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Gunsmith

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About this specialization

From day 1, fill Lower Level Citizen gun orders with your starting guns and mods. Use your 3D Printer to replenish .22 SR guns and parts, then unlock Weapon Permit II and Weapon Permit III for Mercenary and Upper Level Citizen orders. You can buy the guns or make frames and finish them with Gun Parts. Alongside deliveries, earn fees repairing customers' guns and sell matching ammunition and melee weapons after orders. Sell spare guns to ordinary weapon buyers and recover materials from unwanted stock; crates and the Dumping Ground provide occasional supplies.

Display a valid weapon permit to draw gun-order customers. Stat orders pay a base reward plus achieved bonuses. An order for your best gun names a caliber and pays its current value, fitted parts included, plus 50%. Service orders pay a fee and reimburse qualifying parts. Repairs and mods raise the gun's stats. Outside orders, guns and ammunition use separate Display Case categories; melee weapons can also sell after an order. Item prices below are Base Value. Print times assume the required modules' base effects and no other speed bonuses.

Ratings

Beginner friendliness2 / 5
An order's numbers must be beaten, not matched, and condition and mods affect the six performance stats, so the first orders take some working out.
Early income4 / 5
A Lower Level Citizen always brings a gun order on days 1 and 4, and the regular delivery orders can be filled with your starting guns and mods.
Growth before the buyout4 / 5
Weapon Permit II and Weapon Permit III bring buyers with much higher base rewards. Growth stops at the daily customer limit and at how many higher-tier guns you can get.
Low daily effort2 / 5
Every order means picking a gun, swapping mods and checking the numbers. Each 3D Printer runs one print job at a time; the chip determines how many items it produces.
Safety from Security and factions4 / 5
The Class I Weapon Permit is issued from the start and Security reputation starts high. Mid- and high-level guns stay contraband until you hold the permit for them.
Starting cash margin2 / 5
Before cash-boosting perks, starting cash is 150 against rent of 250. Set aside rent and material money before spending on another 3D Printer or upgrades.

Starting conditions

During your training with The Mentor, you developed an enthusiasm for firearms and munitions. You learned how to modify weapons, from handmade sidearms to powerful machine guns. With a license in hand, you now fulfill custom orders and earn a steady income arming the residents of the station.

Cash and rent

Starting cash
150
Rent
250

Both before perk changes.

Regular visitor

  • Retired GunsmithVisits on days 4, 11, 18, …

Starting reputation

Security
+25

Scaled by the difficulty's reputation multipliers.

Special rules

  • Your first gun customers are fixed: on days 1 and 4 a customer comes to buy a basic gun, and on day 2 a Lower Level Citizen always offers 1 Nestfire Compact (Poor or Fair). Gun Mod items and .22 SR Ammunition may also be offered.

Income routes

Quick summary

Compare ways to earn

Fill Lower Level Citizen orders with your starting guns and mods

From the start

The Class I Weapon Permit starts in your Display Case, and a Lower Level Citizen always comes with a gun order on days 1 and 4. Combine the Nestfire Compact and Liberator 3D Printed Pistol pistols and mods you start with until they beat the order, then hand the gun over on the Negotiation Counter. The limits are the daily customer cap and how many guns you hold.

  1. Before opening, add a Firearm Neon Sign to the Display Case, where the Class I Weapon Permit already is.

    • The Class I Weapon Permit is already in the Display Case at the start. Taking it out stops its regular daily roll for Lower Level Citizen gun buyers; the guaranteed visits on days 1 and 4 still happen.
    • Before market adjustments, the first permit starts at 50%. Each day this Display Case roll does not produce a buyer raises it to 75%, then 100%; a buyer from this roll resets it. Market swings adjust the result.
    • The Firearm Neon Sign calls a gun seller with a 40% chance, rolled after the permit buyers. If the day's customer cap is already used up, the seller does not come.
  2. When a gun buyer arrives, read the order's base and bonus requirements. A stat equal to the number is not enough; it has to be higher.

