Star Citizen Crime System Guide: Laws, Wanted Levels, and Prison Explained


1. Overall Structure and Mechanism of the Crime System

The legal system in Star Citizen is designed to “deter overly aggressive gameplay behavior and random attacks on law-abiding citizens.” The entire crime system is composed of the local legal framework, the CrimeStat system, and the reputation system.

Within UEE or local faction-controlled space, players may encounter law enforcement demanding them to stop for inspection. Refusing to comply or attempting to flee will trigger armed retaliation. If scans reveal contraband or stolen goods, these will be confiscated and fines imposed.

As a player’s CrimeStat increases, both NPCs and other players will begin to treat them as hostile targets:

  • Defense systems in landing zones will attack on sight.
  • Space stations will deny docking clearance.
  • Player bounty missions will be issued.

Ultimately, high-level criminals may be captured and imprisoned. The UEE or local judicial authorities will send them to Klescher Rehabilitation Facility to serve their sentence.


2. Legal Jurisdictions and Corresponding Enforcement Units

Major corporations across the galaxy maintain different legal jurisdictions. Taking the Stanton system as an example: the UEE oversees the supreme law of the system, with enforcement powers carried out by the UEE Navy and Advocacy. Corporate-owned planets each operate their own security departments.

  • Crusader Security enforces the law within Crusader’s orbital region, which covers Crusader itself and its three moons (Cellin, Daymar, Yela).
  • Hurston Security is responsible for Hurston and its four moons.

When players enter these jurisdictions, they must comply with both UEE law and local regulations. Security personnel are authorized to inspect ships, verify identities, and arrest violators.

Black market hubs—such as the orbital station Grim HEX—are controlled by criminal organizations and are not directly subject to UEE authority.

Local legal codes also differ. For instance, Crusader specifies various categories of felonies and misdemeanors, along with fine levels and corresponding CrimeStat increases.


3. CrimeStat Criminal Rating System

In Star Citizen, a player’s CrimeStat ranges from 1 to 5 and measures the severity of their unlawful actions. Crimes are only recorded in UEE-controlled space where the Comm-Array network is active. Minor infractions (such as refusing to comply with scans or committing a Level 2 trespass) are treated as misdemeanors and can be cleared by paying fines. More serious offenses (such as assaulting law enforcement, murder, or smuggling contraband) increase CrimeStat and bring significant consequences. As CrimeStat rises, the player becomes a public enemy: UEE patrol ships and defense turrets will fire on sight, landing rights are revoked, legal contracts are canceled, and bounty contracts appear on the mission board.

According to official sources, some typical crimes and punishments include:


Felonies (CrimeStat Increase)

  • Assaulting law enforcement: +2 levels.
  • Inflicting severe injuries repeatedly: +3 levels.
  • Destroying UEE vehicles: +2 levels.
  • Murder: +3 levels.
  • Escaping prison or harboring fugitives: +1 level.


Misdemeanors (Fines)

  • Refusing to comply with scans: fine of ~20,000 aUEC.
  • Possessing/smuggling contraband or stolen goods: high fines (e.g., Class A drugs ~2,000 aUEC; Class B drugs ~1,250 aUEC).
  • Level 2 trespass: ~1,250 aUEC fine.


Other Notes

  • Parking violations (e.g., overstaying on landing pads) incur fines.
  • Violating Armistice protocols (e.g., attacking in safe zones) adds +1 CrimeStat.
  • All crimes and fines are detailed in the UEE legal code.

CrimeStat progression and consequences are displayed through in-game text prompts, bounty postings, and radar indicators. As the rating increases, players are flagged as hostile by both NPCs and other players, becoming legitimate bounty targets. Official documentation emphasizes that higher CrimeStat levels transform the game experience into one where “anyone can legally kill you for a reward.”


