Weapons

Every blade, firearm, and energy weapon available to characters in Einsol's Razor — complete with properties, traits, and cost tables.

Weapon Types

Each weapon features unique traits and abilities. Weapons are divided into Melee and Ranged, each providing different tactical advantages.

Simple Weapons

Basic and easy to learn, ideal for quick strikes and untrained combatants.

Martial Weapons

Require training and experience to master, offering higher precision, power, and access to advanced properties.

Melee Weapon Properties

Properties define how a weapon can be used in combat. A weapon may have multiple properties.

Heavy

Requires a minimum of 12 STR to wield effectively. If you do not meet the requirement, all Attack Rolls with this weapon are made with Hindrance.

Injury

When an Attack Roll totals 20 or higher (after Modifiers), this weapon inflicts an Injury in addition to normal damage. The target may attempt a Durability Skill Check against the Attack Roll to resist.

Light

This weapon is small and easy to handle, making it ideal for two-weapon fighting. When you take the Attack Action and attack with a Light melee weapon, you can use a Bonus Action to attack with a different Light weapon in your other hand.

Throw

This weapon can be thrown as a Ranged Attack. Use the same Ability Modifier for the Attack and Damage Rolls as you would for a Melee Attack.

Two-Handed

This weapon requires two hands to wield. You cannot use a shield or second weapon while wielding a Two-Handed weapon.

Overflow Cap

Every weapon has a base Overflow Cap determined by its grade. Overflow Damage from an attack cannot exceed this cap (before trait adjustments).

TypeBase Overflow Cap
Standard Grade+5
High Quality+10
Rare+15
Exotic+20

Melee Weapon Traits

Traits can appear naturally on a weapon or be installed later through Tech Synchronization. When you successfully synchronize with a weapon, you may add, remove, or replace Traits.

Standard Grade Limit: All Standard Grade Weapons can only be equipped with one Trait. Higher grades can support more.

TraitOverflow Cap Adj.Description
Adaptive+2When you switch from one-handed to two-handed use, gain +2 Overflow Cap for your next attack.
AnchoredTwo-Handed: +1 Fortitude Defense until next Turn.
Balanced+3Grants +1 to Attack Rolls if you made no movement this Turn.
Bleeding+4Inflicts 1d4 Physical each Round (3 stacks max).
Crushing+2 on Attack Rolls against Fortitude Defense.
FinesseUse COG instead of AGI for Reflex Attack Rolls (melee only).
Heavy Swing+3Before making an attack, you may choose to take −2 to the Attack Roll to increase your Overflow Cap by +3 for that strike.
Kinetic Channel+4When you deal Maximum Overflow Damage, you may push the target 1 m directly away from you.
MomentumAfter you hit with a melee attack, gain +1 to Attack Rolls on your next Melee Attack this Round (max +2).
ParryEnables Parry Action (AP 1).
Punishing+2If you miss an attack, your next Melee hit gains +2 Overflow Damage.
Reach+1 m attack Range.
Serrated+3On a hit that deals Overflow, deal +1d4 Persistent Physical Damage at the start of the target’s next Turn.
SweepingWhen you make a melee attack and miss, you may re-roll once against a different target within 1 m.
Tempest+3When you hit two or more hostile creatures in the same Round, gain +3 Overflow Cap for the remainder of that Round.
WardingWhile wielding this weapon, gain +1 to Reflex Defense Rolls.
Weighted+3+2 to Attack Rolls vs larger foes & −2 vs smaller.
VersatileTwo-Handed use increases damage dice by +1 (e.g., 1d8 to 2d8).
ViciousMinimum Overflow Damage +3 on hit.
WhirlingQA after hit to strike adjacent target within 1 m (−4, no Overflow).

