Gunsmith
High margins, Security inspections.
Weapons and modifications pay best and attract the most paperwork. A Class 1 permit, a stock of firearms and ammunition, and a Security file that opens with your name on it.
Firearms are the one trade where the licence outweighs the merchandise. Permit tiers decide which customers can legally be served at all, and every sale leaves a record that inspections can read.
Weapons are the trade with a paper trail. Everything sold legally can be counted by somebody else, which is why the gunsmith start is a reputation game with a shop attached: the same counter sales that pay the rent also buy the permit tiers that make the next sales legal.
The 3D printer changes the arithmetic. Scrap becomes stock without a supplier, so margin survives a bad week — but printed items still need the licence that lets them leave the counter.
Counter protocol
- Raise permit tiers through Security reputation before stocking what you cannot sell.
- Modifications raise the price and the inspection risk on the same item.
- A printed weapon is margin; a printed weapon without a permit is evidence.
Related stock
Where this comes from
The Gunsmith scenario starts with a Class 1 weapon permit plus firearms and ammunition.
“Start with Class 1 weapon permit, a stock of firearms and ammunition.”
Weapons on the station require permits and modifications.
“Water must be tested and filtered. Weapons require permits and modifications. Profitable chemicals rely on closely guarded recipes.”
Higher weapon permit tiers are bought with Security reputation rather than credits alone.
“Reputation for permit two and 80”
Caption as spoken (verbatim)
reputation for permit two and 80
Tier 1 is the developer or publisher speaking, tier 2 is a large structured reference, tier 3 is player-made material. Anything a player measured rather than read is labelled as community-reported on this page.