Robbing a Casino

By Rimsen, in Game Masters

Hello there!

My PCs are about to brake in to a casino. They don't know yet, because they are following a recurring NPC, with whom they had some beef (the Smuggler lost his Smuggler Coat to him in Sabaac).

They are going for the coat which is displayed as a kind of "losers coat". The owner dresses his not paying (already beat up, unconcious) customers in the coat, making holos and displaying it in the "Wall of Shame" - you know, Outer Rim stuff.

So the Casino is supposed to be a bit higher quality, not the shady bar, but dealing with more of upper middle class merchants and travelers on Tatooine. The security is adequate (tied to the local hutt), but getting the coat shouldn't be much of a task.

However I suspect that at least 1 of my PCs (especially if they figure to rob it at night) might have the idea to open up the Vault, getting some additional benefits.

My question is, how much credit / gemstone / jewelry / etc would be reasonable? I never had enterprise myself, I have no idea how much cash flow is necessery to at least keep it up. I think about a minimal cash, which is stored in the facility for change and stuff. But have absolutely no idea of the correct(ish) amount. There is really no narrative reason for the sum, they don't need money that much, and their obligation is not debt, so it just an additional income.

Thanks in advance!

As you, I have no real life experience with this but I would go with something like this.

  • Seedy Establishment: Less than 5000 credits (unless owned/operated by a Hutt and used for other purposes. Then around 250000)
  • Nothing Special Casino: 10000-20000
  • High Class Casino: 100000-250000
  • Top of the line Casino (people travel from all over the galaxy to come here): 1m
  • Black Sun owned (or any other major crime syndicate): 2.5-5m

However much is in there... Your players will need to spend it all on protection anyway when the Hutt sends in his Bounty Hunters to recover his money & their heads 😱

44 minutes ago, AceSolo5 said:

However much is in there... Your players will need to spend it all on protection anyway when the Hutt sends in his Bounty Hunters to recover his money & their heads 😱

Oh I pretty much intend to use it as a bait xD 😈 😈

If they don't try to smuggle the money out in a coffin then accidentally have the body cremated I will be very sad.

Totally just my opinions but I'd think of it something like this:

First off, what kind of casino? Is it a casino casino, or more of a sabacc room/sport bar type rig? From the sounds of it you're thinking more of a sports bar kinda place, with Sabacc tables, a lounge area with lots of sports holo feeds and a betting counter, and a few other things like an actual attached bar/restaurant area (because food and booze is also profitable and compatible with betting!) Probably the size of a large restaurant.

So... I'd have it like this:

1) There would be enough hard currency in the bank to cover every chip in play on the casino floor... This is just a security issue. If someone wins big, you confirm they didn't cheat, pay them out, toss in a free voucher for that fancy bantha-steakhouse down the street and they leave fat and happy. No awkward sitting around waiting for a speeder full of winnings to arrive.

2) There would be a bank that would cover expected traffic at the sports table, factoring in the income from losses.

3) Game machines would have enough for the max cash payout possible, plus income from losses.

4) Enough to make change at the restaurant/bar.

But... as the players are going to be going in at night... I'd modify the "night storage" to be like this:

At the end of every day, the bank is pulled, counted, and all profits packed up and shipped out via armored speeder. Your Hutt has his mercs augmented by a local swoop gang for the transport. The Mecs do the actual movement, the swoopers just go to obvious ambush points and "hang out" to keep anyone else from setting up, and a crew also cruises a parallel route to the armored speeder, allowing them to swoop and provide support/pursuit if the speeder gets hit.

What's left behind is a small amount of hard currency needed to open up shop the following day. If needed more currency can be brought in. On big "fight night" days the process above is reversed in the morning. On more typical days cash is moved in as needed, usually by armored speeder, but it's also not uncommon to have small runs of a few thousand handled by a nondescript courier on a speeder bike, looking like just another dirt merchant going about his day.

1) There's enough to cover opening shift at the tables. Probably in the lower thousands (like say 10ish). More credits are shifted in from a nearby location as required. This isn't the kind of place with a high rollers table, your average player won't bet more than a few hundred credits per visit with each hand typically moving 20 credits or less per player. So as a result that opening bank is usually enough when you factor in income from losses.

2) The sports table is more varied but also fairly predictable. It's got a small bank of several thousand (again, probably 10ish) to cover opening bell on a normal day. On days of popular sports games, a larger pot is brought in to cover the main event, but it's also pulled out at the end of the day.

