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).
| Type | Base 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.
| Trait | Overflow Cap Adj. | Description |
|---|---|---|
| Adaptive | +2 | When you switch from one-handed to two-handed use, gain +2 Overflow Cap for your next attack. |
| Anchored | — | Two-Handed: +1 Fortitude Defense until next Turn. |
| Balanced | +3 | Grants +1 to Attack Rolls if you made no movement this Turn. |
| Bleeding | +4 | Inflicts 1d4 Physical each Round (3 stacks max). |
| Crushing | — | +2 on Attack Rolls against Fortitude Defense. |
| Finesse | — | Use COG instead of AGI for Reflex Attack Rolls (melee only). |
| Heavy Swing | +3 | Before 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 | +4 | When you deal Maximum Overflow Damage, you may push the target 1 m directly away from you. |
| Momentum | — | After you hit with a melee attack, gain +1 to Attack Rolls on your next Melee Attack this Round (max +2). |
| Parry | — | Enables Parry Action (AP 1). |
| Punishing | +2 | If you miss an attack, your next Melee hit gains +2 Overflow Damage. |
| Reach | — | +1 m attack Range. |
| Serrated | +3 | On a hit that deals Overflow, deal +1d4 Persistent Physical Damage at the start of the target’s next Turn. |
| Sweeping | — | When you make a melee attack and miss, you may re-roll once against a different target within 1 m. |
| Tempest | +3 | When you hit two or more hostile creatures in the same Round, gain +3 Overflow Cap for the remainder of that Round. |
| Warding | — | While wielding this weapon, gain +1 to Reflex Defense Rolls. |
| Weighted | +3 | +2 to Attack Rolls vs larger foes & −2 vs smaller. |
| Versatile | — | Two-Handed use increases damage dice by +1 (e.g., 1d8 to 2d8). |
| Vicious | — | Minimum Overflow Damage +3 on hit. |
| Whirling | — | QA after hit to strike adjacent target within 1 m (−4, no Overflow). |
Simple & Martial Melee Weapons
Simple Melee Weapons
| Weapon | Cost | Damage | Properties |
|---|---|---|---|
| Billy Club | 20 | 2d6 Bludgeoning | Light |
| Dagger | 50 | 2d6 Piercing | Light, Thrown (6/15), Injury: Minor Open Wound |
| Electrostave | 250 | 1d10 Bludgeoning + 1d6 Electric | Two-Handed |
| Energy Blades | 120 | 1d6 Slashing + 1d6 Thermal | — |
| Great Club | 50 | 2d8 Bludgeoning | Two-Handed |
| Handaxe | 60 | 2d6 Slashing | Thrown (8/20) |
| Mace | 40 | 2d6 Bludgeoning | Light, Thrown (6/10) |
| Nanite Taser Baton | 100 | 1d6 Bludgeoning + 1d6 Electric | Light |
| Morningstar | 140 | 1d6 Piercing + 1d6 Bludgeoning | — |
| Quarterstaff | 90 | 3d6 Bludgeoning | Two-Handed |
| Radioactive Gauntlets | 600 | 1d6 Bludgeoning + 3d6 Radiation | Light |
| Sickle | 100 | 3d4 Slashing | — |
| Spear | 100 | 2d8 Piercing | Thrown (6/12) |
| Tanto, Aikuchi | 80 | 2d4 Slashing + 2d8 Piercing | Light, Injury: Minor Open Wound |
| Training Gloves | 100 | 2d6 + AGI Mod Bludgeoning | Two-Handed |
| Physical Strike | — | 1d6 + STR Mod Bludgeoning | — |
| Wakizashi | 200 | 3d6 Slashing | Injury: Minor Open Wound |
Martial Melee Weapons
| Weapon | Cost | Damage | Properties |
|---|---|---|---|
| Bastard Sword | 500 | 3d6 Slashing | Injury: Minor Open Wound |
| Battleaxe | 800 | 3d8 Slashing | Injury: Severed Tendon |
| Carbon Fiber Knuckles | 600 | 3d6 + AGI Mod Bludgeoning | Injury: Concussions |
| Combat Gloves | 700 | 3d8 + STR Mod Bludgeoning | Injury: Concussions or Minor Fractures |
| Flail | 850 | 3d8 Bludgeoning | Injury: Broken Bone |
| Glaive | 900 | 2d10 Slashing | Two-Handed, Injury: Ruptured Organ |
| Gravity Hammer | 1,100 | 2d8 Bludgeoning + 2d10 Force | Two-Handed, Heavy, Injury: Skull Fracture |
