|Navigation:||Main Page → Civilized Areas → Facilities → Individual shop → Gun shop|
A gun shop is a type of individual shop that specializes in firearms, ammunition, and related accessories. A gun shop may belong to one of seven different chains, which determines the inventory available.
- Towns: 24 hours a day, six days per week. Closed on Firesday for inventory.
- Intersections: 12 hours a day (day shift only), six days per week. Closed on Firesday for inventory.
Gun shops sell the following items:
- Certain categories of firearms, depending on the shop chain (see the 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 items of all types
- Miscellaneous items: Boxes of belt links, Gun Cleaning Kits, Gun Repair Kits
Gun shops may also:
- Buy back items of all types sold here, at the following rates:
- Firearms of a category corresponding to the shop chain: 50% of the item's shop value
- All other items: For 25% of the item's shop value
- Accept payment in cash or appraised valuables
- Provide store credit (valid at all stores of the same chain)
- Shops do not normally return change; it is automatically converted into store credit instead.
- Transfer store credit into a customer's bank account (for a fee, see Bank).
- Provide a delivery service into a customer's bank vault (for a fee and if the vault has enough space remaining, see Bank)
Chains and locations
Each chain only sells weapons of the listed categories:
Blastmaster: Hand grenades, Planted explosives
- Northwestern Zone: None
- Northern Zone: Viris Area
- Northeastern Zone: Echizen
- Western Zone: Camp Charger, Intersection 07
- Central Zone: Heshbar, Intersection 15
- Eastern Zone: Semitas, Intersection 06
- Southern Zone: Abakash, Intersection 24
- Southeastern Zone: Novysera, Intersection 29
Commando Supplies: Flamethrowers, Grenade launchers, Rocket launchers
- Northwestern Zone: None
- Northern Zone: Caminus
- Northeastern Zone: Mippei Yosai
- Western Zone: Fort Wight, Intersection 12
- Central Zone: Intersection 08, Intersection 16
- Eastern Zone: Rog, Intersection 17
- Southern Zone: Gehen, Intersection 20
- Southeastern Zone: Intersection 23, Intersection 26
Full Auto Zone: Combat rifles, Machine guns
- Northwestern Zone: Intersection 04
- Northern Zone: Ovis City
- Northeastern Zone: Kijirou
- Western Zone: Intersection 19
- Central Zone: Ellen Sector, Neo Khazrun, Intersection 10
- Eastern Zone: Joliet Sector, Intersection 11
- Southern Zone: Camp Baxter
- Southeastern Zone: Ferron City, Sirvarris
Marksman & Sniper: Conventional rifles, Precision rifles
- Northwestern Zone: Fort Phantom
- Northern Zone: Intersection 05
- Northeastern Zone: Intersection 02
- Western Zone: Fort Cobalt
- Central Zone: Littleton, Twinleaf City
- Eastern Zone: Masatomo, Intersection 09
- Southern Zone: Ferland Sector, Station Lasker
- Southeastern Zone: Temno, Intersection 25
Norris & Nakatomi: Auto pistols, Submachine guns
- Northwestern Zone: Intersection 01
- Northern Zone: Outpost Trion
- Northeastern Zone: Intersection 03
- Western Zone: Lenox Corner
- Central Zone: Murberry, Ventis
- Eastern Zone: Divus Nitor, Utroba
- Southern Zone: Flaxton, Intersection 27
- Southeastern Zone: Baden Town, Intersection 22
Sean's Shotguns: Shotguns, Combination long guns, Combination handguns
- Northwestern Zone: Station Delta
- Northern Zone: Gimrun
- Northeastern Zone: Yurai
- Western Zone: Saker
- Central Zone: Calfair Sector, Intersection 13
- Eastern Zone: Garica Block, Intersection 14
- Southern Zone: Beadsor, Intersection 21
- Southeastern Zone: Elusec
The Sidearm Store: Pistols, Revolvers
- Northwestern Zone: Alba Radium
- Northern Zone: Cloud Ten
- Northeastern Zone: Kazama
- Western Zone: Beatus
- Central Zone: Citadel Lambeth, Nanton
- Eastern Zone: Arnett, Wayward, Intersection 18
- Southern Zone: Station Sigma, Intersection 28
- Southeastern Zone: Greening
This section is intended for GMs.
- 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)
| 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 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.|
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...
- 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).
- 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:
- 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).