Store system
Gun orders
A Weapon Permit in the display case brings a gun buyer with an order. The order names the stats a gun must beat and pays extra for every bonus it meets.
- 3
- Permit classes
- None
- Haggling
- +50%
- Best gun order
- 30-110
- Service fee (Credits)
Each permit class brings its own buyer. The chance is rolled every day while the permit is on show.
Brings the Lower Level Citizen with a Class I order. 50% the first day, then 75%, then 100%.
Brings the Mercenary with a Class II order. 40% the first day, then 60%, 80%, then 100%.
Brings the Upper Level Citizen with a Class III order. 35% the first day, then 52%, 70%, 87%, then 100%.
Each day without a buyer adds half the base chance, up to 100%. The count starts over when a buyer comes.
Weapon market events raise or lower the chance. The Clientele list marks a changed chance with *.
A gun buyer takes one of the day's customer places. Gun buyers do not haggle.
The Gunsmith start sends a Lower Level Citizen with a Class I order on day 1 and day 4.
Every needed stat must be above its number. Each bonus met adds its Credits on top of the pay.
A Suppressor also earns the Makeshift Suppressor bonus.
A Class I buyer picks one of nine orders with the same chance: the seven below, a best gun order and a service order. Class II and III buyers pick one of eight.
If you own none of the class's guns, a service order comes half the time before that pick.
What changes the pay
- Weapon or Firearm market event
- Its % on top
- Price Gouge (Cozy)
- +20%
- Mark Up (Normal)
- +15%
- Thin Margins, Red Ink
- +0%
Class I orders
"Need something accurate."
- Pay
- 86-96 Credits
- Firepower above 17
- Needed
- Accuracy above 20
- +46 Credits
- Accuracy above 24
- +46 Credits
- Accuracy above 30
- +46 Credits
- Reliability above 24
- +46 Credits
"Need something with serious firepower."
- Pay
- 63-73 Credits
- Firepower above 11
- Needed
- Firepower above 14
- +34 Credits
- Firepower above 17
- +40 Credits
- Firepower above 20
- +40 Credits
- Firepower above 22
- +40 Credits
"Need something big and intimidating."
- Pay
- 98-108 Credits
- Firepower above 11
- Needed
- Size above 10
- +12 Credits
- Size above 12
- +17 Credits
- Size above 14
- +23 Credits
"Got something accurate? Maybe a suppressed one?"
- Pay
- 86-96 Credits
- Firepower above 17
- Needed
- Accuracy above 20
- +46 Credits
- Accuracy above 24
- +46 Credits
- Accuracy above 30
- +46 Credits
- Reliability above 24
- +46 Credits
- Makeshift Suppressor or Suppressor
- +22 Credits
- Suppressor
- +53 Credits
"I need something stylish."
- Pay
- 69-79 Credits
- Style above 4
- Needed
- Style above 7
- +34 Credits
- Style above 14
- +63 Credits
- Style above 17
- +57 Credits
- Style above 20
- +52 Credits
- Style above 23
- +46 Credits
"Nothing fancy. A gun that shoots straight and does not jam."
- Pay
- 92-102 Credits
- Firepower above 15
- Needed
- Reliability above 23
- Needed
- Accuracy above 23
- Needed
- Firepower above 21
- +29 Credits
- Style above 17
- +29 Credits
- Reliability above 32
- +34 Credits
- Recoil Control above 69
- +29 Credits
- Ergonomics above 54
- +29 Credits
- Accuracy above 32
- +34 Credits
- Size above 11
- +23 Credits
- Makeshift Suppressor or Suppressor
- +17 Credits
- Suppressor
- +40 Credits
"I want something that handles well, steady and easy in the hand."
- Pay
- 100-110 Credits
- Ergonomics above 44
- Needed
- Recoil Control above 54
- Needed
- Ergonomics above 59
- +35 Credits
- Ergonomics above 69
- +40 Credits
- Recoil Control above 74
- +35 Credits
- Recoil Control above 84
- +40 Credits
- Accuracy above 29
- +25 Credits
"Give me your best .22 SR. I pay what it is worth, and half again on top."
- Gun
- Any .22 SR gun
- Pay
- Market price +50%
Class II orders
"I need something reliable, bonus if it's suppressed."
- Pay
- 190-200 Credits
- Reliability above 32
- Needed
- Reliability above 39
- +37 Credits
- Reliability above 41
- +45 Credits
- Reliability above 45
- +50 Credits
- Reliability above 47
- +50 Credits
- Makeshift Suppressor or Suppressor
- +27 Credits
- Suppressor
- +63 Credits
"I need something stylish."
- Pay
- 190-200 Credits
- Style above 25
- Needed
- Style above 31
- +25 Credits
- Style above 34
- +30 Credits
- Style above 41
- +35 Credits
- Style above 47
- +45 Credits
- Style above 51
- +55 Credits
"I need something intimidating, the bigger the better."
- Pay
- 190-200 Credits
- Firepower above 25
- Needed
- Size above 10
- +40 Credits
- Size above 11
- +45 Credits
- Size above 12
- +50 Credits
- Size above 13
- +55 Credits
"Need something with serious firepower."
- Pay
- 190-200 Credits
- Firepower above 26
- Needed
- Firepower above 28
- +40 Credits
- Firepower above 32
- +45 Credits
- Firepower above 35
- +50 Credits
- Firepower above 38
- +55 Credits
"I want a proper sidearm, well rounded."
