Kenshi.zoneWorld Encyclopedia

Bounty and CrimeReport

English:Bounty and Crime · Game Mechanics

Crime in Kenshi carries a price tag and an expiry date — every 100 Cats of bounty buys 4 hours of being wanted, and anything above 10,000 Cats never washes off.

Kenshi has no judges and no trials, only a number hanging over your head. It decides who recognises you, who comes to arrest you and how long you serve — and it is also the price tag on everyone else's head, since the most reliable line in money making is hauling people with price tags to a police station.

Charges and prices

A crime must be witnessed to be priced. In the table below, "decay time" is the number of in-game hours for the bounty to fall to zero naturally, while "sentence" is the time served once you are locked up.

ChargeTriggerDecaySentenceBounty
TrespassingEntering a building set to private, or certain military holdings4 h2 h100 Cats
LootingTaking items off an unconscious character20 h10 h500 Cats
AssaultAttacking an NPC, or fighting back when attacked by that faction20 h10 h500 Cats
BurglaryPicking the lock of a container or building you do not own40 h20 h1,000 Cats
TheftTaking owned (red) items, looting bodies100 h50 h2,500 Cats
Escaping PrisonLeaving the cage before your sentence is served100 h50 h2,500 Cats
TerrorismAttacking someone with diplomatic status; freeing caged slaves or prisoners (including unlocking your own shackles); abducting slaves200 h100 h5,000 Cats
KidnappingCaught kidnapping an NPC; applied again each time you are caught stealing that NPC's clothing or weapons200 h100 h5,000 Cats
Refusing Bag CheckRefusing or attacking when a guard demands to see your bag160 h80 h4,000 Cats (United Cities)
Uniform TheftStealing a uniform, then getting caught wearing it200 h100 h5,000 Cats
SlaveryOnly applies in the territory of factions that do not support Slavery, and only NPCs capable of enslaving can see it———
Crop TheftSo far only Raptors take notice———

The conversion is simple: every 100 Cats of bounty = 4 hours of decay time, and the prison sentence is half the decay time. Turning yourself in is therefore mathematically the better deal.

Note"Defensive retaliation" does not exist as a concept. Even with a character set to block or passive, if the attacker is a member of that faction and you hit back, it still counts as Assault. Refusing to leave a noble's house during the day and being attacked for it is the textbook free gift.

The most common way to come unstuck in actual play is exactly this clause: attacked by mercenaries first, then landed with a 500-Cat assault charge for fighting back, with the character dragged off to a United Cities prison and held until the sentence expires[V1 0:07:08]. A bounty at that level merely wastes time; what genuinely blocks a whole playthrough is a serious charge such as Terrorism, which once attached prevents the character from even doing business in a town[V1 0:07:08].

TipClick a building before entering to confirm its status reads Public. Many houses in Holy Nation and Mongrel are private; during the day most NPCs will ask you to leave a few times before reporting you, but at night they will not.

Who can recognise you

Being wanted is not the same as being caught immediately. What the system models is recognition:

Units classified in the Bandits category are a special case: they can witness crimes but cannot have a bounty attached, and attacking them does not make you wanted. This is why clearing out bandits is always legal.

Characters with diplomatic status (such as the various factions' Pacifiers) count as bounty targets in the eyes of hostile factions; the determination is based on the captor's standing, not on the captured character's bounty.

Notorious: above 10,000 Cats it never washes off

Once a bounty exceeds 10,000 Cats, that unit becomes Notorious and the bounty stops decaying naturally. From there only two routes remain:

  1. Serve time — if the bounty is at or below 25,000 Cats, serving a sentence can still clear it.
  2. Bail — above 25,000 Cats, only another character can negotiate with that faction's Police Chief, Inquisitor or Hundred Guardian, at twice the bounty. If the Police Chief happens to walk within conversation range, the imprisoned character can also pay it off themselves.

There is a third route, with a rather distinctive price: being enslaved by a faction clears your bounty with that faction. See Prison and Escape.

Collecting other people's bounties

The hand-in rules are simple, but a few details decide your take:

Some bounties do not require hauling a body: Fog Princes and the King Gurgler instead drop a high-value head that can be sold to any vendor. These bounties grant no relations, but they also spare you carrying someone across half the map.

Map of bounties and Meitou weapons worldwide. The large bounties are almost all attached to a faction leader
Map of bounties and Meitou weapons worldwide. The large bounties are almost all attached to a faction leader

The big bounties

TargetBountyLocationNotes
Bugmaster100,000 CatsArach+70 relations with the Shek Kingdom, but −80 with the The Holy Nation
Holy Lord Phoenix100,000 CatsBlister Hill+70 to +75 with any hostile faction, −75 with the The Holy Nation
Tinfist100,000 CatsSpringAnti-Slavers −75, Rebel Farmers −50
Savant80,000 CatsSkinhouse HQ
King Gurgler60,000 CatsIsland LabDrops a head; simply sell it to a trader
Esata the Stone Golem50,000 CatsAdmag+80 with the The Holy Nation, −75 with the Shek Kingdom
Moll50,000 CatsFlotsam Village+80 with the The Holy Nation, −75 with the Flotsam Ninjas
Cannibal Grand Wizard40,000 CatsCannibal CapitalWanted simultaneously by the The Holy Nation, Shek Kingdom and United Cities
Dust King35,000 CatsDust King TowerAll four major factions pay
Seto20,000 CatsAdmag+50 with the The Holy Nation, −75 with the Shek Kingdom
ImportantThe big bounties are almost all diplomatic operations rather than income. Handing over the Holy Lord Phoenix makes the whole of Holy Nation territory permanently hostile. If you are already allied with that faction's enemies, most relations bonuses will not occur and some conversations are blocked outright — after allying with the Anti-Slavers the Police Chief will barely talk to you, and after allying with the Flotsam Ninjas Inquisitors attack on sight.

Random bounties

A great many roaming units carry randomly generated bounties, which is one of the most reliable early cash sources. The rule is "minimum plus a random variance", and the FCS variance value only adds, never subtracts.

UnitBountyChance
Cannibal Chief10,000 Cats50%
Sand Ninja Jounin6,000–10,000 Cats100%
Fog Prince6,000 Cats (head)100%
Escaped Slave2,000 Cats100%
Outlaw Swordsman Captain / Rebel Captain3,000–3,500 Cats100%
Dust Boss2,000–3,000 Cats25%
Drifters, Tech Hunters2,000–4,000 Cats4%
TipThe United Cities and the Traders Guild share bounties, so a unit wanted by both has its bounty doubled (the Sand Ninja Oni is the classic example).

Bounty hunters

Bounty Hunters are an independent minor faction whose members mostly come from the United Cities (+60 relations). They patrol Heng, Stobe's Gamble, Stormgap Coast, The Great Desert and Watcher's Rim, and their headquarters camp is fitted with harpoon turrets. Some of them will talk to you about the Bugmaster — every one of them is waiting for that fight.

The only condition for them to notice you is: your bounty is big enough.

Known anomalies

See also

Video citations

  1. Kenshi | The Nugget Mafia (Ep. 2)HeroInHisHead