Weapons are the trade that brings Security to your door, and they need a permit and modifications before they can be sold legitimately. Get the paperwork right first: even licensed weapons attract inspections, and displaying unlicensed ones is especially dangerous.
On this page
Probably Stolen weapons dealer guide: permits first
Before you sell a weapon:
Hold the class-one permit.
That is the permit seen in playtest.
Apply the modifications.
They are required before the sale is legitimate.
Match what you display to your paperwork.
So an inspector cannot find an unlicensed item on open display.
Keep a bribe budget separate from rent.
Inspections are expensive whether or not you are carrying contraband.
The upside is steady income from arming the residents of the station. The line runs from handmade sidearms up through machine guns, and custom orders add a documented income source as long as the shop stays legal enough to withstand scrutiny.
Why it is an A-tier start
The income is the most reliable in the game and the exposure is constant, which is exactly what an A-tier start means: better money than the safe lines, with one ruin type attached. Unlike the Chemist or Fence, the Gunsmith's problem arrives as an inspection rather than as a difficult customer.
| Aspect | What it means |
|---|---|
Ruin type | Inspections |
Permit | Class one, seen in playtest |
Income | Steady, from arming residents |
Bonus line | Custom orders, while the shop stays legal |
Weakness | Hardware bait concentrates exposure |
Hardware bait concentrates exposure
Displaying hardware in the case biases arrivals toward people seeking arming or repair goods. That is useful bait, but it pulls the exact clientele an inspection is looking for, so it concentrates your exposure on the days you stage it.
The display case guide covers the rest of the bait table, and staging order matters because the case is committed when the shutter goes up.
The furnace still matters
A Gunsmith still smelts, so the furnace stays relevant even though the trade is not a production chain in its own right. Metal feeds both the modifications side and the general scrap-to-ingot loop, which makes furnace capacity the real bottleneck on this line — see the crafting machines page for what the smelter needs and what power costs.