    • Each achieved bonus adds to the reward, but missing a base requirement prevents handover. For a service order, repair or modify the gun the customer brings, even if you own guns. Base fees before adjustments are 30–40 at the first tier, 60–70 at the second and 100–110 at the third; bonuses and qualifying parts are extra.
    • When the order names a caliber, only a gun of that exact caliber is accepted.
  3. For a regular delivery order, pick the base gun. You start with two units of Nestfire Compact, one Good and one Poor, and two units of Liberator 3D Printed Pistol, one New and one Poor.

  4. Add mods for the stats that fall short: Red Dot Sight for accuracy, Improved Internal Springs for reliability, .22 Magazine or High Capacity .22 Magazine for firepower, and Suppressor or Laser Sight for style.

  5. Put the finished gun on the Negotiation Counter to hand it over.

    • The reward is fixed and cannot be haggled. On days when weapon and firearm prices are up, the reward is higher too.
  6. After the handover, the buyer may also buy ammunition or a melee weapon. Keep some .22 SR Ammunition or .22 SR Ammunition (Non-Lethal) and a melee weapon in stock for this.

  7. If you cannot meet an order, start to send the buyer away: they turn into a melee weapon buyer instead. Sell them one if you have it.

  8. Always keep at least one gun of the buyer's tier in hand.

    • Without a gun of that tier, an extra roll before the normal order selection often makes it a service order. A service order can still be picked by the normal selection, even while you own a gun.
    • A service order pays the current value of the parts you fit and the repair parts that actually improved the gun. Failed repair parts are used up and not paid.

Related Wild's Network upgrades

  • Weapon Permit I

    Unlocked from the start and issues the Class I Weapon Permit. Below 0 Security reputation, an officer is sent to revoke it; it is removed at the end of that conversation if reputation is still below 0.

Related items

Related customers and events

Tips

  • The starting store has 2 daily slots from attractiveness; permit buyers use these slots, in addition to the scripted visits on days 1 and 4. Use the Janitorial Service every night. From a clean storefront before Store Renovation I, skipping 2 consecutive nights reduces the attractiveness slots to 1, and skipping 3 leaves none. Reputation, location perks, nights out and vandalism also affect the actual cap.
  • Going out after closing can cost you up to one normal customer the next day; Short Sleeper prevents this.
  • An order that names only a caliber and asks for your best gun pays the gun's full value with mods, plus half of it on top. Fit your best mods for it.
  • On day 2 a Lower Level Citizen comes to sell a Nestfire Compact, sometimes with mods and ammunition too. Buy it as another base gun, but it is Poor or Fair and falls short of orders that need firepower above 17 (a Fair one has exactly 17). For those orders, repair it to Good with Gun Parts or fit a .22 Magazine first.
  • The main delivery trade starts on day 1. After replenishing your starting stock, move on to Weapon Permit II for Mercenary orders and later Weapon Permit III for Upper Level Citizen orders. Keep the guns needed for orders before selling spares through the Display Case.

Print Liberator 3D Printed Pistol pistols and mods from 3D Printing Filament

From the start

Load 3D Printing Filament into your 3D Printer to print Liberator 3D Printed Pistol pistols for orders. Sell spares to Odin Haraldsson, the Scavenger or the Self-Defense Enthusiast; the Private Security Contractor refuses these makeshift guns. The Retired Gunsmith on Thursdays and the Supplier (Supply Runner) on Sundays sell 4× 3D Printing Filament each. Printer time limits how many guns and mods you can replenish.

  1. Put 2× 3D Printing Filament in the input of your 3D Printer and print a Liberator 3D Printed Pistol with the .22 Pistol 3D Printer Chip. At base speed it takes 3 nights.

    • The chip is reusable. The materials are used up when the print starts.
    • Printing does not advance without power. The starting printer has an Energy Cell inside.
    • A Liberator 3D Printed Pistol comes out New.
  2. When the Retired Gunsmith comes on Thursday, buy all 4× 3D Printing Filament.