Simple & Martial Melee Weapons

Simple Melee Weapons

WeaponCostDamageProperties
Billy Club202d6 BludgeoningLight
Dagger502d6 PiercingLight, Thrown (6/15), Injury: Minor Open Wound
Electrostave2501d10 Bludgeoning + 1d6 ElectricTwo-Handed
Energy Blades1201d6 Slashing + 1d6 Thermal
Great Club502d8 BludgeoningTwo-Handed
Handaxe602d6 SlashingThrown (8/20)
Mace402d6 BludgeoningLight, Thrown (6/10)
Nanite Taser Baton1001d6 Bludgeoning + 1d6 ElectricLight
Morningstar1401d6 Piercing + 1d6 Bludgeoning
Quarterstaff903d6 BludgeoningTwo-Handed
Radioactive Gauntlets6001d6 Bludgeoning + 3d6 RadiationLight
Sickle1003d4 Slashing
Spear1002d8 PiercingThrown (6/12)
Tanto, Aikuchi802d4 Slashing + 2d8 PiercingLight, Injury: Minor Open Wound
Training Gloves1002d6 + AGI Mod BludgeoningTwo-Handed
Physical Strike1d6 + STR Mod Bludgeoning
Wakizashi2003d6 SlashingInjury: Minor Open Wound

Martial Melee Weapons

WeaponCostDamageProperties
Bastard Sword5003d6 SlashingInjury: Minor Open Wound
Battleaxe8003d8 SlashingInjury: Severed Tendon
Carbon Fiber Knuckles6003d6 + AGI Mod BludgeoningInjury: Concussions
Combat Gloves7003d8 + STR Mod BludgeoningInjury: Concussions or Minor Fractures
Flail8503d8 BludgeoningInjury: Broken Bone
Glaive9002d10 SlashingTwo-Handed, Injury: Ruptured Organ
Gravity Hammer1,1002d8 Bludgeoning + 2d10 ForceTwo-Handed, Heavy, Injury: Skull Fracture
Greataxe1,5002d12 SlashingTwo-Handed, Heavy, Injury: Ruptured Organ
Greatsword9003d6 SlashingTwo-Handed, Heavy, Injury: Minor Fractures or Minor Open Wound
Longsword1,5003d8 SlashingInjury: Severed Tendon
Maul1,0003d6 BludgeoningTwo-Handed, Heavy, Injury: Broken Bone
Nanite Taser Baton (Martial)1,5003d6 Bludgeoning + 2d6 ElectricLight, Injury: Neural Overload
Nunchaku6003d6 BludgeoningLight, Thrown (4/12), Injury: Contusion
Odachi9503d4 Slashing+1 m Reach, Two-Handed, Heavy, Injury: Ruptured Organ
Plasma Blade1,1503d6 ThermalTwo-Handed, Heavy, Injury: 3rd Degree Burn
Rapier8503d8 PiercingInjury: Deep Puncture Wound
Scimitar9503d6 Slashing or 3d6 PiercingLight, Injury: Ruptured Organ (Slash) or Deep Puncture (Pierce)
Shortsword7003d6 PiercingInjury: Ruptured Organ
Tachi, Katana8003d8 SlashingInjury: Minor Open Wound
Vibroblade1,3003d4 Slashing + 2d8 ForceLight, Injury: Static Feedback
War Hammer8003d8 BludgeoningTwo-Handed, Injury: Skull Fracture or Broken Bone
Quantum Whip3503d6 Slashing+1 m Reach, Injury: Minor Open Wound

Ranged Weapon Properties

Ranged properties govern how firearms, bows, and other projectile weapons function.

Automatic

As a Core Action Attack choose up to 3 bullets, adding +1 Damage Dice per bullet but suffering -2 per additional bullet. Critical Hit applies only to first die.

Burst Fire

Add +1 Damage Dice to the attack but apply -2 to the Attack Roll.

Heavy

Requires minimum 12 STR. Tiny or Small creatures suffer −2 to Attack Rolls.

Injury

When Attack Roll totals 20+ (after Modifiers), inflicts a specified Injury. Durability Skill Check can resist.

Light

Enables Two-weapon fighting.

Range

First number = Normal Range (no penalty). Second = Long Range (Hindrance). Cannot attack beyond Long Range.

Close Range

Ranged Attacks within 1 m suffer Hindrance (−2).

Reload

Number of shots before reloading. Requires 1 AP and a free hand.

Scatter

Deals half damage (rounded down) to all creatures in a cone equal to Range. No Close Range Hindrance.

