Starfield Search and Seizure: How Contraband Scans Actually Work

Starfield Search and Seizure: How Contraband Scans Actually Work

You just finished a grueling run through an abandoned UC listening post on some frozen moon in the Cheyenne system. Your cargo hold is stuffed. You’ve got high-tier weapons, a stack of credits, and—oops—a suitcase full of "Harvested Organs" or maybe some "Va'ruun Heretic Writings." You jump to Jemison, ready to sell your loot at the Trade Authority. Then, that dreaded transmission hits your comms. "Maintain your current course while we scan for contraband." Your heart sinks. You forgot about the Starfield search and seizure mechanics. Suddenly, the United Colonies or Freestar Collective security is breathing down your neck, and if you don't have the right setup, you're about to lose a lot more than just that illegal cargo.

It happens to everyone.

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The contraband system in Starfield is one of those mechanics that feels punishing until you realize it’s basically a math game. It isn't just about luck. Bethesda built a specific set of rules governing how the authorities detect your illegal items, what happens when you get caught, and how you can move those goods without ending up in a neon-lit jail cell. If you’re trying to roleplay as a smuggler—or just want to make a quick 10,000 credits—understanding the nuances of how these scans work is the difference between a massive payday and a bounty that ruins your reputation in Settled Systems.

The Logic of the Scan

When you enter the orbit of a major settled planet like Jemison, Akila, or Mars, a scan is automatically triggered. You can't outrun it. You can't hide behind a moon once it starts. The game checks your inventory and your ship’s cargo for anything marked with a small yellow icon. This is "Contraband." It is fundamentally different from "Stolen" items (marked with a red icon), which security usually won't scan for unless they are already arresting you for something else.

The "Scan Evasion" chance is a percentage displayed right in the middle of your screen. If that number is 0%, you are getting caught. Period. If it’s 89%, you’ve got a solid shot, but the RNG (random number generator) can still screw you over.

Why You Keep Getting Caught

Most players make the mistake of keeping contraband in their personal inventory. That's a huge no-go. If the illegal goods are on your person, the chance of evasion is effectively zero regardless of your ship's equipment. To even stand a chance, those items need to be in your ship's cargo hold. But wait—there's a catch. Standard cargo holds offer zero protection. You need specialized hardware to hide things from a Starfield search and seizure operation.

Beat the System: Shielded Cargo and Jammers

If you want to pass a scan, you need two specific things: Shielded Cargo Holds and Multi-Frequency Scan Jammers.

You can't just buy these at a standard Ship Services Technician in New Atlantis. The UC doesn't exactly want to help you smuggle Mech Components. You have to go to the "shady" spots. The Red Mile on Porrima III or the Key (if you've started the Crimson Fleet questline) are your best bets. Lon Anderssen at the Red Mile is the go-to guy for many players. He sells various sizes of shielded holds.

Here is how the math works: The scan evasion chance is calculated based on the weight of the contraband relative to the capacity of your shielded cargo. If you have 10kg of contraband in a 200kg shielded hold, your success rate will be much higher than if you try to cram 190kg of illegal goods into that same hold. It’s about the "density" of the illegal items within the protected space.

  • Shielded Cargo: Provides the base ability to hide items.
  • Scan Jammers: These add a flat bonus to your evasion percentage. A single-frequency jammer helps a bit, while a multi-frequency version is the gold standard.
  • The Deception Skill: Investing points here in the Social tree significantly increases your chances of success. At Rank 4, even a mediocre ship can become a ghost.

What Happens During a Seizure?

Let’s say the roll fails. The scan finishes, the UI turns red, and the authorities tell you to prepare to be boarded or follow them to the surface. You have a few choices here, and honestly, most of them suck if you aren't prepared.

If you surrender, you are transported to the local security office. They take all your contraband. They also take any stolen items you had. You pay a fine, and you lose some XP. It's a clean slate, but it's expensive. If you try to run, you'll find yourself in a dogfight against an entire fleet. Unless you have a top-tier Class-C ship with maxed-out grav drives to jump away instantly, you’re probably going to die.

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The third option is bribery. If you have the "Negotiation" skill, you can sometimes pay off the scanning officer. It’s usually more expensive than the fine, but it lets you keep your gear and avoids the jail time. It’s basically a "convenience fee" for criminals.

The Jail Cycle

Going to jail in Starfield isn't just a cutscene. You actually serve time. This results in an XP penalty. You won't "level down," but you will see a negative XP bar that you have to work off before you can start earning progress toward your next level again. It represents the "rustiness" of sitting in a cell instead of exploring the stars.

Inside the security hubs—like the one in New Atlantis near the spaceport—there is a "Contraband Storage" chest and an "Evidence" chest. If you're feeling ballsy, you can actually break into these chests to steal your stuff back. It’s usually guarded by a Master-level lock, so bring your digipicks and maybe some Reconstim to keep your nerves steady.

Professional Smuggling Tactics

Experienced players don't just hope for the best. They use specific outposts to bypass the Starfield search and seizure headache entirely. One of the smartest moves is to build a small outpost on a planet without a faction presence (like a moon in the Narion system). You can build a landing pad and a storage container there.

If you find a massive haul of contraband but your ship isn't equipped to hide it, don't jump to a settled system. Jump to your "dark" outpost first. Drop the goods in a crate. Go upgrade your ship, or wait until you have a clear path to the Den.

The Den: The Smuggler's Secret

If you want to sell contraband without ever dealing with a scan, head to the Wolf system. Look for a space station called The Den. Because it’s a Vanguard outpost in a system that doesn't have a major planetary settlement nearby, there is no contraband scan when you arrive. You can dock, walk over to the Trade Authority kiosk (or the vendor, Marcel Duris), and sell everything right there. It is the most reliable way to turn illegal goods into credits without risking a bounty.

The Fine Print of Search and Seizure

It is worth noting that some quests actually trigger scans regardless of your cargo. If you are deep in the Crimson Fleet storyline, the UC SysDef might treat you differently. Also, remember that companions have opinions. If you're caught in a Starfield search and seizure with Sarah Morgan or Sam Coe on your ship, they are going to be "displeased," to say the least. They are law-abiding citizens of the Constellation, and they don't take kindly to you hauling Xenowarfare Tech through UC airspace.

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If you are going for a "good" playthrough, avoid contraband entirely. The credit payout is high, but the logistical headache and the potential loss of XP usually aren't worth it unless you specifically build your character around the "Space Scoundrel" or "Cyber Runner" backgrounds.

Actionable Steps for Aspiring Smugglers

If you're ready to start your life of crime, or just want to stop losing your loot, follow these steps immediately:

  1. Check your inventory: Go to your "Miscellaneous" tab and look for the yellow icons. If they are there, you are a target. Move them to ship cargo.
  2. Travel to the Wolf System: Go to The Den. Sell your illegal goods to Marcel at the Trade Authority. He doesn't ask questions.
  3. Visit the Red Mile: Talk to Lon Anderssen. Buy a Shielded Cargo Hold. It doesn't replace your current cargo; it adds to it.
  4. Install a Jammer: Buy the best Scan Jammer you can afford. This is a "Ship Attachment" usually found in the Equipment tab of the ship builder.
  5. Level up Deception: If you plan on making smuggling your primary income, this skill is non-negotiable.
  6. Store, don't carry: Never carry contraband on your person when jumping into a major system. The scan looks at you first.

Smuggling is one of the most profitable ways to play Starfield, provided you understand that the Starfield search and seizure mechanics are a hurdle, not a wall. Get the right gear, know where to sell, and you'll be the richest captain in the Settled Systems before the UC even knows you were there.