Reasonable costs for a new transponder code

By AceSolo5, in Star Wars: Edge of the Empire RPG

So... My PC's are looking to change the transponder code for their current ship after a run in with an ISB agent that went pretty badly! They're wanting to pay somebody to do the job for them & I was wondering what you guys think would be a reasonable cost for this? I'm thinking you'd need to pay a hacker to change the code plus a number of people to get the hacker into (& out of) the BOSS facility in order to access their database & also factor in their expenses... Travel, equipment etc.

Any suggestions would be most welcome :)

Isn't this in the Smuggler book, or maybe Special Modifications?

I have the Smuggler’s book...I'll check that out :)

Ok... Details of how to do it are in Fly Casual but no details on the cost of employing another team to carry out the task.

Hello,

In french you will find an excellent guide to transponders and customs on this url :

http://endofhyperlane.blogspot.fr/p/le-guide-du-routard-galactique.html

If you don't read french I will explain the basics in a few words.

A brand new transponder is not illegal by itself, but only Boss shipyards can sell and install them. The transponder itself is 1.000 creds.

The transponder's seals are illegal, only Boss shipyards can have and install them. Each seal system have an unique serial number and they are tracked and recorded by Boss agents. 2.500 (I) creds.

Multi-band Transponder: This upgrade kit allows you to store and broadcast different transponder codes. Often used by smugglers and pirates, this kit is illegal and always handcrafted. One can only find it at the black market.

Effect: Store 3 transponder codes

Mods: additional transponder code (2)

HP: 1

Price: 10.000 creds

Tweaking your transponder :

First you need to access your transponder. You need to know your ship, the technical data of your ship and a Average Mechanic check to succeed. The difficult part is to access the transponder without breaking the seals installed by the Boss. It requires a Daunting Mechanic test or a Hard Skulduggery test. A threat means a complete check will show that you tried to access the transponder. 3 threats or a despair means the transponder will record the hacking attempt on the primary layer. Add 2 setback dices to any Computer check to modify your transponder.

Now you gained access to the transponder as above, you need to modify the primary layer:

Most modifications require an Average Computer check. Modifying the energetic signature requires a Daunting Computer check.

That'a a quick summary, all credits are for the blog writers above ;)

That's brilliant Rosco74... And thanks for the summary in English :) It's a (very) long time since I translated anything from French to English!

Secondary Transponder is in the Special Modifications book.....costs 20000 credits and only does 1 alternate code as standard (can be modified for more codes)

Personally I would also add an group obligation to the deal. (And actually did. I felt it was appropriate, because alternating transponder may come back to haunt PCs.)

I think this guide was made before special modifications was out, at least in french. That's why you can find something similar and more official now ;)

Personally I would also add an group obligation to the deal. (And actually did. I felt it was appropriate, because alternating transponder may come back to haunt PCs.)

Not everything which might bite you later in the ass needs to be an obligation, but it certainly can be one in this case or not, depending how you went about it.

We modified for example the engine signature to a matching other VCX-100 and manipulated ship's manifest and transponder code accordingly, that's something which is reasonable to do without getting an obligation if you do it on your own. It still might bite you later.

Edited by SEApocalypse

I'd say for the highly illegal and complex task 2500-5000 credits sounds about right.

So... My PC's are looking to change the transponder code for their current ship after a run in with an ISB agent that went pretty badly! They're wanting to pay somebody to do the job for them & I was wondering what you guys think would be a reasonable cost for this? I'm thinking you'd need to pay a hacker to change the code plus a number of people to get the hacker into (& out of) the BOSS facility in order to access their database & also factor in their expenses... Travel, equipment etc.

Any suggestions would be most welcome :)

Whatever number when you say it your PCs say "holy F! that much?!?" It's only one of the most highly sought after things every ne'er do well on the run always wants, so any Slicer is aware it's really hard, and the lumps asking don't have the skills.

I'd say for the highly illegal and complex task 2500-5000 credits sounds about right.

BTW, even the 20,000 credit mod which includes a fake id does not use necessarily a hacked one, but often just a stolen one, which is a lot cheaper and easier to acquire.

So... My PC's are looking to change the transponder code for their current ship after a run in with an ISB agent that went pretty badly! They're wanting to pay somebody to do the job for them & I was wondering what you guys think would be a reasonable cost for this? I'm thinking you'd need to pay a hacker to change the code plus a number of people to get the hacker into (& out of) the BOSS facility in order to access their database & also factor in their expenses... Travel, equipment etc.

Any suggestions would be most welcome :)

Whatever number when you say it your PCs say "holy F! that much?!?" It's only one of the most highly sought after things every ne'er do well on the run always wants, so any Slicer is aware it's really hard, and the lumps asking don't have the skills.

:) :)

Personally I would also add an group obligation to the deal. (And actually did. I felt it was appropriate, because alternating transponder may come back to haunt PCs.)

Cheers All for your suggestions... It's much appreciated!!

Not everything which might bite you later in the ass needs to be an obligation, but it certainly can be one in this case or not, depending how you went about it.

We modified for example the engine signature to a matching other VCX-100 and manipulated ship's manifest and transponder code accordingly, that's something which is reasonable to do without getting an obligation if you do it on your own. It still might bite you later.

True and I agree. Obligation is just one way to make sure it has a decent probability to come back as more or less minor annoyance. I don't think either way, with obligation or without, is wrong when there is a possibility for repercussions. Anyway, obligation is a tool in this RPG, and I brought it up because it was not mentioned before in this thread. As any tool, its user must decide whether it is appropriate for current occasion.

I often use obligation when there is a change for example the NPC who helped PCs to come back to ask a PCs for a favor because he helped them previously, or something similar. This very much depends on how you as a GM want to use obligation. If you want to for example later have a change for some imperial inspector to realize there is something wrong with a transponder, then I see the obligation as useful tool. Again, I don't think there is a right or wrong way, as long as game flows well. Personally I want to create continuity and I use obligation for it. Some GMs won't need any additional tools for it.

Loving this, had (foolishly) forgotten all about obligation!

Cheers All for your suggestions... It's much appreciated!!

NP. Good you found my ramblings useful. :)

Edited by kkuja