Silencer

Adds +4 to Stealth when attacking. Attacks beyond Normal Range auto-miss. Attach/remove as QA.

Slug

Single round shotgun ammo type.

Two-Handed

Requires two hands to wield.

Ranged Weapon Traits

Traits can appear naturally on a weapon or be installed later through Tech Synchronization. When you successfully synchronize with a weapon, you may add, remove, or replace Traits.

Standard Grade Limit: All Standard Grade Weapons can only be equipped with one Trait. Higher grades can support more.

TraitOverflow Cap Adj.Description
Adaptive Grip+5Gain +3 Overflow Cap when attacking with Edge.
Brutal+3Overflow Cap Increase.
Calibrated+6Gain +6 Overflow Cap if you didn’t move this Turn.
Charged+2After missing an attack, your next hit with this weapon gains +2 Overflow Damage.
ConcussiveOn hit, target must make Fortitude Defense (DC 10 + Overflow) or fall Prone.
Deadeye+3If you have taken damage this Turn, gain +3 Overflow Cap on your first Ranged Attack.
EfficientIf you dealt Overflow Damage last Round, reduce this weapon’s Attack AP by 1.
GuidedOnce per Encounter, re-roll one Attack Roll with this weapon.
HomingOnce per Round, re-roll 1 missed attack die from Burst or Scatter fire.
Kinetic RecoilWhen you Critically Hit, you may move 2 m backward without provoking Reactions.
Precise+2Gain +2 on Attack Rolls against Fortitude Defense Rolls.
StabilizedIgnore first −2 Hindrance from Burst or Automatic fire.
Steady Aim+3If you used the Aim Action, your Overflow Cap increases by +3 for the next attack.

Simple & Martial Ranged Weapons

Simple Ranged Weapons

WeaponCostDamageProperties
Auto Crossbow, Light2502d8 PiercingRange (22/100), Reload (4), Ammo: Bolt
Dart42d4 PiercingRange (6/20), Ammo: Dart
Hunting Rifle1,8001d10 PiercingRange (50/200), Reload (5), Scoped, Two-Handed, Ammo: Bullets
Machine Pistol1,0001d8 PiercingRange (10/30), Reload (10), Ammo: Bullets
Neural Disruptor2002d4 PsychicRange (5/10), Ammo: None
Revolver8002d6 PiercingRange (10/30), Reload (6), Ammo: Bullets
Short Bow2002d6 PiercingRange (25/110), Two-Handed, Ammo: Arrows
Shotgun, Double-Barreled1,2001d6 per barrel PiercingRange (5/15), Reload (2), Scatter, Ammo: Shells
Shotgun, Sawed-Off1,0002d8 PiercingRange (8/10), Reload (2), Scatter, Ammo: Shells
Shotgun, Single-Barreled1,4001d10 PiercingRange (12/28), Reload (1), Slug, Two-Handed, Ammo: Slug
Sling101d4 BludgeoningRange (10/40), Ammo: Sling
Standard Pistol8002d6 PiercingRange (12/36), Automatic, Light, Reload (10), Ammo: Bullets
Submachine Gun1,2003d4 PiercingRange (8/24), Automatic, Burst-Fire, Reload (20), Two-Handed, Ammo: Bullets

