Service Costs (rek)

Street-rate rek prices for common LaGrange services: passage, lodging, food, medical, repair, bribes, and freight.

Reference values are for Core Hive baseline. Apply modifier stack from Trade Price Modifiers (location + faction + legality) to translate to other venues. Cargo freight rates use the per-ton table at the bottom of this document; row keys are 'service:'.

Rules Reference

FieldValue
Data / Bribe:Confiscated Return / Cost Rek200
Data / Bribe:Confiscated Return / ServiceConfiscated gear return (1 item)
Data / Bribe:Confiscated Return / Skill Or Note24 hr; no record.
Data / Bribe:Confiscated Return / Unitper item
Data / Bribe:Disposal / Cost Rek750
Data / Bribe:Disposal / ServiceQuiet disposal (no Heat gain)
Data / Bribe:Disposal / Skill Or NoteRemoves 5 Heat, lowers Wanted by 1 tier.
Data / Bribe:Disposal / Unitper case
Data / Bribe:Forged Stamp / Cost Rek500
Data / Bribe:Forged Stamp / ServiceForged kadiss-stamp (1 restricted category)
Data / Bribe:Forged Stamp / Skill Or NotePasses casual inspection; fails DC 20 deep-scan.
Data / Bribe:Forged Stamp / Unitper stamp
Data / Bribe:Info Lead / Cost Rek25
Data / Bribe:Info Lead / ServiceInformation lead (Streetwise reroll)
Data / Bribe:Info Lead / Skill Or NoteOn a Rumors topic.
Data / Bribe:Info Lead / Unitper reroll
Data / Bribe:Policeman / Cost Rek50
Data / Bribe:Policeman / ServiceLocal policeman, look the other way
Data / Bribe:Policeman / Skill Or Note1 incident only.
Data / Bribe:Policeman / Unitper incident
Data / Bribe:Skip Checkpoint / Cost Rek100
Data / Bribe:Skip Checkpoint / ServiceSkip a checkpoint (1 PC, 1 transit)
Data / Bribe:Skip Checkpoint / Skill Or NoteRep +2 helps.
Data / Bribe:Skip Checkpoint / Unitper transit
Data / Food:Bottled Water / Cost Rek1
Data / Food:Bottled Water / ServiceBottled water (1 litre)
Data / Food:Bottled Water / Skill Or NotePotable standard.
Data / Food:Bottled Water / Unitper litre
Data / Food:Core Meal / Cost Rek5
Data / Food:Core Meal / ServiceFresh meal, Core Hive street vendor
Data / Food:Core Meal / Skill Or NoteHot.
Data / Food:Core Meal / Unitper meal
Data / Food:Ration Pack / Cost Rek3
Data / Food:Ration Pack / ServiceStandard ration pack (3 days)
Data / Food:Ration Pack / Skill Or NoteEdible, nutrition complete.
Data / Food:Ration Pack / Unitper 3-day pack
Data / Food:Rim Canteen / Cost Rek2
Data / Food:Rim Canteen / ServiceFresh meal, Rim canteen
Data / Food:Rim Canteen / Skill Or Note+1 fatigue-relief on long rest.
Data / Food:Rim Canteen / Unitper meal
Data / Food:Spacer Meal / Cost Rek3
Data / Food:Spacer Meal / ServiceFresh meal, Spacer cafe
Data / Food:Spacer Meal / Skill Or NoteInstitutional.
Data / Food:Spacer Meal / Unitper meal
Data / Freight:Rate Per Ton Common / Cost Rek40
Data / Freight:Rate Per Ton Common / ServiceFreight rate, common-industrial cargo
Data / Freight:Rate Per Ton Common / Skill Or NoteBaseline. baseValue x massTons x legalityMultiplier.
Data / Freight:Rate Per Ton Common / Unitper ton, per system reach
Data / Freight:Rate Per Ton Ghost / Cost Rek160
