Under the counter

Contraband and Inspections

Contraband pays, and every sale leaves evidence that Security turns into a case against you. Weapons bring inspections, contraband brings raids and makes your shop a likelier target for thieves. This briefing covers the four contraband levels, what an inspector does when they find something, how to keep the case small and how the janitors' Underground Exchange trades without Security ever seeing it.

Counterfeit check on a Hemingway cigarette pack: the pack under a magnifier, the Station Trade Commission handbook beside it and a Confront button underneath
Inspection work at the counter: counterfeit packs relabelled as genuine sit right alongside stolen and contraband goods.
4contraband levels, Low to Critical
−25most Security standing one failed inspection can cost
14Underground Exchange trades
250–500Credits for Joe Wild's protection services

What brings Security to your door

Each product line carries its own kind of trouble, and contraband carries the most.

Weapons

Inspections

Selling guns puts you on the inspectors' rounds, and firearms also need the right permit.

Contraband

Raids

Contraband is the line that brings Security raids rather than routine checks.

Stock on hand

Thieves

Holding contraband makes your shop a likelier target for a break-in at night.

Every sale

Evidence

Each contraband trade adds evidence. Once Security suspects enough crimes it opens an investigation.

The four contraband levels

The level sets the stakes for every item: what an inspector takes off your Security standing, what reporting a carrier earns, and how much standing a purchase earns with the seller's faction.

LevelNameFailed inspection, per itemReporting a carrierStanding bonus when you buy
1 Low −1 Security +1 Security No bonus
2 Mid −2 Security +2 Security ×2
3 High −3 Security +3 Security ×2.5
4 Critical −4 Security +4 Security ×3

Stolen goods are scored by their stolen value rather than a level, and both counts share the −25 cap on a single failed inspection.

Selling risky stock without losing the shop

Check who still sells to you

Lower Levels customers stop offering contraband at −40 standing, and Black Market customers do the same at their own −40. At +40 with the Lower Levels, new sellers start bringing rare and contraband goods.

Hide what you hold

Dr. Jackson sells Smuggler's Bay, a disguised compartment whose contents an inspection does not see. A safe and other hidden spots in the shop keep problem items out of view.

Choose who you sell to

The Mentor warns that some customers talk more than others. At +80 with the Lower Levels, contraband sold to them leaves only half its value as evidence.

Read the night log

It tells you when heavy contraband trading has Security running sting operations, and when an investigation is close to complete.

Cool the case before the officer comes

The officer arrives the morning after an investigation completes. Lie low, and pay to shrink the evidence first: a record that drops back into fine territory by then no longer ends in arrest.

Inspection file

When an inspector walks in

Inspectors come lazy, shady, by the book or from corporate security, and what they find decides the visit.

Contraband in plain sight
Triggers a full inspection of the shop.
Contraband or stolen goods found
The items can simply be seized.
A serious find
Arrest for possession, unless Joe Wild's Clemency favor turns it into a warning.
A willing inspector
A bribe may buy a blind eye, this time.
A clean pass
+3 Security standing for the shop.
Since patch 48.3.12
A pass that follows contraband on display earns nothing, which ended the trick of showing stock and hiding it in a Smuggler's Bay.

When the evidence adds up

Every ending →

Security weighs the crimes it can prove in Credits, and the size of the case decides which officer comes to the counter.

Case against youVisitWhat happens
Under 300 CreditsFineThe officer reads out the evidence. Pay, or be arrested on the spot; the visit costs 10 Security standing either way.
300 to 1,499 CreditsArrestYou go to jail and the shop is leased to someone else, ending the run as Arrested.
1,500 Credits or moreExecutionA capital sentence, and the run ends as Executed.

Protection you can buy from Joe Wild

Wild's Network →

Four of Wild's services work directly on inspections and evidence. The nightly ones keep charging for as long as they run.

ServiceCreditsWhat it does
Clemency Favor250One inspection that would have ended in prison ends in a warning. Rebuy it after it is spent.
Inspection Early Warning Service300For a nightly fee, Wild's contact inside Security tells you before each regular inspection. Surprise inspections still catch you.
Wild's Fixers350For a nightly fee, witnesses go quiet and uncollected evidence disappears, lowering the suspected crime level at a faster rate.
Evidence Removal500All collected evidence is destroyed and the open investigation is tampered with. It cannot be used again for 14 days.

Standing that changes the risk

Three factions decide how often you are inspected and who brings contraband in the first place.

Makes it safer

Security +60

Trusted

Inspections thin out, cases build more slowly and you hear about operations in advance.

Lower Levels +80

Tight Lips

Half the evidence on contraband sold to Lower Levels buyers.

Lower Levels +40

Rare Goods

Sellers of rare and contraband goods start visiting.

Makes it riskier

Security −80

No Stone Unturned

Only thorough inspectors, and more often.

Security −60

Most Wanted

Cases against you build 1.5 times as fast.

Lower Levels −40

Mistrusted

Lower Levels sellers keep their contraband for other shops.

Black Market −40

Blacklisted

Black Market sellers go elsewhere, and the Exchange is closed to you.

The Underground Exchange

Sawyer's janitorial crew runs a barter service out of your trash bin. Put the listed goods in the bin, book the janitorial service, and something comes back by morning. Trades here are never tracked by Security.

One use per night

Each recipe can be accepted once a night. Doubling the inputs does not double the reward.

Items, not units

Recipes count separate items. Two ammunition items are not two loose rounds inside one item, and each item must still pass its condition check.

Crates are random

A crate reward is just the crate. What is inside comes from a separate loot roll.

Blacklist bars you

At −40 Black Market standing the crew stops trading with you altogether.

Regular trades

Put in the binPossible return
Water Filter ×31 new Water Filter
Modules ×21 random module
Vial of "Dream Dust" ×2Dream Dust supplies
Disposable Keycard (Command) ×12 random keycards: Engineering, Medical or Security
Poison ×21 Energy Cell, charged according to the inputs
Ammunition ×2Food or drink
Smuggler's Bay ×1 and Oxymore Injector ×8Smuggler's Bay (Modified)

Promotional trades, reset on Monday

Put in the binPossible return
Vial of "Dream Dust" ×1Medical goods, including Immunivax that may be expired
Disposable Keycard (Security) ×1Security Department Supply Crate
Disposable Keycard (Medical) ×4Medical Bay Supply Crate
Disposable Keycard (Engineering) ×4Engineering Foundry Supply Crate
Seed ×1Energy Cell with 100 charge
Scavenger's Token ×1+25 Black Market standing
Oxymore Injector ×11 genuine Immunivax Injector

Only the promotions currently advertised are active, and they compete with the regular list for the same items in the bin, so check the active list before leaving anything valuable out.

.

Sources.