Skip to content

Pirates and police

A pirate in your sights: its marker names it, and your hits float up from it.

Out in normal flight, away from a station, pirates may come for you. Shoot them down with your lasers (Space, or hold Fire) for a bounty. Your shields take hits first and recharge; what gets through wears the hull and may wear a ship part (see Damage, power and getting stranded). A hit may also knock out your drive’s charge, so fleeing by supercruise or jump isn’t always quick.

Space grows more dangerous the further you go from Sol. Pirates out there are tougher, hit harder, come in pairs more often and pay bigger bounties. Security decides how soon the police arrive to help:

Distance from Sol Security Police arrive in
Under 30 ly High About 8 s
30 to 90 ly Medium About 18 s
90 to 100 ly Low About 35 s
Beyond 100 ly Lawless Never

There’s no difficulty setting: everyone shares one galaxy, and how hard it gets is where you choose to fly.

Shoot a trader or the police and you’re wanted in that system for ten minutes. The police will engage you.

Pirate bounties and machine sites build your combat rank, which brings bigger contracts: pirate hunts, machine site contracts, Harvester hunts and wanted aces. See Ranks and records. The Kestrel and the Mastiff are built for this work, and a Gunner in your crew adds to your guns.