- Pay
- 200-210 Credits
- Firepower above 25
- Needed
- Reliability above 29
- Needed
- Accuracy above 33
- Needed
- Firepower above 35
- +40 Credits
- Style above 37
- +35 Credits
- Reliability above 41
- +40 Credits
- Recoil Control above 39
- +35 Credits
- Ergonomics above 49
- +35 Credits
- Accuracy above 47
- +40 Credits
- Size above 11
- +30 Credits
- Makeshift Suppressor or Suppressor
- +22 Credits
- Suppressor
- +53 Credits
"I want something that handles well, steady and easy in the hand."
- Pay
- 200-210 Credits
- Caliber
- 10mm
- Ergonomics above 39
- Needed
- Recoil Control above 29
- Needed
- Ergonomics above 49
- +35 Credits
- Ergonomics above 59
- +40 Credits
- Recoil Control above 34
- +35 Credits
- Recoil Control above 44
- +40 Credits
- Recoil Control above 52
- +45 Credits
"Give me your best 10mm. I pay what it is worth, and half again on top."
- Gun
- Any 10mm gun
- Pay
- Market price +50%
Class III orders
"Need something with serious firepower."
- Pay
- 350-360 Credits
- Firepower above 59
- Needed
- Firepower above 64
- +65 Credits
- Firepower above 69
- +70 Credits
- Firepower above 74
- +75 Credits
- Firepower above 79
- +80 Credits
"I need something stylish."
- Pay
- 350-360 Credits
- Style above 52
- Needed
- Style above 55
- +65 Credits
- Style above 58
- +70 Credits
- Style above 63
- +75 Credits
- Style above 68
- +80 Credits
"Need something big and intimidating."
- Pay
- 350-360 Credits
- Size above 16
- Needed
- Size above 17
- +80 Credits
- Size above 19
- +85 Credits
- Size above 22
- +90 Credits
- Size above 25
- +95 Credits
"I need something reliable, bonus if it's suppressed."
- Pay
- 350-360 Credits
- Reliability above 59
- Needed
- Reliability above 64
- +75 Credits
- Reliability above 67
- +80 Credits
- Reliability above 70
- +95 Credits
- Reliability above 74
- +100 Credits
- Makeshift Suppressor or Suppressor
- +33 Credits
- Suppressor
- +77 Credits
"I want something that handles well, steady and easy in the hand."
- Pay
- 360-370 Credits
- Caliber
- 10mm
- Ergonomics above 54
- Needed
- Recoil Control above 24
- Needed
- Ergonomics above 69
- +60 Credits
- Ergonomics above 79
- +65 Credits
- Recoil Control above 39
- +60 Credits
- Recoil Control above 54
- +65 Credits
- Recoil Control above 69
- +70 Credits
"A serious piece, no weak spots. Every detail you get right adds to the price."
- Pay
- 360-370 Credits
- Firepower above 57
- Needed
- Reliability above 57
- Needed
- Accuracy above 44
- Needed
- Firepower above 74
- +65 Credits
- Style above 64
- +65 Credits
- Reliability above 71
- +70 Credits
- Recoil Control above 39
- +60 Credits
- Ergonomics above 69
- +60 Credits
- Accuracy above 61
- +65 Credits
- Size above 19
- +60 Credits
- Makeshift Suppressor or Suppressor
- +30 Credits
- Suppressor
- +70 Credits
"Give me your best 10mm. I pay what it is worth, and half again on top."
- Gun
- Any 10mm gun
- Pay
- Market price +50%
Can you work on my gun? I want it to do better. I pay for the parts you put on it.
The buyer brings his own gun and pays a fee plus your parts. His gun comes in Poor (40%), Fair (40%) or Good (20%) condition.
Class I service
- Fee
- 30-40 Credits
- Stats that must rise
- 1, each by 8
- A stat raised by 16
- +15 Credits
- Bonus stats, each raised by 8
- 2, +12 Credits each
Class II service
- Fee
- 60-70 Credits
- Stats that must rise
- 2, each by 10
- A stat raised by 20
- +25 Credits
- Bonus stats, each raised by 10
- 2, +20 Credits each
Class III service
- Fee
- 100-110 Credits
- Stats that must rise
- 2, each by 12
- A stat raised by 24
- +40 Credits
- Bonus stats, each raised by 12
- 3, +32 Credits each
Class I service, 70% of orders
Class I service, 30% of orders
Class II service, 60% of orders
Class II service, 40% of orders
Class III service, 60% of orders
Class III service, 40% of orders
The stats are drawn from Firepower, Style, Reliability, Recoil Control, Ergonomics and Accuracy. A Rampart Dual-Action Shotgun order never asks for Firepower.
Your parts on the gun are paid at their value: the mods you fit and the Gun Parts that raised its condition. If the buyer leaves, both come back to you.
After a gun sale the buyer can ask for more. Each bonus met adds 5% to every chance.
What the buyer can spend (Class I / II / III)
- Ammunition
- A third of the gun's value
- Melee weapon
- 60 / 120 / 250 Credits
- Munitions or explosives (Class II / III)
- 150 / 350 Credits
Sending the buyer off before a deal can still sell a melee weapon:
Hold on. Got a melee weapon? I can spend 60 Credits.
Class II and III buyers do not take Junk; Class III buyers also refuse Tools and Household Goods.



