Bazaar stores

Following are lists of items for sale in Bazaar, at the town’s various stores and shops…

Note: The $ symbol refers to a “”/wikis/money" class=“wiki-page-link”> dolla".

Firearms

Small Arms Ammo Shots Range Speed Recoil Pen Damage Fire Modes Cost
mini pistol 1 .22 12 5 +0 -1 F 2d+1 SA $5
pistol 1 9mm 15 6 -1 -2 F 3d SA $8
heavy pistol 1 .44 magnum 9 7 -2 -3 D 3.5d SA $20
machine pistol 1 .22 21 6 -1 -1 F 2.5d SA/B 4 $15
sub machinegun 9mm 30 7 -2 -1 F 3d+1 SA/B/FA 4 $25
scout carbine 5.56mm 21 8 -2 -3 C 3d+1 SA/B $25
assault rifle 5.56mm 30 9 -3 -2 C 3d+1 SA/B $30
battle rifle 7.62mm 21 10 -4 -3 B 4d SA/B $40
sniper rifle 7.62mm 15 11 3 -5 -2 B 4d SA 5 $50
heavy sniper rifle .30-06 12 12 3 -6 -3 B 4.5d SA 5 $60
hunting rifle 7.62mm 12 10 -4 -3 B 4d SA $25
heavy hunting rifle .30-06 9 11 -5 -4 B 4.5d SA $35
scout shotgun 1 12 gauge 6 4 6 -1 -4 F 4.5d 7 SA 4 $20
assault shotgun 12 gauge 12 5 6 -1 -3 F 4.5d 7 SA $25
flech machine pistol 1 6mm flechette 24 7 -1 -2 D 3d SA/B 4 $45
flech sub machinegun 6mm flechette 36 8 -2 -1 D 3d SA/B/FA 4 $60
flech shotgun 4mm flechette 15 6 6 -1 -2 D 4d 8 SA/B 4 $50
Heavy Weapons Ammo Shots Range Speed Recoil Pen Damage Fire Modes Cost
light machinegun 9 5.56mm 90 9 -3 -3 C 4d B/FA $45
medium machinegun 9 7.62mm 72 10 -4 -4 B 4.5d B/FA $60
grenade launcher 2 40mm 1 8 -4 n/a varies varies SS 4 $20
anti-materiel rifle 9 12mm 9 12 3 -6 -4 A 5d SA $75

Penetration (“Pen”), from best to worst: A, B, C, D, F

Fire Modes: SA = semi-auto, B = burst, FA = full-auto, SS = single-shot

1 one-handed usage

2 attaches to an assault rifle or a battle rifle

3 equipped w/ a high-powered scope

4 high chance to jam or malfunction

5 low chance to jam or malfunction

6 +2 “to hit” bonus at range zero

7 -2 damage penalty, cumulative, for each range increment beyond zero

8 -1 damage penalty, cumulative, for each range increment beyond zero

9 equipped w/ a bi-pod

Ammo

  • .22, $3 per 24 rounds.
  • 9mm, $5 per 30 rounds.
  • .44 magnum, $12 per 18 rounds.
  • 5.56mm, $15 per 30 rounds.
  • 7.62mm, $20 per 24 rounds.
  • .30-06, $20 per 18 rounds.
  • 12 gauge, $6 per 12 shells.
  • 6mm flechette, $12 per 12 rounds.
  • 4mm flechette (cluster), $18 per 15 shells.
  • 12mm, $16 per 9 rounds.

Armor & Shields

Suits of Armor Armor vs Pen A / B / C / D / F Encumbrance Cost
leather 0 / 1 / 1 / 2 / 2 -1 $5
studded leather 1 / 2 / 2 / 3 / 4 -2 $10
chainmail 1 / 3 / 4 / 5 / 6 -3 $20
ballistic – sniper 0 / 1 / 1 / 1 / 2 -0 $20
ballistic – scout 0 / 1 / 2 / 2 / 3 -1 $30
ballistic – assault 1 / 1 / 2 / 3 / 4 -2 $40
ballistic – battle 2 / 3 / 4 / 4 / 5 -3 $60
futuristic – scout 1 / 1 / 2 / 3 / 4 -1 $90
futuristic – assault 2 / 3 / 4 / 4 / 5 -2 $120

Note: For ballistic and futuristic armor, armor value is doubled vs. ballistic damage. For futuristic armor, armor value is also doubled vs. energy (e.g. laser) damage.

  • buckler (block: +2, min encumbrance: +0), $3.
  • shield (block: +4, min encumbrance: -1), $5.
  • ballistic shield (block: +4, min encumbrance: -1), $20.
  • futuristic shield (block: +5, min encumbrance: -1; transparent), $40.

Note: Ballistic and futuristic shields allow you to use your block defense against firearms.

Grenades

  • (4) hand grenades – frag, $5 apiece.
  • (2) hand grenades – incendiary, $6 apiece.
  • (6) hand grenades – smoke, $2 apiece.
  • (4) hand grenades – flashbang, $3 apiece.
  • (4) hand grenades – teargas, $3 apiece.
  • (2) 40mm grenade rounds – frag, $7 apiece.
  • (3) 40mm grenade round – smoke, $3 apiece.
  • (1) 40mm grenade round – incendiary, $9 apiece.

Explosives

  • (24) sticks of dynamite, $2 per stick.
  • (12) blocks of TNT, $4 per block.
  • (6) cubes of plastic explosive, $8 per cube.

Notes and rules for explosives can be found here.

  • (12) blasting caps, $2 apiece
  • (4) detonation timers, $8 apiece
  • (4) spools of fuse (six 20-seconds intervals, each), $6 per spool
  • (2) spools of detonator wire (50 meters, each), $10 per spool
  • (2) detonator boxes (hand-powered), $4 each
  • (1) mini detonator box (battery-powered), $12
  • (4) remote detonators (electronic), $10 apiece
  • (1) remote control (electronic), $15

Melee Weapons

  • assault sword (longsword), $4.
  • battle sword (greatsword), $6.
  • katana, $8.

Electronic/Electrical/Mechanic Parts

  • (4) electronic/electrical parts (+2 skill), $1 apiece.
  • (2) high-tech electronic/electrical parts (+6 skill), $4 apiece.
  • (4) mechanic/electrical parts (+2 skill), $0.5 apiece.
  • (2) high-tech mechanic/electrical parts (+6 skill), $2 apiece.

Medical Treatments

  • (8) first aid treatments (+2 skill), $0.5 apiece.
  • (4) high-tech first aid treatments (+4 skill, 50% more healing), $2 apiece.
  • (4) surgery treatments (+2 skill), $1 apiece.
  • (2) high-tech surgery treatments (+4 skill, 50% more healing), $4 apiece.

Wonder Drugs

  • (6) enhanced healing pills (Rapid Recovery +4), $2 apiece.
  • (6) pain killer injections (High Pain Threshold +2), $2 apiece.
  • (4) super-speed inhalers (+4 Initiative, +2 Dodge; lasts 5 minutes), $4 apiece.
  • (4) muscle-power inhalers (Toughness +2, Endurance +2, Fortitude +2; lasts 20 minutes), $3 apiece.
  • (6) biohazard resistance pills (Endurance +4; lasts 2 hours), $1 apiece.

Bazaar stores

Phoenix Project - The Next Generation Cyn0sure