4. Punishment Mechanisms: Death, Imprisonment, and Bounty Hunting

Once a player’s CrimeStat reaches Level 3 or higher, their survival environment changes dramatically:

  • Death Consequences:

    If a player with CrimeStat 3–5 is killed by UEE law enforcement or other players, they will no longer respawn in the original area but instead at non-UEE-controlled locations such as Grim HEX. These hubs offer only limited services, forcing criminals to survive by their own means or escape creatively.

  • Imprisonment System:

    Players with CrimeStat ≥ 2 who are defeated by law enforcement under an active “capture timer” (usually 1–3 minutes) are considered arrested. They are then automatically transported to the Klescher Rehabilitation Facility on Aberdeen (a Hurston moon). Klescher currently serves as the only operational prison in the game.

  • Sentence Duration:

    The prison term is proportional to the CrimeStat at capture. During incarceration, players can either passively wait out their sentence or reduce it by earning Merits through in-prison activities like mining. One Merit reduces one second of sentence time. Prisoners are equipped with mining tools to gather resources for Merits. If a player attempts to escape but dies in the process, they will be recaptured and given an additional 30-minute penalty.

  • Bounty Hunting:

    Once a player reaches CrimeStat 3 or higher, the system generates bounty contracts against them. Other players may accept these contracts and legally hunt the criminal for UEC rewards. If the criminal is killed, they will respawn in Klescher prison (if captured) or wake up there as if arrested. In this way, both NPC law enforcement and other players act as active threats to high-level criminals.

Official support documentation summarizes: “As your crime level increases, you will be treated as an enemy of the UEE… Players may actively hunt you due to bounty postings, and if your notoriety is too high, you may be captured and incarcerated in Klescher prison.” This means that at higher crime levels, the gameplay experience shifts into a state where anyone can legally kill you and claim the bounty.


5. Prison System: Sentencing, Mining Merits, and Escape

When a player reaches a certain CrimeStat and is killed, they are transported to the Klescher Rehabilitation Facility for imprisonment. Since version 3.11, if a player has CrimeStat ≥ 2 and is killed by lawful enforcers, an arrest delay of 1–3 minutes is triggered. After this countdown, the criminal is automatically sent to Klescher Prison.


Sentence Duration:

The length of imprisonment is determined by the CrimeStat level. For example:

  • CrimeStat 4 → about 8.5 hours.
  • CrimeStat 3 → about 2 hours. Prison time continues even if the player logs out, allowing “offline sentencing.”


Earning Merits:

While imprisoned, players can reduce their remaining sentence by earning Merits through in-game activities such as mining.

  • Death Consequences:

    If a player with CrimeStat 3–5 is killed by UEE law enforcement or other players, they will no longer respawn in the original area but instead at non-UEE-controlled locations such as Grim HEX. These hubs offer only limited services, forcing criminals to survive by their own means or escape creatively.

  • Imprisonment System:

    Players with CrimeStat ≥ 2 who are defeated by law enforcement under an active “capture timer” (usually 1–3 minutes) are considered arrested. They are then automatically transported to the Klescher Rehabilitation Facility on Aberdeen (a Hurston moon). Klescher currently serves as the only operational prison in the game.

  • Sentence Duration:

    The prison term is proportional to the CrimeStat at capture. During incarceration, players can either passively wait out their sentence or reduce it by earning Merits through in-prison activities like mining. One Merit reduces one second of sentence time. Prisoners are equipped with mining tools to gather resources for Merits. If a player attempts to escape but dies in the process, they will be recaptured and given an additional 30-minute penalty.

  • Bounty Hunting:

    Once a player reaches CrimeStat 3 or higher, the system generates bounty contracts against them. Other players may accept these contracts and legally hunt the criminal for UEC rewards. If the criminal is killed, they will respawn in Klescher prison (if captured) or wake up there as if arrested. In this way, both NPC law enforcement and other players act as active threats to high-level criminals.


