passing creatures may track them around, but items won't be altered.
If the item is coated with a contaminant and is used to attack something, the contaminant
will be applied (at least for contact poisons, not sure about injection-only venoms), and I believe it will also be harmful for the wielder unless the wielder is immune or is wearing protective gear (clothing will, in general, take up contaminants instead of the creature wearing it. There are a couple exceptions however, such as swimming or getting engulfed in a cloud).
I managed to apply a toxin to a specific item through a very roundabout and inefficient method in adventure mode, but this does not apply to fort mode. Look for my previous posts in this thread for more information.