| Greataxe | 1,500 | 2d12 Slashing | Two-Handed, Heavy, Injury: Ruptured Organ |
| Greatsword | 900 | 3d6 Slashing | Two-Handed, Heavy, Injury: Minor Fractures or Minor Open Wound |
| Longsword | 1,500 | 3d8 Slashing | Injury: Severed Tendon |
| Maul | 1,000 | 3d6 Bludgeoning | Two-Handed, Heavy, Injury: Broken Bone |
| Nanite Taser Baton (Martial) | 1,500 | 3d6 Bludgeoning + 2d6 Electric | Light, Injury: Neural Overload |
| Nunchaku | 600 | 3d6 Bludgeoning | Light, Thrown (4/12), Injury: Contusion |
| Odachi | 950 | 3d4 Slashing | +1 m Reach, Two-Handed, Heavy, Injury: Ruptured Organ |
| Plasma Blade | 1,150 | 3d6 Thermal | Two-Handed, Heavy, Injury: 3rd Degree Burn |
| Rapier | 850 | 3d8 Piercing | Injury: Deep Puncture Wound |
| Scimitar | 950 | 3d6 Slashing or 3d6 Piercing | Light, Injury: Ruptured Organ (Slash) or Deep Puncture (Pierce) |
| Shortsword | 700 | 3d6 Piercing | Injury: Ruptured Organ |
| Tachi, Katana | 800 | 3d8 Slashing | Injury: Minor Open Wound |
| Vibroblade | 1,300 | 3d4 Slashing + 2d8 Force | Light, Injury: Static Feedback |
| War Hammer | 800 | 3d8 Bludgeoning | Two-Handed, Injury: Skull Fracture or Broken Bone |
| Quantum Whip | 350 | 3d6 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.
| Trait | Overflow Cap Adj. | Description |
|---|---|---|
| Adaptive Grip | +5 | Gain +3 Overflow Cap when attacking with Edge. |
| Brutal | +3 | Overflow Cap Increase. |
| Calibrated | +6 | Gain +6 Overflow Cap if you didn’t move this Turn. |
| Charged | +2 | After missing an attack, your next hit with this weapon gains +2 Overflow Damage. |
| Concussive | — | On hit, target must make Fortitude Defense (DC 10 + Overflow) or fall Prone. |
| Deadeye | +3 | If you have taken damage this Turn, gain +3 Overflow Cap on your first Ranged Attack. |
| Efficient | — | If you dealt Overflow Damage last Round, reduce this weapon’s Attack AP by 1. |
| Guided | — | Once per Encounter, re-roll one Attack Roll with this weapon. |
| Homing | — | Once per Round, re-roll 1 missed attack die from Burst or Scatter fire. |
| Kinetic Recoil | — | When you Critically Hit, you may move 2 m backward without provoking Reactions. |
| Precise | +2 | Gain +2 on Attack Rolls against Fortitude Defense Rolls. |
| Stabilized | — | Ignore first −2 Hindrance from Burst or Automatic fire. |
| Steady Aim | +3 | If you used the Aim Action, your Overflow Cap increases by +3 for the next attack. |
Simple & Martial Ranged Weapons
Simple Ranged Weapons
| Weapon | Cost | Damage | Properties |
|---|---|---|---|
| Auto Crossbow, Light | 250 | 2d8 Piercing | Range (22/100), Reload (4), Ammo: Bolt |
| Dart | 4 | 2d4 Piercing | Range (6/20), Ammo: Dart |
| Hunting Rifle | 1,800 | 1d10 Piercing | Range (50/200), Reload (5), Scoped, Two-Handed, Ammo: Bullets |
| Machine Pistol | 1,000 | 1d8 Piercing | Range (10/30), Reload (10), Ammo: Bullets |
| Neural Disruptor | 200 | 2d4 Psychic | Range (5/10), Ammo: None |
| Revolver | 800 | 2d6 Piercing | Range (10/30), Reload (6), Ammo: Bullets |
| Short Bow | 200 | 2d6 Piercing | Range (25/110), Two-Handed, Ammo: Arrows |
| Shotgun, Double-Barreled | 1,200 | 1d6 per barrel Piercing | Range (5/15), Reload (2), Scatter, Ammo: Shells |
| Shotgun, Sawed-Off | 1,000 | 2d8 Piercing | Range (8/10), Reload (2), Scatter, Ammo: Shells |
| Shotgun, Single-Barreled | 1,400 | 1d10 Piercing | Range (12/28), Reload (1), Slug, Two-Handed, Ammo: Slug |
| Sling | 10 | 1d4 Bludgeoning | Range (10/40), Ammo: Sling |
| Standard Pistol | 800 | 2d6 Piercing | Range (12/36), Automatic, Light, Reload (10), Ammo: Bullets |
