Weapons & permits
The licence gates the customers, not the stock.
Firearms, ammunition and modifications, sold under permit classes bought with reputation and audited by Security.
The station tolerates armed citizens and audits armed merchants. Every permit tier opens a customer class and removes a little deniability.
Weapons are the trade most exposed to the station’s paperwork. Nothing about printing or modifying a gun is difficult; the difficulty is that the licence which makes the sale legal is earned somewhere other than the counter.
That is why the trade is usually run alongside Security work — returning wanted criminals, reporting crimes, keeping a clean file — until the permit tiers catch up with the stock on the shelf.
Counter protocol
- Raise permit tiers before stocking what they allow.
- Modifications increase the sale price and the inspection risk together.
- A revoked permit does not have to end the run — patched behaviour returns confiscated stock.
Related stock
Where this comes from
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.”
A player holding a revoked Weapon Permit 1 keeps the shotgun permanently after the patch.
“If the player owns a revoked Weapon Permit 1, they keep the shotgun indefinitely.”
Community gunsmith guides treat special orders as a reason to hold higher permit tiers.
“Orders like the Sentinel, you may want”
Caption as spoken (verbatim)
orders like the Sentinel, you may want
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.