Gunsmith
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.
Menu label: Advanced Start
You start with
- Class I Weapon Permit
- Start with a stock of Firearms and Gun Mods
- Start with a stock of Ammunition
How do gun orders work?
Gun buyers come with an order, and the order type decides what you are paid for:
| Order | What the buyer says | What you get paid |
|---|---|---|
| Build order (most orders) | A list of required stats and bonus lines | A fixed reward once all required lines are met, plus a set amount for every bonus line the gun also clears |
| “Give me your best …” | Any gun of one caliber | The gun’s market value with all mods, plus 50% |
| “Can you work on my …?” | Brings their own gun in Poor, Fair or Good condition | A service fee (about 30, 60 or 100 credits for Class I, II or III), the value of the parts and repairs you add, plus bonus lines |
On a build order the gun’s own price does not raise the reward. Clear the lines with the cheapest gun and as few mods as possible. Weapon and firearm market events and your retail markup scale the reward. About one Class I order in nine is a “best” order for a .22 gun, and one in eight at Class II and III asks for a 10 mm gun. If you own no gun of the order’s class, half of the orders turn into “work on my gun” requests. After a delivery the buyer may also ask for ammunition (budget: a third of the gun’s value) or a melee weapon. The more bonus lines you met, the more likely they ask.
Which guns belong to which permit?
| Permit | Guns |
|---|---|
| Class I Weapon Permit | Liberator 3D Printed Pistol (.22), Nestfire Compact (.22) |
| Class II Weapon Permit | Ironcraft 10 (10 mm), Sentinel Mk. III. (10 mm), Lancewell Revolver (.45) |
| Class III Weapon Permit | Peacemaker Heavy SMG (10 mm), Rampart Dual-Action Shotgun (12 gauge) |
How do you get the Class II and Class III permits?
Buy Weapon Permit II (600 credits) and then Weapon Permit III (900) in Joe Wild’s network. The permit itself arrives when you open the shutter once your Security reputation is high enough: 20 for Class I, 50 for Class II and 80 for Class III. Weapon Permit III also gives you the Heavy Firearm Neon Sign.
Ways to raise Security reputation:
- Correctly reporting a customer from the Wanted List gives +5 Security reputation and the bounty.
- Shooting an Aug gives +8 Security reputation and +2 with Lower Levels, the Black Market and the Revolution.
- Model Citizen (1 perk point) adds +30 Security reputation at the start and raises both of the rewards above by 50%. Wild’s Favorite makes the permits and other network upgrades cheaper.
How do you bring in buyers and sellers?
Put a weapon permit in the display case to attract a gun buyer of that class. The daily chance is 50% for Class I, 40% for Class II and 35% for Class III, and it grows with every day the buyer does not show up. Weapon market events change the chance too. The Firearm Neon Sign (from Weapon Permit I) brings a gun seller with a 40% chance. The Heavy Firearm Neon Sign brings an Upper Levels gun seller with a 25% chance, and that is where you find Class III guns. If you have nothing to sell for a class, take that permit out of the case so its buyers do not take up customer slots. On the Gunsmith start a Lower Levels gun buyer also comes on days 1 and 4, and a gun seller on day 2.
How does the 3D Printer work?
A chip sets the recipe, and the materials go in next to it. With no modules the printer adds 24 progress per night. A Liberator 3D Printed Pistol needs 2 3D Printing Filament and 50 progress, so it takes 3 nights. A Performance bonus of 5% or more cuts this to 2 nights.
Useful chips:
| Chip | Input | Output | Nights (base) |
|---|---|---|---|
| .22 Pistol 3D Printer Chip | 2 filament | 1 Liberator | 3 |
| Improved Internal Springs chip | 2 Scrap Metal | 4 Improved Internal Springs | 1 |
| RDS chip | 3 Scrap Metal, 1 Electronic Parts (Common) | 2 Red Dot Sight | 1 |
| Nestfire Compact Frame chip | 1 Metal Ingot | 1 Nestfire Compact Frame | 3 |
Frame chips (Nestfire Compact, Ironcraft 10) print frames, not finished guns, and need the Metal Printer Module. Two Scrap Metal (10 credits each) become four Improved Internal Springs worth 20 each.
