Bazaar Gear
"Faraday & Sons is pleased to accept your commission. Faraday & Sons is not pleased to be asked how long it will take."
Eighteen things on this floor carry the Bazaar's mark, and nine of them are weapons. Unlike the Greenbelt, most of the built ones have two ways in — a bench and a counter. Craft it out of what you killed, or take Albright's price and skip the killing. Both work; the bench is cheaper and the counter is faster.
Three rules before you start:
- Search before you spend. Four of the nine weapons cost nothing at all — one for each way of hurting something — and they are lying in the abandoned caches out past the Market Gate and in the dock stock on Nine. No skill, no recipe, no fee. None of them is good. All of them beat what you carried down the stair.
- Every recipe here costs chits as well as components. Albright's bench charges a fee on top of what you feed it — the fees run 13 to 30 chits. Crafting undercuts buying. It doesn't undercut it to nothing.
- Most of the rest needs Fabrication 35. The armour and three of the weapons sit there. One weapon has no recipe at all: Albright simply has the Focus-Group Clicker, and you pay his price or you don't carry it.
Weapons
They reach you three ways, and this section is arranged that way: found in the Quarter, made at a bench, and bought across a counter. A ninth is chained to a desk on Dock Nine and belongs to nobody; it is at the bottom.
Found in the Quarter. No skill, no recipe, no fight, no chits. Four weapons — a knife, a bar, a tagger and a wand, one for each way of hurting something — are lying in the abandoned caches out past the Market Gate and in the dock stock on Nine. They are the crudest things on this floor and they are the only ones you can be holding the hour you arrive. None of them is good. All of them beat what you carried down the stair.
Banding Knife
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 54 |
|---|---|---|---|---|
| Cut the Band | 1 move | 1 | 24–25 | 70–73 |
| Open It Up | 1 move | 1 | 33–35 | 95–101 |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon, one-handed, light. Slashing. Common. Where. Free. In the abandoned caches out in the Frayed Quarter and in the Dock Nine stock nobody signed out. There is no recipe and no counter for it — the Bazaar's first edge is simply lying there.
Lashing Bar
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 54 |
|---|---|---|---|---|
| Heave | 1 move | 1 | 23–25 | 68–74 |
| Break the Lash | 2 moves | 1 | 31–35 | 89–101 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon, two-handed, heavy. Blunt. Common. Break the Lash knocks the target back a square. Where. Free, out of the same two caches. GruntCo issues one per lashing gang and counts them back at the end of the shift, which is the only reason anybody knows how many go missing.
Manifest Tagger
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 54 |
|---|---|---|---|---|
| Tag It | 1 move | 3 | 23–26 | 67–76 |
| Run the Strip | 2 moves | 3 | 30–35 | 88–102 |
| Empty Stud | 1 move | 3 | 13–15 | 38–44 |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Trigger Discipline).
Slot. Weapon, ranged. Piercing, and loud enough to bring company. Common. Where. Free, out of the same two caches. Dock Nine has more taggers than it has manifests, and somebody worked out a long time ago what else a stud does at four paces.
Gate Wand
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at Signal 54 |
|---|---|---|---|---|
| Read Off | 1 move | 3 | 23–25 | 68–74 |
| Flag for Hold | 2 moves | 3 | 35–37 | 103–109 |
| Protective Bubble | 1 move | 3 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Signal). A technique with no damage band deals none by design. Protective Bubble: Incoming melee and charged hits are halved for 12.0s.
Slot. Weapon, ranged. Electrical, and almost silent. Common. Where. Free, out of the same two caches. The gate does not care that they are not a crate.
Made at a bench. Everything from here down wants Fabrication 35 and a fee. The blades and the maul come off what the floor's enforcers were wearing; the driver starts with a drone core.
Flenser's Hook
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 54 |
|---|---|---|---|---|
| Quick Gut | 1 move | 1 | 30–34 | 87–99 |
| Heavy Draw | 2 moves | 1 | 40–45 | 116–131 |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon, one-handed. Piercing, and the quietest thing on the floor. Uncommon. Where. Dense Scrap Metal + Scavver Pelt at Fabrication 35, 13 chits — or 20 chits at Albright's once Faraday has you On the Ledger.
Watch Riot Maul
Resolved numbers — damage type blunt.
Two-handed. Nothing else fits while you carry it — no shield, no kit.
| Technique | Cost | Reach | Damage untrained | Damage at Blunt Force Trauma 54 |
|---|---|---|---|---|
| Line Swing | 1 move | 1 | 39–44 | 113–128 |
| Riot Break | 2 moves | 1 | 52–58 | 152–169 |
| Captain's Verdict | 3 moves | 1 | 53–59 | 154–171 |
| Brace | 1 move | 1 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Blunt Force Trauma). A technique with no damage band deals none by design. Brace: Incoming melee and charged hits are halved for 12.0s — and +40 Defiance, so much harder to shove or pin.