Martial Ranged Weapons

WeaponCostDamageProperties
Assault Cannon6,0002d12 PiercingRange (40/120), Reload (10), Two-Handed, Ammo: Assault Rounds, Injury: Deep Puncture Wound or Ruptured Organ
Assault Rifle4,0001d12 PiercingRange (25/75), Automatic, Burst-Fire, Reload (20), Two-Handed, Ammo: Bullets
Assault Shotgun5,0002d10 PiercingRange (15/35), Automatic, Reload (12), Two-Handed, Ammo: Slug
Auto Crossbow, Heavy3,0002d10 PiercingRange (30/125), Heavy, Reload (6), Two-Handed, Ammo: Arrows, Injury: Deep Puncture Wound
Badda Boom15,0003d10 Piercing + 2d10 SonicRange (25/75), Reload (1), Two-Handed, Ammo: Grenades, Injury: Magic Feedback Loop
Blowgun5003d6 PiercingRange (8/35), Reload (1), Ammo: Dart, Injury: Minor Open Wound
Combat Shotgun4,0003d8 PiercingRange (10/30), Reload (8), Scatter, Two-Handed, Ammo: Shells
Compound Bow3,0003d8 PiercingRange (50/200), Reload (1), Two-Handed, Ammo: Arrow, Injury: Ruptured Organ
Flamethrower6,0003d6 ThermalRange (20/60), 4 m Cone, Heavy, Reload (1), Ammo: Fuel, 1d6 Thermal/Round 5 Rounds, Injury: 3rd Degree Burn
Gatling Gun12,0003d10 PiercingRange (20/60), Automatic, Heavy, Reload (12), Two-Handed, Ammo: Bullets
Grenade Launcher23,000See ExplosivesRange (30/120), Heavy, Reload (6), Two-Handed, Ammo: Grenades
Light Machine Gun8,0003d8 PiercingRange (20/60), Automatic, Heavy, Reload (30), Two-Handed, Ammo: Assault Rounds
Magnum2,5002d8 PiercingRange (25/75), Reload (8), Ammo: Assault Rounds, Injury: Deep Puncture Wound
Nano SMG3,0002d6 PiercingRange (15/45), Automatic, Light, Reload (15), Ammo: Bullets, Injury: Minor Open Wound
Nitro HMG20,0004d12 PiercingRange (10/30), Automatic, Heavy, Reload (20), Two-Handed, Ammo: Bullets, Injury: Ruptured Organ or Skull Fracture
Rocket Launcher18,000See ExplosivesHeavy, Reload (1), Two-Handed, Ammo: Rockets
Sniper Rifle4,5004d6 PiercingRange (80/320), Heavy, Reload (8), Scoped, Two-Handed, Ammo: Bullets, Injury: Minor Open Wound, Deep Puncture, or Ruptured Organ

Ammunition

A character must have the appropriate type of ammunition (Shell, Arrow, Bolt, Bullet, etc.) for their specific weapon.

Magical Fused Ammunition

It is possible to imbue ammunition with various Spells. This can only be used with Arrows, Bolts, Assault Rounds, Bullets, and Shells. Cannot be used with the Automatic property. Only one magical round can be loaded at a time. Which Spells can be used is up to GM discretion.

Special Ammunition

Can only be used with Arrows, Bolts, Assault Rounds, Bullets, and Shells. Cannot be used with the Automatic property. Only one special round can be loaded in the weapon at a time.

Basic Ammunition

AmmunitionCostDescription
Sling/Dart Ammo1Standard ammunition for slings and blowguns.
Arrow2Standard ammunition for bows.
Assault Rounds10Standard ammunition for assault weapons and heavy weapons.
Bolt3Standard ammunition for crossbows.
Bullets3Standard ammunition for pistols, revolvers, and rifles.
Fuel20Standard fuel for flamethrowers.
Shells5Standard ammunition for shotguns (Scatter).
Slug10Heavy single-projectile ammunition for shotguns.

Special Ammunition

Cost is expressed as a multiplier of the base ammunition cost. Special ammo effects apply in addition to the weapon's normal damage.

AmmunitionCost MultiplierEffect
Armor-Piercing8× basicIgnores THP.
Barbed2× basicSticks in target, 1d6 Piercing per Round until removed.
Cryo6× basic+3d6 Cryo Damage.
Electric Pulse2× basicDisable electronics within 5 m + 2d6 Electric to Non-Organic.
Explosive8× basic+2d6 Thermal + 3d4 Force, 2 m Radius.
Ghost8× basicIgnores Cover and Objects.
Incendiary4× basic+2d8 Thermal Damage.
Potion Holder12× basicHold 1 Potion.
Shatter10× basic2d6 Piercing to all within 1 m of target.
Taser6× basic+2d6 Electric + Stuns for 3 Rounds.
Tracker5× basicTraces target for 1 hour within 500 km.
Tracer2× basic5 m Bright Light, 10 m Dim Light for 5 mins.

Continue Exploring