3) The "slot machines" have a known max payout. So there's enough on site to fill up that amount and a little pad in the morning. So lets say max is 3,000, then there's 4,000 per machine on site. If the slots ever drop below 3,000 in their hopper they automatically switch to "out of order, please see attendant" and await a topping off. If you want, you can have the secure hopper remain in the machine over night. This would require/allow the player to crack one at a time and decide at what point they're taking too long.

4) The bar/restaurant is the most simple, with a few hundred per POS, so probably 1-2,000 tops.

For the player's benefit, I'd break these down, with each having it's own safe. This keeps the money more accountable to the handlers, while also allowing the players to decide what level of risk they are willing to take on. The Sabacc and Sports Safes are the toughest to crack, and require you access a secure office first. The slot machine safes are slightly less secure but the total payout is also less on a per-crack level. The restaurant cash box is the least secure, accessible with sufficient brute force and ignorance, but also not worth the risk to most people, though possibly a nice collateral for some players who are already there.

I'd make the Sabacc and Sports offices be at least Hard Skulduggery to pop the lock, or a Formidable Athletics or Mechanics check to brute force it. I'd require "the right tools for the job" to make the check or make it "impossible." The Safes themselves would be daunting Skulduggery with an upgrade, though I'd only add a couple setback for not having the right tools in case the thief of the group wants to really try and show off.

The slot machines would only be Hard with an upgrade to simply remove the hoppers. Hoppers are a Daunting task to open immediately on-site, but can be opened without a roll provided you have tools and a few hours to kill in a place that won't mind all the banging and cursing involved. The hoppers are heavy and have an Enc of 5 each. As mentioned the slots will kick over to "out of order" when the hoppers are removed, so it's a Hard Skullduggery or Mechanics to override that and leave them looking normal.

The restaurant cash box is just stored in a locked drawer, Average Skullduggery or Mechanics, or Hard Athletics to open. Using proper tools adds a boost. The cash box itself is a Hard Skulduggery on-site, or free with time and tools. A Daunting Athletics check will also work, assuming you don't mind making noise, using a weapon or other heavy object will add a boost to this check. The box isn't heavy, but is kinda bulky and awkward and has an Enc of 3.

2 hours ago, Ghostofman said:

Totally just my opinions but I'd think of it something like this:

First off, what kind of casino? Is it a casino casino, or more of a sabacc room/sport bar type rig? From the sounds of it you're thinking more of a sports bar kinda place, with Sabacc tables, a lounge area with lots of sports holo feeds and a betting counter, and a few other things like an actual attached bar/restaurant area (because food and booze is also profitable and compatible with betting!) Probably the size of a large restaurant.

So... I'd have it like this:

1) There would be enough hard currency in the bank to cover every chip in play on the casino floor... This is just a security issue. If someone wins big, you confirm they didn't cheat, pay them out, toss in a free voucher for that fancy bantha-steakhouse down the street and they leave fat and happy. No awkward sitting around waiting for a speeder full of winnings to arrive.

2) There would be a bank that would cover expected traffic at the sports table, factoring in the income from losses.

3) Game machines would have enough for the max cash payout possible, plus income from losses.

4) Enough to make change at the restaurant/bar.

But... as the players are going to be going in at night... I'd modify the "night storage" to be like this:

At the end of every day, the bank is pulled, counted, and all profits packed up and shipped out via armored speeder. Your Hutt has his mercs augmented by a local swoop gang for the transport. The Mecs do the actual movement, the swoopers just go to obvious ambush points and "hang out" to keep anyone else from setting up, and a crew also cruises a parallel route to the armored speeder, allowing them to swoop and provide support/pursuit if the speeder gets hit.

What's left behind is a small amount of hard currency needed to open up shop the following day. If needed more currency can be brought in. On big "fight night" days the process above is reversed in the morning. On more typical days cash is moved in as needed, usually by armored speeder, but it's also not uncommon to have small runs of a few thousand handled by a nondescript courier on a speeder bike, looking like just another dirt merchant going about his day.

1) There's enough to cover opening shift at the tables. Probably in the lower thousands (like say 10ish). More credits are shifted in from a nearby location as required. This isn't the kind of place with a high rollers table, your average player won't bet more than a few hundred credits per visit with each hand typically moving 20 credits or less per player. So as a result that opening bank is usually enough when you factor in income from losses.

