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Gun shop

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| nav=[[Main Page]] '''→''' [[Civilized Areas]] '''→''' [[Civilized Areas#Town facilities|Facilities]] '''→''' [[Individual shop]] '''→''' [[{{PAGENAME}}]]
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|flavortext=Shop locations WIP
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A '''gun shop''' is a type of individual shop that specializes in [[Weapons|firearms]], [[ammunition]], and [[Weapon accessories|related accessories]]. A gun shop may belong to one of seven different chains, which determines the inventory available.


= Shop rules =

Gun shops sell the following items:
* Certain categories of '''firearms''', depending on the shop '''chain''' (see the [[Gun shop#Chains|section below]]).
* '''Ammunition''' in every caliber for the firearms covered by the shop chain, even if the corresponding firearms are out of stock
* '''Feeding systems''' for the firearms covered by the shop chain, even if the corresponding firearms are out of stock
* '''Weapon accessories''' other than feeding systems, of all types
* '''Handloading supplies''' of all types
* '''Miscellaneous items''': Boxes of belt links, Gun Cleaning Kits, Gun Repair Kits


= Chains and locations =
(WIP: Locations)

Each chain only sells weapons of the listed categories:

* '''Blastmaster''': Hand grenades, Planted explosives
** Locations: ...
* '''Commando Supplies''': Flamethrowers, Grenade launchers, Rocket launchers
** Locations: ...
* '''Full Auto Zone''': Combat rifles, Machine guns
** Locations: ...
* '''Marksman & Sniper''': Conventional rifles, Precision rifles
** Locations: ...
* '''Norris & Nakatomi''': Auto pistols, Submachine guns
** Locations: ...
* '''Sean's Shotguns''': Shotguns, Combination long guns, Combination handguns
** Locations: ...
* '''The Sidearm Store''': Pistols, Revolvers
** Locations: ...


= Shop generation =
'''''This section is intended for GMs.'''''

=== Weapons ===
* If the weapon requested by the customer does not belong to a category covered by the shop chain, it can '''never''' be found for sale.
* If the weapon requested does belong to a category covered by the shop chain, '''roll 1d7 then subtract the weapon's Rarity'''. The result is the amount in stock. (If the result is zero or negative, the item is out of stock).
* If the customer is not requesting a specific weapon, the shop owner should make suggestions to the customer or ask questions about their needs. (See tip below)

{{AdvancedTip
| tiptext='''A little roleplaying goes a long way!''' If your players (as customers) do not know what they're looking for, pull up one of the [[Weapons|weapon lists]] and organize them by category. While in character as the shop owner, do as real gun shop owners and weapon retailers would: ask questions to determine what the customer needs or wants, then offer suggestions accordingly.<br/>For extra roleplaying depth, if the shop owner is supposed to be a little biased, dishonest, or trying to push for a specific brand or model, play that role and steer the customer towards that expensive item...
}}

=== Ammo ===
* Gun shops are intended to carry '''every possible caliber''' for the weapons covered by their chain.
* Customer may request ammunition of a particular caliber, as long as the chain covers it. If the chain's focus does not cover the caliber, it is '''never''' in stock.
* If the caliber requested is covered by the shop chain, '''roll 2d10-2''' to determine the number of retail ammunition boxes in stock. If the result is between 9 and 17, a bulk can is also in stock. If the result is 18, two bulk cans are in stock.
* After determining that their choice's calibers are in stock, the customer may select a retail box or bulk can of their chosen caliber, then request a particular brand and projectile type. There is no method to randomly roll these; if there are boxes in stock, the customer gets to "choose" what they want; balancing is provided naturally through the cost of ammunition (the good stuff costs a lot more, the surplus stuff is pretty cheap).

=== Feeding systems ===
* Gun shops are intended to carry '''every possible feeding system''' for the weapons covered by their chain.
* The customer is expected to request a feeding system for a compatible weapon that ''could'' be in stock, regardless of whether that weapon actually is in stock or sold out.
* If the requested feeding system is compatible with a weapon covered by the gun shop's chain, '''roll 1d10-4''', divide the result by the requested item's weight, then round down. The result is the amount of items of the requested type in stock.

=== Other weapon accessories ===
* Gun shops are intended to carry '''every possible type of weapon accessory''' outside of feeding devices.
* The customer is expected to request a particular weapon accessory. Standard price-based generation method applies to determine quantity in stock:
** Less than [[File:Parallar symbol.png|10px]]'''250''': '''1d40-5''' items in stock.
** [[File:Parallar symbol.png|10px]]'''250 - 499.99''': '''1d30-5''' items in stock.
** [[File:Parallar symbol.png|10px]]'''500 - 999.99''': '''1d25-5''' items in stock.
** [[File:Parallar symbol.png|10px]]'''1000 - 1999.99''': '''1d15-5''' items in stock.
** [[File:Parallar symbol.png|10px]]'''2000''' and higher: '''1d10-5''' items in stock.

=== [[Handloading items]] ===
* '''1''' of each '''handloading kit'''
* '''1d4-1''' boxes of '''primers''' of each type
* '''1d4-1''' boxes of '''casings''' of each type
* '''1d4-1''' boxes of '''wads''' of each type
* '''1d4-1''' jars of '''powder''' of each type and quality level
* * '''1d4-1''' boxes of '''projectile''' of each dimension type. Actual projectile type is requested by the customer, balance is provided by the cost of each projectile type (similarly to complete ammunition).

=== Miscellaneous items ===

* '''Disintegrating belt links:''' Each gun shop carries '''1d8-2''' boxes of [[ammo belts|disintegrating belt links]] of each type.
* '''Kits:''' Each gun shop carries '''1d3-1''' [[Crafting#Toolkits|Gun Cleaning Kits]] and '''1d4-2''' [[Crafting#Toolkits|Gun Repair Kits]].

[[Category:Individual shops]]
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