Gunsmith scenario icon
Starting scenario

Gunsmith

Cash vs. standard start -450 Starting rent +50 Trade it opens Gunsmithing
Developer pitch
Weapons & mods. High margins, security inspections. Start with Class 1 weapon permit, a stock of firearms and ammunition.

Starting equipment

  • Class I Weapon Permit
  • Start with a stock of Firearms and Gun Mods
  • Start with a stock of Ammunition

Core kit

ItemBase value (each)
3D Printer ×1 350
Gunsmith Storage Bay ×1 400
.22 SR Ammunition (Non-Lethal) ×6 14
.22 SR Ammunition ×5 20
Listed base value of the whole kit: 934 Credits

How this start plays

  1. Weapon Permit I is already in hand. Permit II costs 600 Credits and is delivered at 50 Security reputation; Permit III costs 900 Credits and needs 80.
  2. An officer takes a permit back when Security reputation drops below its line: 0 for Permit I, 30 for Permit II and 60 for Permit III.
  3. Permitted guns stop counting as contraband but still sell with half the usual contraband markup.
  4. A chip decides what the 3D printer makes, and since hotfix 1.0.0.2 the starting printer comes with its instruction note.

The trade it opens

All trades and unlock costs →
Cash vs. standard start
-450.
Starting rent
+50.
Trade it opens
Gunsmithing.
Core kit
3D Printer × 1; Gunsmith Storage Bay × 1; .22 SR Ammunition (Non-Lethal) × 6; .22 SR Ammunition × 5.
Starting equipment
Class I Weapon Permit · Start with a stock of Firearms and Gun Mods · Start with a stock of Ammunition.
Core machines
· 3D Printer ·.
On any other start
Wild: Retired Gunsmith (650 Credits) plus Weapon Permits.
Read the guide
· Gunsmithing ·.

Starts to compare it with

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Sources.