Escape Routes:

Prison currently has only one escape route. To escape, players must:

  • Navigate through a tunnel exit.
  • Retrieve survival gear placed near the exit.
  • Transport it to the nearest outpost.
  • Complete the escape mission, which clears the CrimeStat record.

Another method involves using a CryptoKey:

  • After escaping prison, travel to a secure outpost such as Security Post Kareah.
  • Use the CryptoKey to hack enforcement terminals and erase the CrimeStat.


Risks & Warnings:

  • Logging out too early during sentencing may cause the prison timer to reset.
  • If a player dies while attempting escape, they are recaptured and given an additional 30 minutes on their sentence.

In short, the prison system blends punishment with player-driven choice: serve time passively, reduce it actively through mining, or attempt a high-risk escape.


6. Types of Crimes and Classification of Penalties

The game divides criminal behavior into misdemeanors and felonies.

  • Misdemeanors:

    These usually include traffic violations, minor conflicts, or unlawful trespassing. They only result in small fines and low-level CrimeStat increases.

  • Felonies:

    These include murder, assaulting security forces, destroying facilities, and smuggling contraband. Felonies lead to high fines or imprisonment. For example, within the Crusader jurisdiction, crimes such as “assaulting security personnel,” “premeditated murder,” or “equipment sabotage” are considered felonies. These carry extremely high fines and sharply increase CrimeStat. In contrast, “running a red light” or “illegal navigation” are classified as misdemeanors, resulting in smaller fines.

  • Updated Rules (after Patch 3.18):

    Most misdemeanors can be resolved by paying fines directly. However, repeated offenses or serious felonies, even with large fines, will still trigger pursuit and arrest.

  • Overall Principle:

    The more severe the crime, the harsher the punishment: Small fines → Red marker (wanted status) → Armed enforcement response → Arrest and imprisonment.


7. Wanted System and Security Response Process

When a player commits crimes and accumulates CrimeStat, the in-game wanted process is triggered. Entering UEE or locally governed territories, security forces will flag the player on radar:

  • CrimeStat 1–2:

    Security will only scan the ship and issue fines.

  • CrimeStat 3 or higher:

    The player’s ship marker turns hostile (red). All station turrets, armed guards, and even UEE warships will treat the player as an enemy and open fire.

At this stage:

  • Landing permissions are automatically denied; players cannot dock at space stations normally.
  • The system secretly posts bounty contracts: other players can claim missions to hunt the offender. If successful, the criminal will respawn in Klescher Prison.

In short, once a player reaches a high CrimeStat, a full-scale manhunt begins:

  • NPC security actively pursues and engages the player.
  • Other players can legally pursue them through bounty contracts.


8. Methods of Clearing Criminal Records

To clear high-level criminal records, the only viable method at present is performing a hacking operation at specific security outposts in the system. Since version 3.18, only the Security Post Kareah in orbit around Cellin in the Crusader system provides terminals for clearing crime records. Other earlier terminals (such as those on Hurston or Lyria) have been deactivated; attempting to use them will result in the destruction of the hacking chip.

Inside Kareah Security Post, there is a dedicated terminal accessible only with a CryptoKey. Players must first acquire a CryptoKey, then land their ship on Kareah’s designated green landing pad and enter the station. Once inside, they must locate the main control terminal, log in with the key, and remain actively engaged with the system to keep the process uninterrupted. If the player is attacked or exits prematurely, the operation fails, and the hacking chip is consumed at the start of the attempt. Upon successful completion, the player’s CrimeStat is reset to 0, effectively erasing all active bounties and wanted levels.

Aside from hacking, there are currently no official systems for pardon missions or bribery mechanics with security forces. The official knowledge base states that players must either:

  • Wait for natural decay: Low-level CrimeStat (1–2) can gradually diminish over time if no further crimes are committed.
  • Be arrested and serve time: If captured, the player will be transferred to Klescher Rehabilitation Facility to serve their sentence.