| Submachine Gun | 1,200 | 3d4 Piercing | Range (8/24), Automatic, Burst-Fire, Reload (20), Two-Handed, Ammo: Bullets |
Martial Ranged Weapons
| Weapon | Cost | Damage | Properties |
|---|---|---|---|
| Assault Cannon | 6,000 | 2d12 Piercing | Range (40/120), Reload (10), Two-Handed, Ammo: Assault Rounds, Injury: Deep Puncture Wound or Ruptured Organ |
| Assault Rifle | 4,000 | 1d12 Piercing | Range (25/75), Automatic, Burst-Fire, Reload (20), Two-Handed, Ammo: Bullets |
| Assault Shotgun | 5,000 | 2d10 Piercing | Range (15/35), Automatic, Reload (12), Two-Handed, Ammo: Slug |
| Auto Crossbow, Heavy | 3,000 | 2d10 Piercing | Range (30/125), Heavy, Reload (6), Two-Handed, Ammo: Arrows, Injury: Deep Puncture Wound |
| Badda Boom | 15,000 | 3d10 Piercing + 2d10 Sonic | Range (25/75), Reload (1), Two-Handed, Ammo: Grenades, Injury: Magic Feedback Loop |
| Blowgun | 500 | 3d6 Piercing | Range (8/35), Reload (1), Ammo: Dart, Injury: Minor Open Wound |
| Combat Shotgun | 4,000 | 3d8 Piercing | Range (10/30), Reload (8), Scatter, Two-Handed, Ammo: Shells |
| Compound Bow | 3,000 | 3d8 Piercing | Range (50/200), Reload (1), Two-Handed, Ammo: Arrow, Injury: Ruptured Organ |
| Flamethrower | 6,000 | 3d6 Thermal | Range (20/60), 4 m Cone, Heavy, Reload (1), Ammo: Fuel, 1d6 Thermal/Round 5 Rounds, Injury: 3rd Degree Burn |
| Gatling Gun | 12,000 | 3d10 Piercing | Range (20/60), Automatic, Heavy, Reload (12), Two-Handed, Ammo: Bullets |
| Grenade Launcher | 23,000 | See Explosives | Range (30/120), Heavy, Reload (6), Two-Handed, Ammo: Grenades |
| Light Machine Gun | 8,000 | 3d8 Piercing | Range (20/60), Automatic, Heavy, Reload (30), Two-Handed, Ammo: Assault Rounds |
| Magnum | 2,500 | 2d8 Piercing | Range (25/75), Reload (8), Ammo: Assault Rounds, Injury: Deep Puncture Wound |
| Nano SMG | 3,000 | 2d6 Piercing | Range (15/45), Automatic, Light, Reload (15), Ammo: Bullets, Injury: Minor Open Wound |
| Nitro HMG | 20,000 | 4d12 Piercing | Range (10/30), Automatic, Heavy, Reload (20), Two-Handed, Ammo: Bullets, Injury: Ruptured Organ or Skull Fracture |
| Rocket Launcher | 18,000 | See Explosives | Heavy, Reload (1), Two-Handed, Ammo: Rockets |
| Sniper Rifle | 4,500 | 4d6 Piercing | Range (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
| Ammunition | Cost | Description |
|---|---|---|
| Sling/Dart Ammo | 1 | Standard ammunition for slings and blowguns. |
| Arrow | 2 | Standard ammunition for bows. |
| Assault Rounds | 10 | Standard ammunition for assault weapons and heavy weapons. |
| Bolt | 3 | Standard ammunition for crossbows. |
| Bullets | 3 | Standard ammunition for pistols, revolvers, and rifles. |
| Fuel | 20 | Standard fuel for flamethrowers. |
| Shells | 5 | Standard ammunition for shotguns (Scatter). |
| Slug | 10 | Heavy 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.
| Ammunition | Cost Multiplier | Effect |
|---|---|---|
| Armor-Piercing | 8× basic | Ignores THP. |
| Barbed | 2× basic | Sticks in target, 1d6 Piercing per Round until removed. |
| Cryo | 6× basic | +3d6 Cryo Damage. |
| Electric Pulse | 2× basic | Disable electronics within 5 m + 2d6 Electric to Non-Organic. |
| Explosive | 8× basic | +2d6 Thermal + 3d4 Force, 2 m Radius. |
| Ghost | 8× basic | Ignores Cover and Objects. |
| Incendiary | 4× basic | +2d8 Thermal Damage. |
| Potion Holder | 12× basic | Hold 1 Potion. |
| Shatter | 10× basic | 2d6 Piercing to all within 1 m of target. |
| Taser | 6× basic | +2d6 Electric + Stuns for 3 Rounds. |
| Tracker | 5× basic | Traces target for 1 hour within 500 km. |
| Tracer | 2× basic | 5 m Bright Light, 10 m Dim Light for 5 mins. |