The Retired Gunsmith visits on day 4 and every 7 days after, on the Gunsmith start or after you buy his network upgrade. He always has a 3D Printer, filament and the basic chips: Liberator, Improved Internal Springs, Makeshift RDS and a few tool chips. The Red Dot Sight, Laser Sight and Suppressor chips are rare: 15% each per visit before day 20 and 40% from day 20 on.
What to watch out for when reporting the Butcher
Reporting The Butcher pays well, but he then hunts you. While he does, you can go out after hours only with a gun in your backpack. If no gun fits in your bag, you are stuck in the store until you pay Sawyer 500 credits to deal with him.
Firearms and base stats
| Item | Base price | Firepower | Accuracy | Recoil control | Ergonomics | Reliability | Style |
|---|---|---|---|---|---|---|---|
| Liberator 3D Printed Pistol | 40 | 15 | 15 | 55 | 40 | 15 | 5 |
| Nestfire Compact | 120 | 20 | 30 | 65 | 50 | 30 | 15 |
| Ironcraft 10 | 160 | 30 | 40 | 30 | 40 | 34 | 30 |
| Sentinel Mk. III. | 200 | 30 | 45 | 35 | 50 | 42 | 40 |
| Lancewell Revolver | 240 | 36 | 52 | 38 | 55 | 50 | 50 |
| Peacemaker Heavy SMG | 280 | 65 | 50 | 25 | 60 | 65 | 55 |
| Rampart Dual-Action Shotgun | 310 | 85 | 50 | 30 | 45 | 75 | 75 |
Gun mods
| Item | Base price |
|---|---|
| Makeshift Suppressor | 15 |
| .22 Magazine | 15 |
| Toy Laser Pointer | 18 |
| Improved Internal Springs | 20 |
| Makeshift Red Dot Sight | 25 |
| High Capacity .22 Magazine | 25 |
| 10mm Magazine | 30 |
| Extended .22 Magazine | 35 |
| Buckler Stock | 35 |
| High Capacity 10mm Magazine | 40 |
| Bipod | 40 |
| Foregrip | 40 |
| Guardian Stock | 40 |
| High Durability Internal Springs | 40 |
| Pistol Auto Sear | 40 |
| Compensator | 50 |
| Extended 10mm Magazine | 50 |
| Laser Sight | 50 |
| Tuned Trigger Group | 50 |
| Suppressor | 55 |
| 10mm SMG Magazine | 55 |
| Red Dot Sight | 60 |
| Attachable Extended Barrel | 60 |
| 10mm High Capacity SMG Magazine | 70 |
| Ammo Display | 70 |
| Tactile Memory Grip Gel | 70 |
| Match Grade Barrel | 75 |
| 10mm SMG Box Magazine | 85 |
| Night Owl Suppressor | 90 |
| Target Acquisition Device | 100 |
| Underbarrel 25mm Grenade Launcher | 150 |
FAQ
Does a more expensive gun pay more on an order?
Only on “give me your best” orders, which pay the gun’s market value plus 50%. Build orders pay a fixed reward plus the bonus lines you clear.
What Security reputation do I need for Class II and III guns?
50 for the Class II Weapon Permit and 80 for Class III, after you buy each permit in Joe Wild’s network.
How long does the 3D Printer take to make a Liberator?
Three nights with no modules, two with a Performance bonus of 5% or more. Each Liberator uses 2 3D Printing Filament.
Can I print every gun?
No. The printer makes the Liberator and, with the Metal Printer Module, frames for the Nestfire Compact and Ironcraft 10. Class II and III guns mostly come from sellers.
See also
Data: game files, version 0.46D.