For minor crimes (CrimeStat 1–2), fines can be paid directly at fine payment terminals located in major spaceports. However, for CrimeStat 3 and above, clearing requires either hacking at Kareah or serving prison time.

Future versions may introduce additional mechanics, such as anti-scan devices or alternative means of evading security. However, as of the current build, the only reliable solutions remain hacking at Kareah or imprisonment.


9. Crimes Related to Contraband, Smuggling, and Missions

Each jurisdiction has clear classifications for contraband. These are usually divided into three tiers (A/B/C):

  • Class A (High-risk contraband): Includes narcotics such as SLAM, the hallucinogen WiDoW, and high-risk explosives like DCSR2.
  • Class B: Includes substances like the hallucinogen Maze and the drug Neon.
  • Class C: Includes synthetic hallucinogens such as E’tam.

Certain items (e.g., biological reagent eggs, medical batons, Odyssey spacesuits) are marked as “prohibited items”. If discovered during a scan, these will be confiscated immediately, and the player will be heavily fined.

The game also features missions tied to contraband. For example, the mission “Eliminate Drug Stash” tasks players with raiding underground facilities on Hurston, neutralizing guards, and destroying caches of illegal drugs. This is treated as a sanctioned anti-crime activity.

Similar missions include eradicating unlawful outposts or dismantling weapons-smuggling operations. All of these revolve around smuggling suppression and the destruction of contraband, giving lawful players a way to combat the criminal economy while rewarding them with mission payouts.


10. Crime-Related Ships, Equipment, and Black Market Facilities

Certain ships and equipment commonly used by criminals are also reflected in the game’s design. These include multipurpose smuggling freighters, armed small ships, and specialized modified gear.


Black Market Hubs

A typical example is Grim HEX, an abandoned space station located in the Yela asteroid belt of the microTech system. Controlled by criminal organizations, Grim HEX lies outside UEE jurisdiction and serves as a gathering place for outlaws. Inside, players can find the Skutters weapons shop, which sells military-grade arms, as well as the anonymous NPC Ruto, who offers “no-questions-asked” missions.

Other notable black-market sites include Levski on Delamar and several outposts near Hurston, which are often tied to illicit trade and underground activity. In these locations, players can access smuggling vessels, contraband goods, and contracts for mercenary or assassination work.


Criminal Tools

Items like the CryptoKey hacking device also fall into the category of crime-related equipment. These allow players to erase their criminal records by hacking law enforcement terminals, but the process carries risks—if the operation fails, the key is destroyed.

In short, ships, equipment, and facilities tied to the underworld provide the backbone for criminal gameplay in Star Citizen, offering both opportunities and dangers for players who choose the outlaw path.


11. Interaction with Security Forces

The system’s law enforcement and security forces include the UEE Marines/Advocacy (such as Concord and Advocacy) as well as corporate security divisions (like Crusader Security and Hurston Security). Their responses to criminal behavior generally follow these mechanisms:


Inspection and Scanning

While patrolling lawful zones, UEE security may order players to halt and submit to scans. Players must stop their ship for inspection; refusal or fleeing triggers immediate armed response. Scans check ships and cargo: if contraband or stolen goods are found, security will confiscate them on the spot and issue fines. If nothing illegal is detected, security will apologize and depart. Currently, there is no explicit notification for scan results—contraband is removed automatically once discovered, without player-visible confirmation.


Green Zones

Version 3.23 introduced the concept of Green Zones with UI indicators. Within these zones, players are considered “safe”: ships can be repaired, resupplied, and social interaction is permitted without triggering security aggression. For example, outer sections of certain spaceports are designated green zones for maintenance. Entering a green zone also highlights a player’s CrimeStat icon, reminding them that the area is under safe protocols. Crimes committed in green zones generally do not trigger immediate law enforcement, but once leaving the zone, violations become active again.