Slot. Weapon, two-handed, heavy. Melee, and loud. Rare. Where. Off Captain Wray about a third of the time — or Albright's faithful replica, built from a Riot Plate and Dense Scrap Metal at Fabrication 35 for a 30-chit bench fee. Past the stencil nobody can tell.
Compliance Driver
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Trigger Discipline 54 |
|---|---|---|---|---|
| Snap Ping | 1 move | 4 | 39–43 | 115–126 |
| Full Commit | 2 moves | 4 | 53–58 | 153–168 |
| Dry Prod | 1 move | 4 | 23–25 | 66–72 |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Trigger Discipline).
Slot. Weapon, ranged. Piercing. Very loud. Rare. Where. Drone Core + Scrap Metal at Fabrication 35, 22 chits — or 34 at Albright's, at Recognized. It still speaks the pens' one phrase: comply.
Bought across a counter. One weapon on this floor has no recipe at all. Albright simply has it.
Focus-Group Clicker
Resolved numbers — damage type electrical.
| Technique | Cost | Reach | Damage untrained | Damage at Signal 54 |
|---|---|---|---|---|
| Cue Card | 1 move | 3 | 40–43 | 116–125 |
| Hold That Thought | 2 moves | 3 | 60–63 | 175–184 |
| Protective Bubble | 1 move | 3 | — | — |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Signal). A technique with no damage band deals none by design. Protective Bubble: Incoming melee and charged hits are halved for 12.0s.
Slot. Weapon, ranged. Almost silent. Rare. Where. Bought only — 30 chits at Albright's, at Recognized. Still warm from the gambling corner. The Bazaar's politest weapon and its most honest about what the floor is for.
On nobody's list. And one is just… there.
Holt's Pen
Resolved numbers — damage type piercing.
| Technique | Cost | Reach | Damage untrained | Damage at Blade 54 |
|---|---|---|---|---|
| Signature | 1 move | 1 | 41–42 | 119–122 |
Untrained is every skill at 0. The right-hand column projects each technique at level 54 — Floor 3's skill ceiling — on the skill it scales with (Blade).
Slot. Weapon, one-handed. Piercing. Uncommon — and the only weapon on this floor that hits softer than the four free ones. Take it for the crit and the story, not for the damage. Where. Chained to a desk on Dock Nine. Search the desk and it is yours. Nothing drops it, nobody sells it, and there is no recipe — it is the one weapon on the floor that belongs to a man rather than to a supply chain.
Armour
Two pieces, body and head, and together they are the biggest single jump in protection the run has offered. Floor 2's headline body piece gave you 2 points of defense. This one gives 3.
Pen-Line Cuirass
Resolved numbers — 23.1% damage reduction while worn (body slot).
Slot. Body. Rare. 27-chit bench fee. Albright wants Faraday 60 before he'll sell it — this is the piece the whole shelf is climbing toward. The pens built it to take a beating and give nothing back.
Scavver-Hide Casque
Resolved numbers — 8.7% damage reduction while worn (head slot).
Slot. Head. Uncommon. 16-chit bench fee, and the cheapest rung on Albright's shelf. It smells like the Frayed Quarter — which is to say, like something that survived it.
Materials
Scavver Pelt
Uncommon, stacks, sells for 4. The annex trade calls it "reclaimed set dressing" and pays accordingly.
Riot Plate
Uncommon, stacks, sells for 8. Drops off enforcers nearly half the time, off Captain Wray, and two at a time off Coordinator Pruitt — who will also sell you one for 20 chits.
Drone Core
Uncommon, stacks, sells for 5. The paperwork says it doesn't exist.
Animatronic Servo
Uncommon, stacks, sells for 6. Also turns up, rarely, in the salvage cellars — which is where the set's scrap goes.
Trophies, keys and paper
None of these are worth much at a counter. All of them are worth something to somebody.
Watch Signet
Rare, unstackable, worthless to sell. She drops it every time.
Scrubbed Show Cel
Rare. Old Smiles drops it two times in five; the Curio Stall on Market Row sells one for 9 chits to anyone Faraday has On the Ledger.
The Grin
Rare, cosmetic, no craft path and never will be. It is the flex.
Bricker's Ledger
Rare, unstackable. Drops every time you catch him outside the town.
Pens Override Key
Rare, unstackable. The floor's clearest statement that you can end a man or do business with him and end up in the same room either way.
Pop-Up Master Contract
Rare, unstackable, worthless to sell, and the single most damning object in the Bazaar.
↑ Back to Overview — the Bazaar, from the top. For what you take it off, see What's Out There.
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