2) The sports table is more varied but also fairly predictable. It's got a small bank of several thousand (again, probably 10ish) to cover opening bell on a normal day. On days of popular sports games, a larger pot is brought in to cover the main event, but it's also pulled out at the end of the day.

3) The "slot machines" have a known max payout. So there's enough on site to fill up that amount and a little pad in the morning. So lets say max is 3,000, then there's 4,000 per machine on site. If the slots ever drop below 3,000 in their hopper they automatically switch to "out of order, please see attendant" and await a topping off. If you want, you can have the secure hopper remain in the machine over night. This would require/allow the player to crack one at a time and decide at what point they're taking too long.

4) The bar/restaurant is the most simple, with a few hundred per POS, so probably 1-2,000 tops.

For the player's benefit, I'd break these down, with each having it's own safe. This keeps the money more accountable to the handlers, while also allowing the players to decide what level of risk they are willing to take on. The Sabacc and Sports Safes are the toughest to crack, and require you access a secure office first. The slot machine safes are slightly less secure but the total payout is also less on a per-crack level. The restaurant cash box is the least secure, accessible with sufficient brute force and ignorance, but also not worth the risk to most people, though possibly a nice collateral for some players who are already there.

I'd make the Sabacc and Sports offices be at least Hard Skulduggery to pop the lock, or a Formidable Athletics or Mechanics check to brute force it. I'd require "the right tools for the job" to make the check or make it "impossible." The Safes themselves would be daunting Skulduggery with an upgrade, though I'd only add a couple setback for not having the right tools in case the thief of the group wants to really try and show off.

The slot machines would only be Hard with an upgrade to simply remove the hoppers. Hoppers are a Daunting task to open immediately on-site, but can be opened without a roll provided you have tools and a few hours to kill in a place that won't mind all the banging and cursing involved. The hoppers are heavy and have an Enc of 5 each. As mentioned the slots will kick over to "out of order" when the hoppers are removed, so it's a Hard Skullduggery or Mechanics to override that and leave them looking normal.

The restaurant cash box is just stored in a locked drawer, Average Skullduggery or Mechanics, or Hard Athletics to open. Using proper tools adds a boost. The cash box itself is a Hard Skulduggery on-site, or free with time and tools. A Daunting Athletics check will also work, assuming you don't mind making noise, using a weapon or other heavy object will add a boost to this check. The box isn't heavy, but is kinda bulky and awkward and has an Enc of 3.

In a prior session I already introduced the Hutts armored trucks, so it's already there.

While your suggestions makes sense I find the multiple safes a security liability, also for plot reasons (they are not there for the money, it's an "optional sidequest") I rather use 1 safe for all, just to keep it simpler. (If I had 3 they would try to pry them all xD).

However I have not thought about slotmachines, it's a great idea! I will come up with something thematic - like a Besalisk-esque machine with 6 levers to pull for chance chance :) It can be an easier but less profitable option for them.

1 hour ago, Rimsen said:

While your suggestions makes sense I find the multiple safes a security liability, also for plot reasons (they are not there for the money, it's an "optional sidequest"  ) I rather use 1 safe for all, just to keep it simpler. (If I had 3 they would try to pry them all xD).

I was thinking spreading it out would give you more time and options to arrange an interruption and antic to ensue, while also possibly keeping the players from getting their hands on 30,000+ Credits in one go.

If that's not a problem for you, then yeah, put all the cash in one safe in one cage.

Well, I don't gamble, but I do recall several years ago attending a convention in Las Vegas at a casino hotel. Very weird experience for me but here are my observations.

The cash at modern casinos are guarded with the same safeguards you put into place for a bank. (duh, really).

I can also recommend the movie Lucky Logan not just as a cool heist movie (they knock off a speedway) which highlights some of the cash security tech available today . . . but I also recommend this movie as a fun story.

Yep, that's it.

about as much cash as is narrative-ly needed to buy a ship to get off system. given that most currency in SW is electronic in nature (which means it's traceable), they're going to need to find someone to either 'buy' it off of them (at a big discount, esp since the casino has Hutt affiliations) or trade it for something that they can actually use.

Now is the chance for the ship upgrade that they've been fantasizing about, right? New toys come with new problems, though...