Upon a successful scan, the KWS will detect every bounty for factions aligned with the same superpower as the faction controlling the current jurisdiction. E.g. if you’re in a jurisdiction controlled by an Imperial aligned faction, then the KWS will detect every bounty on the scanned ship issued by all Imperial aligned factions.

What’s more, the KWS scan will *legitimise* attack against the scanned ship for you and any wingmen. This freedom to attack will expire once the target leaves the location, via supercruise, hyperspace jump or the like.





The KWS will detect all Interstellar bounties on a target vessel. However, it does not legitimise attack, so you still will have to break the law to collect them if the Interstellar bounty is for a different superpower than the current jurisdiction is alinged to.

We’ve been going through the feedback for the Kill Warrant Scanner (as always, thank you for your input!) and wanted to clarify why the module has changed, as well as float an idea for your consideration.As part of the crime update, we now place bounties on ships, which are cleared one jurisdiction at a time. This means that when criminals are processed, their captors only care about crimes relevant to their jurisdiction. Because other bounties remain, there is more consequence, as Commanders risk losing their ship multiple times if they have multiple bounties.However, this caused an issue with the Kill Warrant scanner. The new system runs on the principle that only one bounty is cleared at a time at a detention centre, which does not work with the old version of the Kill Warrant Scanner, as it detected all bounties.Additionally, if detention centres *did* process all bounties the result would potentially be crippling, punishing Commanders too harshly for killing ships, even NPC ships, by forcing them to pay every bounty at once, especially considering that bounties will no longer expire.So we changed the Kill Warrant Scanner to detect the single largest bounty. This would allow the villain to be destroyed multiple times, and over time would allow all the bounties to be claimed. However, there is no denying that it significantly reduces the earning potential of the module.We think the updated crime system is better across the board, and ultimately, worth the change to how the KWS works.That being said, we are considering (and just that, no ETA or guarantee, this is just something we’re mulling over) a change to the KWS.It’s somewhat significant, so we’d like to get some feedback on the concept before deciding any next step.This change would bring the Kill Warrant Scanners closer to its original specification, especially regarding earning potential, improve it in some contextually appropriate situations by legitimising attack, limit its power where appropriate by hiding non-local independent bounties and fit neatly within the lore of how the game deals with criminality and factions.So now, over to you. Do you think this proposal give the KWS enough kick? Does it punish/threaten criminals too much? Is the mechanic clear enough? In short, have a gander and tell us what you think. A final reminder, this is just a suggestion that we're looking at, not a definite plan.Your feedback is greatly appreciated!