  3. Buy a second 3D Printer and a .22 Pistol 3D Printer Chip from the Retired Gunsmith. Obtain a separate Energy Cell from the Supplier (Supply Runner) on Sunday, then fit the chip and power source and print on both machines.

  4. On Sunday, buy 4× 3D Printing Filament and an Energy Cell from the Supplier (Supply Runner). When a Junker visits, buy their 3D Printing Filament, Scrap Metal and Electronic Parts (Common).

  5. Between Liberator 3D Printed Pistol pistols, print mods. The 3D Printer Chip (x4 Improved Internal Springs) turns 2× Scrap Metal into 4× Improved Internal Springs in 1 night at base speed.

  6. Print melee weapons too. The 3D Printer Chip (x3 Box Cutter) makes 3 from 2× Scrap Metal and 1× 3D Printing Filament, and the 3D Printer Chip (x4 Kitchen Knife) makes 4 from 3× Scrap Metal and 1× 3D Printing Filament.

  7. Use the units of Liberator 3D Printed Pistol as order bases, and sell the spares to Odin Haraldsson after receiving his card and calling him back. His first visit on day 2 is a conversation, not a purchase.

    • Hear him out instead of reporting him and he gives you the Business Card (Green). Request a visit by phone and he comes 2 days later to buy weapons, melee weapons, ammunition and more. You cannot arrange a visit during a crackdown or while blacklisted by his faction.
    • After a call, the cooldown lasts 5 days. Selling him items raises his base budget, up to 1500, though very cheap sales do not.
    • Reporting him pays a bounty and Security reputation, but he never answers your calls again. Do not report him if you want a buyer for spare guns.
  8. Display guns or ammunition so their category is among the highest-value categories. With store attractiveness of at least 100, a Display Case buyer is generated outside the normal customer cap. Sell the Liberator 3D Printed Pistol to the Scavenger or the Self-Defense Enthusiast; the Private Security Contractor refuses it.

    • The buyer comes for the kind of goods with the highest total value in the Display Case, and guns and ammunition count as separate kinds. Showcase Expansion I adds a kind when the store is not vandalized; services can add another. Until you can attract multiple kinds, do not let another kind outvalue your guns.
    • Once the category total is high enough, the Self-Defense Enthusiast replaces the Scavenger; store attractiveness of at least 400 brings that buyer even with a lower total. From day 14, an even higher total gives the Private Security Contractor priority. Sell that customer ammunition or non-makeshift weapons, not the Liberator 3D Printed Pistol.
    • The Class I Weapon Permit only makes low-level contraband guns and ammunition legal, and any contraband in the Display Case brings an inspection that day. Do not display higher-level guns before you hold their permit.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

Take Mercenary orders with Weapon Permit II

From mid game

Raise Security reputation to 50, buy Weapon Permit II and display the Class II Weapon Permit, and Mercenary buyers bring orders with much higher base rewards. For regular deliveries, a modded .22 SR gun can fill an order that names no caliber if it meets every base requirement; service orders require the customer's own gun. The limits are your reputation and the daily customer cap.

  1. Raise Security reputation to 50 or more: pass a routine inspection by a real inspector without concealing goods or relying on items being overlooked, report wanted customers correctly, and trade with the Security Requisition Officer.

    • With Model Citizen, you start at 50 or more on Price Gouge and Mark Up, and a little short on Thin Margins and Red Ink.
    • Contraband or stolen goods found in an inspection cost a lot of reputation, and a wrong report costs some too.
  2. Buy Weapon Permit II. The Class II Weapon Permit is issued the next time you open the shutter if Security reputation is still at least 50. Display it along with the Class I Weapon Permit before the following opening; the customer roll for the day it is issued has already happened.

