// Piracy
The pirate's side of the 'verse. Run cargo interdictions and raids, then know how to shed the heat when the law catches up.
What's worth taking — commodities ranked by value per SCU, contraband flagged.
Where to find prey — ambush chokepoints and the richest live trade lanes.
Drug labs to source from and what the goods fetch — the smuggler's loop.
Where to offload it — the fences that pay best for stolen contraband.
CrimeStat tiers, handling the heat, and where the law doesn't reach.
Piracy is a team sport — you need someone to pull the quantum interdiction, guns to crack the hull, and hands to haul the loot. Find a pirate crew (or post your own raid) on the Crew Finder and filter by Piracy. Pulled off a haul? Use the Payout Calculator to split the loot fairly across the crew.
Find an outlaw crew →Commit crimes — interdiction, murder, trespass, theft — and you pick up a CrimeStat (CR1–CR5). While it's active, security turrets and bounty hunters can legally open fire, and armistice zones lock you out. Two ways to wipe it:
The reliable spot to wipe a CrimeStat (incl. CR3+). Kareah orbits Crusader and is defended by turrets and NPC security — go in quiet.
A Quantum Enforcement Device (QED) drags ships out of quantum and stops them re-spooling.
Disable or open up the target fast.
Law-system mechanics and clearing locations change between patches — treat this as a guide and verify in-game.
If you're arrested (or just turn yourself in), you're sent to Klescher Rehabilitation Facility on Aberdeen (Hurston moon). Do the time and you come out clean.
Going dark: destroying or hacking a region's comm array stops crimes being reported there — prevention, not a cure for an existing CrimeStat.
Minor fines:small infractions can be paid off at an admin/ASOP kiosk; a full CrimeStat cannot — you'll need Kareah or Klescher.
Get aboard, or run down the runners.
Clear out a cracked target's hold.