Data / Freight:Rate Per Ton Ghost / ServiceFreight rate, ghost cargo (smuggled)
Data / Freight:Rate Per Ton Ghost / Skill Or NoteHeat 2 per delivery.
Data / Freight:Rate Per Ton Ghost / Unitper ton, per system reach
Data / Freight:Rate Per Ton High Value / Cost Rek120
Data / Freight:Rate Per Ton High Value / ServiceFreight rate, high-value low-mass cargo
Data / Freight:Rate Per Ton High Value / Skill Or NoteMedicine, chips, designer drugs.
Data / Freight:Rate Per Ton High Value / Unitper ton, per system reach
Data / Freight:Rate Per Ton Restricted / Cost Rek80
Data / Freight:Rate Per Ton Restricted / ServiceFreight rate, restricted cargo (Legion issue)
Data / Freight:Rate Per Ton Restricted / Skill Or NoteRequires stamp; +50% price bonus.
Data / Freight:Rate Per Ton Restricted / Unitper ton, per system reach
Data / Freight:Rate Per Ton Volatile / Cost Rek60
Data / Freight:Rate Per Ton Volatile / ServiceFreight rate, volatile cargo (fuel, plasma)
Data / Freight:Rate Per Ton Volatile / Skill Or NoteMishap DC 15 per shift.
Data / Freight:Rate Per Ton Volatile / Unitper ton, per system reach
Data / Lodging:Core Budget / Cost Rek30
Data / Lodging:Core Budget / ServiceHotel room, Core Hive budget
Data / Lodging:Core Budget / Skill Or NoteVid-sec, clean linens.
Data / Lodging:Core Budget / Unitper night
Data / Lodging:Long Term / Cost Rek600
Data / Lodging:Long Term / ServiceLong-term rental (Core Hive, 30 days)
Data / Lodging:Long Term / Skill Or NoteDeposit +150; credit check needed.
Data / Lodging:Long Term / Unitper 30 days
Data / Lodging:Rim Flop / Cost Rek5
Data / Lodging:Rim Flop / ServiceHotel room, Rim flophouse
Data / Lodging:Rim Flop / Skill Or Noted6 roll: 1 = bedbugs.
Data / Lodging:Rim Flop / Unitper night
Data / Lodging:Safe House / Cost Rek350
Data / Lodging:Safe House / ServiceSublet safe-house (per month)
Data / Lodging:Safe House / Skill Or NoteStreetwise to locate.
Data / Lodging:Safe House / Unitper 30 days
Data / Lodging:Spacer Mid / Cost Rek15
Data / Lodging:Spacer Mid / ServiceHotel room, Spacer district
Data / Lodging:Spacer Mid / Skill Or NoteCommon-room noise.
Data / Lodging:Spacer Mid / Unitper night
Data / Medical:Autodoc Pod / Cost Rek1200
Data / Medical:Autodoc Pod / ServiceHelix Mercy autodoc pod (full heal)
Data / Medical:Autodoc Pod / Skill Or NoteHeals to full, removes wound tiers, cures 1 disease.
Data / Medical:Autodoc Pod / Unitper use
Data / Medical:Cryo Revival / Cost Rek25000
Data / Medical:Cryo Revival / Servicecryo-revival / cryo-revival (character dead)
Data / Medical:Cryo Revival / Skill Or NoteMedicine 10+, plus facility rules.
Data / Medical:Cryo Revival / Unitper case
Data / Medical:Field Medic / Cost Rek200
Data / Medical:Field Medic / ServiceField medic treatment (Medicine 4+)
Data / Medical:Field Medic / Skill Or NoteHeals 2d8+rank HP, stabilises, 1 hr.
Data / Medical:Field Medic / Unitper session
Data / Medical:Patch Kit / Cost Rek25
Data / Medical:Patch Kit / ServicePatch kit, civilian (stops bleeding, +1 HP)
Data / Medical:Patch Kit / Skill Or NoteAny character. No skill check.