  3. For a regular delivery order that names no caliber, use a modded .22 SR gun only after checking every base requirement. The Extended .22 Magazine raises firepower a lot. For a service order, work on the gun the buyer brings.

  4. On Wednesday, buy a Sentinel Mk. III. and 10mm Ammunition from the Security Requisition Officer who comes to sell surplus.

  5. Keep at least one gun of the Mercenary tier in hand: Ironcraft 10, Sentinel Mk. III. or Lancewell Revolver.

    • Without one, service orders are often picked first, ahead of the normal selection, which can also pick them. Their base reward is lower, though parts and bonuses add to it.
  6. For the purchases after the handover, keep 10mm Ammunition and melee weapons in stock.

    • From this tier up, buyers may also ask for the Smoke Grenade or the Flashbang Grenade. Munitions stay contraband even with a weapon permit, so avoid buying them for this extra sale. Ammunition must match the caliber of the gun delivered.
  7. Keep Security reputation at 30 or more. Below 30, an officer is sent to revoke the Class II Weapon Permit; if it is still below 30 at the end of that conversation, the permit is removed and mid-level guns become contraband again.

  8. To make your own frames and Gun Parts, buy a Furnace from Dr. Jackson. Power it and put in 2 pieces of either Scrap Metal or Metal Ore to make 1× Metal Ingot per night. With the Furnace Module (Blast), use 3 material items for 2 ingots.

  9. Fit a Metal Printer Module and a Computer Numerical Control Module to the 3D Printer. With the Nestfire Compact Frame 3D Printer Chip, print the Nestfire Compact Frame from 1× Metal Ingot; with the Ironcraft 10 Frame 3D Printer Chip, print the Ironcraft 10 Frame from 1× Metal Ingot and 1× Scrap Metal. Use 1× Gun Parts on a frame to finish the Nestfire Compact or the Ironcraft 10, respectively.

    • With those modules at their base effects and no other speed bonuses, either frame takes 4 nights. On the same setup, the Gun Part 3D Printer Chip makes 2–5× Gun Parts from 1× Metal Ingot in 2 nights; ingot purity decides the count. The Retired Gunsmith sells the chips and modules. Check the finished gun against the order before handing it over.

Related Wild's Network upgrades

  • Weapon Permit II

    Issues the Class II Weapon Permit, which brings the Mercenary orders this route runs on.

  • Store Renovation I

    Raises base store attractiveness to 400. From a clean storefront, 3 uncleaned nights leave 280, still enough for 2 attractiveness slots; other customer-count modifiers and vandalism apply separately. While clean, displayed weapons can draw a Self-Defense Enthusiast even at a low total if that kind is selected.

  • Store Renovation II

    Adds another 150 base attractiveness. After cleaning, and with both renovations, skipping at most 1 night leaves 550, enough for a third attractiveness slot; other customer-count modifiers and vandalism apply separately.

Related items

Related customers and events

Tips

Take Upper Level Citizen orders with Weapon Permit III

Late game

Raise Security reputation to 80, buy Weapon Permit III and display the Class III Weapon Permit for Upper Level Citizen orders. Their stat-based deliveries have the highest base rewards of the three tiers. Build on the Peacemaker Heavy SMG or the Rampart Dual-Action Shotgun, and offer a Combat Knife or a Combat Machete for extra melee sales. Reputation and the supply of higher-tier guns limit growth.

  1. Raise Security reputation to 80 or more.

    • The Security Requisition Officer has a base reputation multiplier of 2. Bargaining can change it, so buy needed stock at the offered price when raising reputation.
  2. Buy Weapon Permit III. At a shutter opening with Security reputation of at least 80, receive a Class III Weapon Permit, then display it before the following opening to enter the customer roll.

  3. On Wednesday, buy a Peacemaker Heavy SMG and a Rampart Dual-Action Shotgun from the Security Requisition Officer.

    • They bring these only while the Class III Weapon Permit is valid, and always in Poor or Fair condition, so plan on repairs or mods.
  4. Build on the Peacemaker Heavy SMG or the Rampart Dual-Action Shotgun and fit mods until the gun beats the order.

