Weapons

BLACKWOOD Black Market

Damaged rifles, moving parts, and Dirty Cash that cannot pay rent.

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Black Market Guide

The black market is the night half of BLACKWOOD’s gun economy. Official systems writing is consistent: you do not only buy finished firearms. You hunt bargains, pick up damaged weapons at a discount, harvest parts, and reuse components across compatible guns. Dirty Cash is the ticket. Clean Cash still pays the shop and the 11–13k month. This page is the stall. Weapon customization is the bench. Builds is how those purchases sit next to a legal life. Dual economy is why mixing the wallets ends a save.

Act 1 launches September 16, 2026. There is no public stall screenshot with every listing named. Treat the categories below as studio language from the deep dive and the “Everything You Need to Know” article. Named SKUs wait for the shipping UI.

What the stall sells

Developer commentary lists several product types on the illegal side:

  • Military variants of platforms you might also see in civilian form
  • Illegal modifications that would not sit on a Clean Cash shop gun
  • Untraceable ammunition
  • Damaged weapons sold cheap so you can rebuild, strip, or flip them
  • Special items that unlock unique takedowns

Civilian weapons, by contrast, are described as something you purchase through legitimate channels — the Clean Cash side, outfits included. Walking into the DVD store with a stall rifle on your back is a fantasy the double-life pitch is trying to police. Keep a legal sidearm for daylight. Keep the stall kit for contracts.

Because every firearm is a unique instance, two damaged copies of “the same” gun can be two different parts piles. That is the whole argument for not auto-selling wrecks. Open the inspect screen, ask which parts move, then decide. Weapon customization walks through compatibility. This page is the reminder that the stall is a junkyard with a velvet rope, not a loot box.

Bargains are work

The systems article frames the black market as a loop of searching, not a single buy-best-gun button. Damaged stock is the discount. The discount is paid in time: stripping, rebuilding, moving a sight from a wreck onto the platform you actually shoot. If you only have one night before a main mission, a finished military variant may be the correct Dirty Cash spend. If you have a week of side missions with modifiers, a wreck with the right receiver can be cheaper than a complete rifle you will strip anyway.

Untraceable ammo is a restock problem as much as a lore line. Highest difficulty can hide the magazine. Running dry on a contract does not print Clean Cash. Budget ammo before you budget a fourth unfinished gun. The bill planner will not accept Dirty Cash for hush money; do not empty the legal wallet because a stall listing looked rare.

Unique takedown items

Some stall goods unlock unique takedown animations. Those unlocks feed Choreography Mode, which sequences finishers without changing difficulty or enemy behaviour. Buy them when rent is safe and when you already fight close enough for a takedown to matter. A unique finisher does not heal a full health bar; staged health still applies. See combat and difficulty.

Progression language from the deep dive also says new missions and features unlock as the story moves. Act 1 is four main missions plus sides, with a studio claim of 6+ hours for the chapter. The stall will not look like Act 3’s catalogue on night one. Leave Dirty Cash for systems that are not in the prologue. The roadmap still has March 2027 and September 2027.

A stall checklist that respects the shop

  1. Pay or bank toward the monthly 11–13k in Clean Cash first.
  2. Keep one civilian gun you can shoot in daylight.
  3. Buy or build one night platform you will not vendor.
  4. Strip damaged listings before you sell them.
  5. Restock untraceable ammo for that platform.
  6. Unique takedown items last, then assign them in Choreography Mode if you care.

If a creator’s stall tour skips step one, it is a highlight reel. Anton Blackwood still sleeps in a Brooklyn shop that can end the run. Amelie can hold the counter while you go shopping. She cannot pay loan sharks with illegal 9mm.

After September 16

Named listings, observed prices, and which parts actually move will land on this URL as tables, not as a fake S-tier of stall rifles. Until the inspect screen is public, this page is a rules sheet: Dirty Cash, damaged bargains, moving parts, ammo, takedown unlocks. Pair it with the Weapons hub and do not let a junkyard empty the till.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Can Clean Cash buy black-market guns?

Official writing puts rare guns, illegal mods, and untraceable ammo on Dirty Cash. Civilian guns sit on Clean Cash. See dual economy.

Should I sell damaged weapons immediately?

Not before you check parts. Damaged stock is described as a discount you can rebuild, strip, or flip. Read weapon customization.

Do stall items change difficulty?

Takedown unlocks feed Choreography Mode, which does not change difficulty. Ammo and mods change what you can shoot. See difficulty.

Is there a full stall catalogue yet?

No. Act 1 is still upcoming. This page lists categories the studio has named, not a fake SKU list.