Security Sweeps and Patrols

Corporate forces such as Crusader Security and Hurston Security regularly patrol their jurisdictions. If players carry contraband without authorization or attack civilians, security units have the right to scan and intervene with force. A typical scenario is intercepting smugglers or drug dealers: security will attempt to halt the ship and force a landing. Players may also surrender voluntarily—lowering shields and shutting down engines—allowing NPCs to initiate arrest procedures.


Bribery or Deception

Currently, the game does not provide a mechanism to bribe security directly. Players cannot pay UEC to officials to evade scans. Developers have mentioned possible future features such as anti-scan devices or deception tools, but these are not yet implemented. For now, attempts to trick the system rely on unimplemented or ineffective features such as decoy containers or ship disguises. In practice, scans remain nearly unavoidable.


Summary

Within patrol regions, players must exercise extreme caution: resisting arrest guarantees hostile response, and carrying contraband results in confiscation. Official guidance emphasizes always complying with lawful authority orders. Security forces actively maintain regional stability, and both roleplay and gameplay require paying close attention to on-screen prompts and radar information to avoid unnecessary legal trouble.


12. Crime System Exploits and Escape Strategies

As the game is still in development, the current version contains some known or exploitable loopholes and strategies:


Comm-Array Deactivation

Criminal activity is logged through the Comm-Array network. If players disable or destroy communication satellites in a star system, any unlawful actions committed in that region will not be detected by security forces. This makes disabling Comm-Arrays a common tactic among pirates and smugglers to evade detection.


Border Evasion

Escaping UEE-controlled space (e.g., quantum jumping into areas with no comm coverage) renders a player’s criminal record “inactive” until they re-enter a monitored system. Many players exploit this mechanic: after committing crimes, they immediately flee to unmonitored zones or outlaw stations, temporarily avoiding bounty hunting. Since CrimeStat can naturally decay over time if no further crimes are committed, this is a practical survival method.


AI Response Delays

Due to AI and server synchronization limits, security response times are not instantaneous. Players sometimes exploit server switching to “reset” their status and avoid pursuit. NPC enforcers also have limited vision and patrol routes, allowing skilled pilots to escape through complex terrain, such as caves, canyons, or crowded station interiors.


Mission Bugs and Self-Resets

Certain mission bugs may mistakenly raise CrimeStat (e.g., killing hostile NPCs misclassified as civilians). Players sometimes deliberately commit suicide through oxygen deprivation or ship destruction to reset sentences, or exploit crashes/re-logins to bypass imprisonment penalties. While not intended by design, these community-discovered workarounds are often used in practice.

In summary, while the crime system allows clever players to exploit technical gaps, it reinforces the importance of Comm-Arrays and security scans in enforcement. Future updates are expected to patch many of these loopholes and introduce stricter enforcement systems, such as interplanetary crime alerts and dynamic fines.


13. Common Player Issues and Avoidance Tips


Avoid Early Prison Logout

Logging out too soon after dying in prison can reset the sentence timer, treating it as a failed escape attempt. It is best to remain logged in until the full sentence is served.


Use the Surrender Mechanism

If a crime is minor and fines cannot be paid, players may “surrender” at fine terminals in space stations. By powering down their ship and entering surrender mode, they can reduce prison time by 25%.


Scanning and Smuggling

Players carrying contraband should avoid high-security zones. If a scan is imminent, it is safer to discard illicit cargo beforehand. Security turrets often guard mission zones, so caution is needed during takeoff or landing.


Landing Zone Restrictions

Since patch 3.18, cities enforce restricted zones. Flying too deep into these areas triggers warnings and eventual teleportation back to a safe zone, often adding minor infractions. Prompt compliance prevents unnecessary CrimeStat increases.


Equipment Loss Risks

Death in prison or during combat can result in the loss of gear. Players planning to escape should equip essential tools (weapons, armor) beforehand to avoid respawning empty-handed.

This blog is based on official sources, community encyclopedias, and patch 4.3 updates. Future changes may adjust mechanics, but current practices reflect the most reliable strategies for navigating the crime system.

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