    • A gun in bad condition loses a lot of its six performance stats. Repairing with Gun Parts raises its condition one step on success, but never to New.
    • Repairs of these guns can fail and still use up the Gun Parts: a Peacemaker Heavy SMG repair succeeds 40% of the time at first, rising by 40 points with each failure, and a Rampart Dual-Action Shotgun by 35 points.
  5. Keep at least one gun of this tier in hand.

    • Without one, service orders are often picked first, ahead of the normal selection, which can also pick them.
  6. For extra sales to these order customers, stock the Combat Knife or the Combat Machete. Fit a Metal Printer Module in your printer and use the 3D Printer Chip (x5 Combat Knife) with 2× Metal Ingot for 5 knives, or the 3D Printer Chip (x3 Combat Machete) with 3× Metal Ingot for 3 machetes. Both take 5 nights with the required module at its base effect and no other speed bonuses.

  7. Keep Security reputation at 60 or more. Below 60, an officer is sent to revoke the Class III Weapon Permit; it is removed if reputation is still below 60 at the end of that conversation.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

Recommended starting perks

Point limit: 3

Build 1

Total: 3 Points

Model Citizen starts you with higher Security reputation: 20 or more on every difficulty, so the Security Requisition Officer comes from the first Wednesday, and 50 or more on Price Gouge and Mark Up, so Weapon Permit II is issued at the next shutter opening after you buy it. The extra 150 from Savings goes into a second 3D Printer or 3D Printing Filament, and Short Sleeper keeps your customer slots the day after a night out.

Recommended Wild's Network upgrades

Early game

  1. Rent GraceRatingA

    Before cash-boosting perks, you start with less cash than the rent. If the first rent falls short, this lets you pay it with the next week's rent, once.

Mid game

  1. Brings the Mercenary orders, whose base rewards are far higher than the first tier. Issued at Security 50 or more.

  2. Raises base store attractiveness to 400. From a clean storefront, 3 uncleaned nights leave 280, still enough for 2 attractiveness slots; other customer-count modifiers and vandalism apply separately. While clean, displayed weapons can draw a Self-Defense Enthusiast even at a low total if that kind is selected. Required for Store Renovation II.

  3. Dr. Jackson's night shop stocks the Performance Module after this unlock. Check its displayed effects and your 3D Printer's current speed, then choose one that makes printing faster.

Late game

  1. Adds another 150 base attractiveness. After cleaning, and with both renovations, skipping at most 1 night leaves 550, enough for a third attractiveness slot; other customer-count modifiers and vandalism apply separately.

  2. Brings Upper Level Citizen orders, whose stat-based deliveries have the highest base rewards of the three tiers. Issued at Security 80 or more; unlocking also gives a Heavy Firearm Neon Sign.

Recommended faction reputation

Priority
SAim for it first
AA big gain once you have it
BNice to have
SPriority: Aim for it firstSecurity

Weapon Permit II

Required reputation+50 or more
In-game effect
Wild will negotiate on your behalf to secure you a firearms permit usually reserved for Upper Level Merchants, allowing you to legally trade mid level contraband firearms and ammunition. The permit will only be delivered after reaching at least 50 Security Reputation.
Why
Needed for Weapon Permit II to be issued; the Mercenary orders become your main income.
SPriority: Aim for it firstSecurity

Security Surplus

Required reputation+20 or more
In-game effect
A Security Surplus Merchant will occasionally visit the Store.
Why
A Security Requisition Officer sells surplus every Wednesday. With the Class I Weapon Permit they bring 10mm Ammunition and mods (Red Dot Sight, Laser Sight, Compensator and Suppressor, each often in stock); with the Class II Weapon Permit, the Sentinel Mk. III.; with the Class III Weapon Permit, the Peacemaker Heavy SMG and the Rampart Dual-Action Shotgun. Their base Security reputation multiplier is 2; bargaining can change it.
APriority: A big gain once you have itLower Levels

