Ok get this. Get a chem alchemist. Then get a connected trader. Make a expensive chem, gas acidic (20)+ blackout(30)+ leaden(30) = 70 credits. Ideally roll a 6 with alchemist for reduction. You made the chem for 10 credits. Sell the chem from stash. Ideally you roll a 1 to reduce the chem by 10 credits when selling so the chem is 60 credits now. Connected trader turns that into 120 credits.
To clarify, you're talking about getting an UnderHive Trader with the type Connected Trader (from Book of the Outcast, page 36), which allows you to trade with other gangs in the campaign and also double the price you sell the items at.
As usual when combining the effects of two Hangers-On (published across two books), things get powerful quick.
It's gambling but something might be there with that combo. I also provided the most ideal situation. It also kinda makes sense from a fluffy perspective that Escher would be selling chems.
So I guess in real practice, buy chems you were gunna want anyway. Obviously have the alchemist. If your able to reduce the chem by the max amount to 10 credits, consider selling the chem even without the connected trader. The worst that can happen is you lose 5 credits with the 1d6 x 10 reduction due to selling. Otherwise your going to gain some credits or break even. The connected trader makes you lose zero money or doubles your profits.
Do we know if the connected trader double price before the -1d6 x10 reduction in price or after?
It'd be after the 1D6x10 deduction, because the bonus applies to the price you sell at "they may double the credits they gain for selling items in their Stash (once per post-game sequence)". They allow you to double the gain, not doubling the value of the items then reducing the value for sale.
You're only to do the action once per post-game sequence per Underhive Trader Connected Trader, so it'd be one item type getting that benefit per action (presumably you'd be able to sell batches of the same item, if you have multiples lying around). Having a second trader lets you do it for a second batch, which would presumably pay for itself after one cycle.
Yes, because 40 credit item value reduced on sale by 1D6x10 (minimum 5 credits value baseline) could sell for the following rates:
D6 Result 1x10: 40 credit item value reduced to 30 credits = 60 credits (sale value doubled)
D6 Result 2x10: 40 credit item value reduced to 20 credits = 40 credits (sale value doubled)
D6 Result 3x10: 40 credit item value reduced to 10 credits = 20 credits (sale value doubled)
D6 Result 4x10, 5x10, 6x10: 40 credit item value reduced to 5 credits = 10 credits (sale value doubled)
Versus table if you doubled value before reduction at sale:
D6 Result 1x10: 40 credit revalued to 80 credits reduced to 70 sale value
D6 Result 2x10: 40 credit revalued to 80 credits reduced to 60 sale value
D6 Result 3x10: 40 credit revalued to 80 credits reduced to 50 sale value
D6 Result 4x10: 40 credit revalued to 80 credits reduced to 40 sale value
D6 Result 5x10: 40 credit revalued to 80 credits reduced to 30 sale value
D6 Result 6x10: 40 credit revalued to 80 credits reduced to 20 sale value
Very different outcomes, second set is obviously not intended - no-one is selling a 40 credit gas ammo for 70 credits when there are identical gas ammos in the trader's mat one stall over going for 40 credits. Which is why the rule says
double the credits they
gain for
selling items in their Stash, not double the value then sell.
Obviously, 100 credit items (like plasma guns) which reduce to 40-90 credits but then sell for 80-180 credits are likely to be more useful for this skill.
But you can't purchase items directly from your House list and place them into the Stash - they have to be equipped to a fighter. Purchased Trading Post items are placed in stash when purchased. Escher Chem-alchemy is meant to be part of the House List and obtained during the Purchase Equipment phase (and thus allocated to a fighter), although
does have a reference to the items being removed from Stash when used - looks like an editing error as otherwise the House list and no-trading post needed aspect would not make sense.
But the "sticky weapons and mount" rule
which almost everyone ignores wouldn't apply, as chems aren't weapons or a mount, so there'd be nothing stopping you purchasing and then placing chems into the stash (sister-purchaser must not like the smell of that Stimm, let's sell it)!
I think this is how you fuel chem alchemy.
I think that is how you would be playing for the narrative outcome of being the chem-dealing gang that makes profits.
As noted above, you're probably going to find selling special and heavy guns to be more profitable than chems in terms of sheer reliable sale value vs risk and possible turnover . Value pre-sale maxes out at 75 for Stimms, 85 for Gas ammo, and 45 for Toxic Ammo - though the offset from the Apprentice Chymist improves the margins for sale.
That said, getting the relevant Rare trade rolls to purchase special and heavy weapons straight to Stash might be unreliable too. As mentioned above, you'd only get the sale markup once per post game action for one item set unless you're doubling up on Traders, sacrificing a slot allowing access to Rogue Docs (not really a problem for Escher), Bullet Merchants (oh no!) and Brutes (meh).
RAW your opponents also have to agree to purchase from you, and if that market dries up your Arbitrator may decide that one of your rivals has put word around that your chems are tainted and NPCs may stop buying from you...