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CrimeStat & Law System Overview
In Star Citizen, the Law System dictates how security forces, station automated defense turrets, and player bounty hunters react to your vessel. Actions that violate local jurisdiction—such as trespassing, destruction of property, assault, or homicide—will assign you a CrimeStat (CS) rating from CS1 to CS5.
Once you hold an active CrimeStat, landing rights at major planetary spaceports and security stations are revoked, and station turrets will open fire on approach.
How CrimeStat Escalates (CS1 – CS5)
- CS1 (Minor Infraction): Minor offenses like unintentional shield impacts, light trespassing, or failing to stop for a security scan. Security forces will fine you, but will not immediately engage with lethal force.
- CS2 (Moderate Infraction): Repeated trespassing, reckless station collisions, or ignoring security halt orders. Triggers local security interdiction and aggressive ship interception.
- CS3 (Major Offense): Destruction of vehicle property, assault on security officers, or non-fatal piracy attacks. Generates an active player bounty contract on the Bounty Hunters Guild job board.
- CS4 – CS5 (Felony Offenses): Homicide, destruction of crewed vessels, or attacking comm array infrastructure. Heavy security forces (including Vanguard / Hammerhead patrols) will actively hunt you, and bounty hunters receive continuous quantum tracking markers on your location.
Comm Arrays & Monitored Space
The Law System relies on orbital Comm Arrays to monitor and record crimes within planetary micro-jurisdictions.
- Monitored Space (Satellite Icon Active): Comm Array is operational. Any crime committed within range is instantly logged onto your criminal record.
- Unmonitored Space (Satellite Icon Flashing / Red / Disabled): Comm Array is offline or you are in deep space. Crimes committed here (such as attacking ships or looting cargo) are not recorded, preventing CrimeStat gains.
- Infiltrating Comm Arrays: Unlawful players can disable a Comm Array by flying to the satellite, EVAing inside, and inserting a Cryptokey (Tigerclaw) into the main terminal to initiate a shutdown sequence.
Clearing CrimeStat (Fines vs. Hacking)
How you clear your criminal record depends entirely on the severity of your CrimeStat tier:
1. Paying Fines (CS1 – CS2)
Low-level infractions do not require hacking or prison time.
- How to Pay: Access a Fine Terminal located inside major spaceports, orbital stations, or resting hubs. Select your pending violations and pay the required aUEC fine to instantly clear your record.
- Where to Pay Unlawful Fines: If station turrets prevent you from landing at legal hubs, fly to Grim HEX to pay pending fines at the automated terminals in the main concourse.
2. Hacking Security Terminals (CS3+)
For serious felonies (CS3–CS5), fines are unavailable. You must physically hack your record at a security facility or serve time in prison.
- Required Tool: Purchase a Cryptokey (e.g., Tigerclaw, Ripstar) from illegal vendors at Grim HEX or shady outposts.
- Security Locations: Fly to a planetary security post (e.g., Security Post Kareah above Cellin, or land-side Security Depots).
- Hacking Process:
- Infiltrate the facility and clear out AI guard forces.
- Insert the Tigerclaw into the central data terminal to initiate the decryption process.
- Monitor the hack, terminals will periodically pause and require manual interaction to continue bypass routines.
- Once decrypted, manually select and dismiss each recorded infraction on screen to wipe your CrimeStat.
Grim HEX & Unlawful Sanctuaries
When a CrimeStat locks you out of legal hubs, Grim HEX (hidden in the Yela asteroid belt) serves as the primary sanctuary for criminal operators in Stanton.
- No Turret Targeting: Grim HEX turrets will not attack ships with active CrimeStats.
- Full Station Services: Offers ship repair, rearm, refueling, medical care, and specialized shops selling armor, weapons, attachments and hacking cryptokeys.
- Alternative Outposts: Remote outposts and unmonitored mining facilities across Pyro or Stanton allow criminal ships to land without automated turret threats, provided no player bounty hunters are actively tracking your quantum signature.
Surviving Bounty Hunters
Once you reach CS3 or higher, player bounty hunters receive an active contract to track and neutralize you.
- Quantum Markers: Bounty hunters receive a live or near-live radar marker pinpointing your location while you remain inside monitored space.
- Evasion Strategy: Jump into unmonitored space or cut your quantum drive mid-jump to drop off the grid. Disabling local Comm Arrays blinds tracking markers, forcing hunters to scout visually or rely on localized pings.
- Surrender Option: If intercepted by security while piloting a ship, bring your vessel to a complete stop and power down your ship completely by pressing U (or power down engines with I and weapons with P). Security will register the halt, arrest you without destroying your ship, and transfer you directly to Klescher Automated Prison Facility with a reduced sentence.
Klescher Automated Prison Facility (KAPF)
If you are killed by security forces or player bounty hunters while holding a CrimeStat (or if you choose to surrender), you awaken at the Klescher Automated Prison Facility (KAPF) on Aberdeen (Hurston's moon). Your sentence length scales directly with the total value and severity of your crimes.
You have three main paths to regain your freedom:
1. Serving Time (Offline or Online)
Your prison sentence timer counts down continuously—even while logged out of the game. If you have a lengthy sentence, you can log off and return once the timer reaches zero to process your release at the central elevator terminal.
2. Earning Merits (Work Release)
You can drastically shorten your sentence by earning prison Merits:
- Mining Depth Work: Head down into the automated prison caves equipped with a prison Pyro RYT Multi-Tool to mine mineral nodes (Hadanite, Aphorite, Dolivine) and deposit them at automated redemption kiosks.
- Maintenance Contracts: Accept prison maintenance missions via your mobiGlas to fix broken oxygen recyclers located deeper in the cave tunnels for direct merit payouts.
3. Escaping Klescher
For inmates who refuse to wait or work off their time:
- The Route: Locate the unmonitored maintenance shaft hidden deep inside the cave system (near Depth 8) and navigate the difficult parkour and hazards to reach the surface exit.
- Surface Hazards: Aberdeen’s atmospheric environment is extremely hostile with lethal temperatures and low oxygen. Your prison suit offer minimal environmental protection, giving you a tight survival window upon exiting.
- Extraction & Hacking: An outside teammate must meet you at the surface exit with a ship or ground vehicle (like an Ursa) to transport you away. Escaping does not clear your record; it leaves you with a high CrimeStat that must still be cleared at a security post using a Tigerclaw or by laying low at Grim HEX.
Essential Law & Security Keybinds
• Open mobiGlas (Check CS Status / Contracts): F1
• Power Down Ship (Security Interdiction Halts): U
• Equip Cryptokey: Place in utility slot via inventory I