Referral

Required reputation+20 or more
In-game effect
100% chance that 1 additional random customer will visit the Store per day.
Why
Adds 1 in the normal customer-count calculation, before the final limit. It helps make room for permit buyers and sign sellers. Raise it through trades with Lower Levels customers.
APriority: A big gain once you have itSecurity

Weapon Permit III

Required reputation+80 or more
In-game effect
Wild will negotiate on your behalf to secure you a weapon permit usually reserved for Station Security Quartermasters, allowing you to legally trade high level contraband firearms and ammunition. The permit will only be delivered after reaching at least 80 Security Reputation.
Why
Needed for Weapon Permit III. The Upper Level Citizen stat-based delivery orders have the highest base rewards of the three tiers.
BPriority: Nice to haveSecurity

Security Protection

Required reputation+40 or more
In-game effect
Due to your good Reputation with Security, Thieves are more reluctant to target your Store.
Why
Lowers the chance of theft on nights without insurance, protecting valuable guns. You reach it on the way to Weapon Permit II.
BPriority: Nice to haveSecurity

Trusted

Required reputation+60 or more
In-game effect
Inspections will be less frequent, and any investigations will progress slower. You will receive advanced warning of any impending Security Operation.
Why
Fewer inspections and slower investigations, at the same 60 that keeps Weapon Permit III valid.
BPriority: Nice to haveSecurity

Reliable Vendor

Required reputation+80 or more
In-game effect
The Security Surplus Merchant will have improved wares, and Security customers will have 50% more credits to spend.
Why
The Security Requisition Officer always stocks the Tazer, which Upper Level Citizen order customers accept as a melee weapon. All customers that use a budget gain 50% of their original budget, regardless of faction. It comes at the same 80 as Weapon Permit III.
BPriority: Nice to haveSecurity

VIP

Required reputation+100 or more
In-game effect
Due to your excellent Reputation with Security, Thieves will no longer target your Store. You will no longer be subject to inspection.
Why
Suppresses night theft in ordinary play and stops routine inspections. Contraband in the Display Case still brings an inspection. Worth pursuing beyond the 80 of Weapon Permit III as your gun stock grows.

Penalties of low reputation

Lower Levels

Poor Reviews

Required reputation−20 or less
In-game effect
100% chance that 1 less random customer will visit your Store per day.
What to watch
Subtracts 1 in the normal customer-count calculation before the final limit, putting pressure on permit-buyer slots. Reporting wanted Lower Levels customers lowers Lower Levels reputation.
Security

Watchlist

Required reputation−20 or less
In-game effect
Security has added you on their watchlist. Any investigation on you will progress x1.2 times faster.
What to watch
Investigations move 1.2 times faster at this level, rising to 1.5 times at Security reputation of -60 or lower. Before reaching this level, below 0, an officer can revoke the Class I Weapon Permit at the end of their conversation, making your starting guns contraband.

How to raise reputation

Values are before adjustments. Gains are multiplied by 1.5 on Price Gouge, 1 on Mark Up, 0.75 on Thin Margins and 0.5 on Red Ink; losses by 0.5, 1, 1.25 and 2.

Security

  • Trading with Security customers adds about 2.5 for every 1000 credits sold or bought, and trades with the Security Requisition Officer count double.
  • A clean inspection adds 3.
  • Correctly reporting a wanted customer adds 5, or 1.5 times as much with Model Citizen.
  • Reporting a seller of stolen goods or serious contraband who is not wanted adds 0 to 4, depending on the contraband level, but lowers the seller's faction.
  • Correctly shooting an augmented person adds 8. A wrong shot costs 15.
  • An Alarm System with a transmitter for Security adds 1 on each night the Insurance Service is checked.
  • Completing a Security request from Marketplace Requests adds up to 10.
  • Model Citizen starts you 30 higher and Well Connected 15 higher, without difficulty adjustments.