Data / Medical:Patch Kit / Unitper use
Data / Medical:Stim Dose / Cost Rek50
Data / Medical:Stim Dose / ServiceStim-dose, combat (+1 STR, -1 CON 1 hr)
Data / Medical:Stim Dose / Skill Or NoteDrug. See Drugs table.
Data / Medical:Stim Dose / Unitper dose
Data / Medical:Surgical / Cost Rek800
Data / Medical:Surgical / ServiceSurgical intervention (Medicine 8+)
Data / Medical:Surgical / Skill Or NoteHeals 3d8+rank HP, removes 1 wound tier.
Data / Medical:Surgical / Unitper 4-hr session
Data / Passage:Inter Jump / Cost Rek200
Data / Passage:Inter Jump / ServicePassage, inter-system (in-system reach)
Data / Passage:Inter Jump / Skill Or NoteFirst-class = x2, includes standard cabin.
Data / Passage:Inter Jump / Unitper jump
Data / Passage:Intra Liner / Cost Rek50
Data / Passage:Intra Liner / ServicePassage, intra-system passenger liner
Data / Passage:Intra Liner / Skill Or NoteSchedule is public. No stamp required.
Data / Passage:Intra Liner / Unitper day
Data / Passage:Rim Hot Bunk / Cost Rek10
Data / Passage:Rim Hot Bunk / ServicePassage, Rim hot bunk (shift-share)
Data / Passage:Rim Hot Bunk / Skill Or NoteFilth exposure: CON check DC 10 each week or -1 CHA.
Data / Passage:Rim Hot Bunk / Unitper day
Data / Repair:Clean / Cost Rek10
Data / Repair:Clean / ServiceField-strip and clean (personal weapon)
Data / Repair:Clean / Skill Or Note1 hr, no skill check.
Data / Repair:Clean / Unitper service
Data / Repair:Full / Cost Rek150
Data / Repair:Full / ServiceRepair, full
Data / Repair:Full / Skill Or NoteRepair 4, 8 hr. Item to catalogue condition.
Data / Repair:Full / Unitper item
Data / Repair:Recharge / Cost Rek20
Data / Repair:Recharge / ServiceRecharge (energy cell / shield / powered frame)
Data / Repair:Recharge / Skill Or NoteStandard power brick, 1 hr.
Data / Repair:Recharge / Unitper 100 charge
Data / Repair:Ship Hull Patch / Cost Rek200
Data / Repair:Ship Hull Patch / ServiceShip hull patch (per d10 damage)
Data / Repair:Ship Hull Patch / Skill Or NoteEngineering 4, 8 hr, in-system dock.
Data / Repair:Ship Hull Patch / Unitper patch
Data / Repair:Simple / Cost Rek50
Data / Repair:Simple / ServiceRepair, simple (armour patch, weapon re-seat)
Data / Repair:Simple / Skill Or NoteRepair 1, 4 hr. Restores 1 AC or 1 damage die.
Data / Repair:Simple / Unitper item
Data / Repair:Vehicle Hull / Cost Rek5
Data / Repair:Vehicle Hull / ServiceGround vehicle hull repair
Data / Repair:Vehicle Hull / Skill Or NoteGarage service; restores catalogue hull, parts included.
Data / Repair:Vehicle Hull / Unitper hull point

Columns

service

FieldValue
descriptionDisplay name of the service.
labelService
nameservice

costRek

FieldValue
descriptionStreet-rate cost in rek; ranges mean the price varies within that band by venue and haggling.
labelCost (rek)
namecostRek

unit

FieldValue
descriptionCharge unit: per-day, per-night, per-jump, per-use, per-ton, etc.
labelUnit
nameunit

skillOrNote

FieldValue
descriptionRequired skill (if any) and any governing rule.
labelSkill / Note
nameskillOrNote