Starting scenario
Gunsmith
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
| Item | Base 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
- 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.
- 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.
- Permitted guns stop counting as contraband but still sell with half the usual contraband markup.
- 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 ·.