Main causes of loss

It drops by up to 25 when an inspection finds contraband or stolen goods, and by 10 when you pay a fine.

Lower Levels

  • Trading with Lower Levels customers adds about 1.65 for every 1000 credits. Most normal customers belong to this faction, so everyday sales raise it.
  • Completing a Lower Levels request from Marketplace Requests adds up to 10, and the larger requests give 6 to 10.
  • Handing out free medicine you were given without charging adds 1 per item, and selling it costs 4.
  • Reporting The Butcher adds 6 instead of lowering it.
  • Well Connected starts you 15 higher.

Main causes of loss

Reporting its members costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Important customers

Customers rated S or A for this specialization in the priority of the customer list, with the reason.

SPrepare for this customer

  • Officer Lun

    As Gunsmith, reporting opportunities can support weapon-permit reputation, while deliberately raising his addiction creates a later stock-destruction visit.

  • Joe Wild

    As Gunsmith, the intro is always skipped: there is no day-7 introduction, and the network is available from day 1. It includes upgrades that enlarge the Display Case and raise customer budgets; reserve Favor and cash for the upgrades your firearms and gun-parts business needs.

  • Dr. Jackson

    As Gunsmith, the intro is always skipped, so his day-6 Furnace visit never happens. You start with a 3D Printer, so he comes early to sell a Performance Module, an Efficiency Module and a Quality Module with a New Customer Discount; the Performance Module speeds up printing, so buy what your next prints use.

  • The Landlord

    As Gunsmith, rent is a survival deadline for income from firearms and gun parts; keep the bill covered before reinvesting, and plan the buyout separately from optional vending installation.

  • James Bailey

    As Gunsmith, sparing him keeps a 14-day supply of Security equipment and ammunition; reporting trades that recurring source for a 300 base bounty and a reputation loss.

  • The Butcher

    As Gunsmith, a report brings 450 base bounty but later vandalism and stalking can interrupt night supply runs for firearms and gun parts; decide before reporting whether you can carry a firearm or PulseGuard Stun Gun, or pay 500 to end it.

  • Leroy

    As Gunsmith, mistaking him for a harmless fake inspector can still cost illegal or stolen inventory; reporting gives a 300 base bounty without a visitor-faction penalty.

  • Eleanor

    As Gunsmith, the investigation route yields SYNC Self-Refilling Neuroactive Perfume regardless of the final moral choice; plan its food help and 800-credit purchase fund beside firearms and gun parts.

  • Trade Board Official

    As Gunsmith, the permit or repeated bribes compete with the cash and stock needed for firearms and gun parts; take the free first delay, then budget a legal response instead of adding avoidable crimes.

  • Lou

    As Gunsmith, her 1500 base bounty starts a chain with fatal box and payment checks; protect firearms and gun parts and working cash by deciding whether you want the chain before reporting her.

  • Cadet Serpico

    As Gunsmith, feeding him before day 51 preserves a day-57 equipment reward and a possible Security reputation gain for permit planning; that recipient requires reputation 50.

  • Security Inspector

    As Gunsmith, guns outside your active permits can become contraband, so check permits and stock before allowing a search.

  • Security Officer

    As Gunsmith, losing reputation can withdraw weapon permits and make held guns illegal; a separate crime sentence can end the run.

  • Cartel Hitman

    Comes when your Sector 13 Cartel reputation is -100 or lower; the run ends when the conversation finishes.

  • GP Mining Courier

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Metal Ore).

  • Miner

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Metal Ore).

  • Mob Leader

    Comes when your Lower Levels reputation is -100 or lower; the run ends when the conversation finishes.

  • Retired Gunsmith

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (3D Printer, .22 Pistol 3D Printer Chip, 3D Printer Chip (x4 Makeshift RDS) +4 more).

AUseful in the right situation

See every customer's priority for this specialization