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*<b>Armor Vests</b> - Only applicable if worn while committing a 2xx or above crime.
*<b>Armor Vests</b> - Only applicable if worn while committing a 2xx or above crime.
*'''Unauthorised Combat Mutation''' - Any 'combat' (shock touch / Cryokinesis / Hulk ) mutation without express permission from a geneticist/RD or elsewise, a permit.
*'''Unauthorised Combat Mutation''' - Any 'combat' (shock touch / Cryokinesis / Hulk ) mutation without express permission from a geneticist/RD or elsewise, a permit.
*'''Unauthorised Combat Implant''' - Any 'combat implant' (reviver, thermal eyes, mantis blade, no drop, CNS rebooter/jumpstarter) without permission from the RD/Roboticist, or elsewise, a permit
*'''Unauthorised Combat Implant''' - Any 'combat implant' (reviver, thermal eyes, x-ray eyes, mantis blade, no drop, CNS rebooter/jumpstarter, wall penetrating ears) without permission from the RD/Roboticist, or elsewise, a permit


*<b>Flashes</b> - Heads of staff and roboticists are exempt.
*<b>Flashes</b> - Heads of staff and roboticists are exempt.

Latest revision as of 22:42, 9 April 2024

Skyrat policies
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Contraband Table

Note: Any items not on the list are not considered contraband, This contraband guide is meant to highlight tiers, for if you find items on a person during a search. -Not- for if they're -actively using/attacking people with them. Possession is a different charge than it's malicious use, and a person cannot be charged with a "future crime" just because they were caught with something.

Quick Reference

# Non-Contraband
No charge
Low-Level
Confiscate item, 5 minute or 200cr fine
Mid-Level
Confiscate item, 5-10 minutes or 500+cr fine
High-Level
Confiscate item, 10-15 minutes
Critical-Level
Confiscate item, 15-20 minutes
Special Contraband
Impossible to remove, judge on a case-by-case basis
01 Chameleon Gear Any Ammo * Melee Weapons Any Firearm (No License) Restricted Firearm * Martial Arts
02 AI Detector Armor Vests * Binary Encryption Key All Illegal Implants * Clown Bomb Any spells
03 Ammo Pouch Contractor Modsuit Butcher Meat Hook Big Syndicate EMP bomb Cult Construct Kit Holoparasite
04 Ancient Jumpsuit Decoy Nuke Disk Briefcase Launchpad Both Emag Cards Elite Syndicate MODsuit Holocarp
05 Ancient Toolbox F.R.A.M.E Codespeak Manual Brainwashing Surgery Disk Nuclear Authentication Disk Syndicate Uplink
06 Clumsiness Injector Flash Combat Defibrillator Bonebang Syndicate Power Sink
07 Chest Rig Non-Prescription Drugs Concealed Weapons Bay C4, and X4 Charges. Power Beacon
08 Deadly Bowler Hat Magitilis Injector EMP Grenades Contractor Baton Romerol
09 Deadly Origami Mulligan Guides to Advanced Mimery Energy Sword Super Ultra Hilarious Firing Pin
10 Dehydrated Space Carp Telecrystals Chameleon Projector Gloves of the North Star Syndicate Bomb
11 Energy Dagger Guerilla Gloves/Any Tackler Non-Lethal Poisons Hacked AI Upload Module Syndicate Minibomb
12 Exploding Hot Potato Slipocalypse Clusterbang Organic Resources Disturber Infiltrator Set Viscerator Delivery Grenade
13 EMP Flashlight Stimpack Radio Jammer Katana Double Energy Sword
14 Extra Bright Moff Lantern Suppressor * Syndicate Encryption Key Lethal Poisons Harmful Virus Samples
15 EZ Clean Grenades Unauthorized Mech * Unauthorized Combat Mech * Modified Syringe Gun Armed Mech *
16 Syndicate Paper Plane Ultra Hilarious Firing Pin Throwing Stars, Bolas Powerfist
17 Haunted Magic 8-Ball Voice-Muffling Balaclava Disablers, Tasers Reagent Dartgun Buzzkill Grenades
18 Holster, by itself Jaws of Life / Prybar * Riot Darts Syndicate MODsuit
19 Pizza Bomb Rapid Construction Device Reverse Beartrap Syndicate Helmet
20 No-Slip Shoes Pepperspray, Flashbang Unauthorised Combat Implant * Energy Shield
21 Radioactive Microlaser Telescopic Baton Gorilla Cubes Heretic Blades
22 Rapid Banana Pie Cannon Stunprod Hard Drugs * Wizard Items
23 Sleepy Pen Teleprod Thermal Imaging Glasses Basic Explosives. C4/X4/Grenades
24 Smuggler Satchel Camera Bug Kinetic Pressure Mod
25 Traitor Bug/Suspicious Device Handcuffs/Advanced Restraints Reverse Revolver
26 Syndicate Balloon Unauthorised Combat Mutation * Sentry Gun Kit
27 Syndicate Cash Briefcase Black Market Uplink Hard Drug Stockpile *
28 Syndicate Playing Cards Syndicate Tome Brass Sword/Spear/Hammer
29 Syndicate Smokes Brass Bow/Rifle
30 Syndicate Soap Energy Crossbow
31 Syndicate Surgery Bag / Toolbox
32 Recreational Drugs *
33 Agent ID




Usage Notes

  • Any weapon being brandished or misused can be considered mid-level contraband
  • Certain items would be considered contraband after being seen in use. Those are marked with their respective grade colour.
  • It is not contraband if the person with the item is intended to have it, obviously. For example, you can't charge a security officer for having a disabler, nor inherently can you charge a virologist for having a sample of a harmful virus.
  • Do not stack charges unless marked. You are only allowed to apply one contraband charge, of the highest tier item you find.
  • For authorizing the use of contraband, see here.
  • Calls to arm the crew automatically waive contraband laws regarding firearms and melee weapons of high-level or lower.
  • Miners are permitted to use weapons off-station freely while mining, but cannot have them drawn on station and must keep them non-visible whenever possible.
  • Remember to gauge intent if possible. A firearm loaded with non-lethal ammunition could (and likely should) be considered lower contraband than one which is loaded lethally. Levels of contraband can be raised or lowered for specific cases, though use this in good faith.

Exemptions and specific details

  • Restricted Firearm - Any firearm from companies not apart of the stations current trade-partnership-program(This applies, specifically, to the following companies):
    • Scarborough, (syndicate)
    • "✌︎︎♌︎︎♎︎︎◆︎︎♍︎︎⧫︎︎❄︎♏︎♍︎♒︎", (abductors)
    • Elsewise, with previously present identifying markings removed. (Assops, it's in a grey font)
  • Ammunition - Anyone with a weapons license is exempt, naturally.
  • Suppressor - Anyone with a weapons permit is exempt.
  • Armor Vests - Only applicable if worn while committing a 2xx or above crime.
  • Unauthorised Combat Mutation - Any 'combat' (shock touch / Cryokinesis / Hulk ) mutation without express permission from a geneticist/RD or elsewise, a permit.
  • Unauthorised Combat Implant - Any 'combat implant' (reviver, thermal eyes, x-ray eyes, mantis blade, no drop, CNS rebooter/jumpstarter, wall penetrating ears) without permission from the RD/Roboticist, or elsewise, a permit
  • Flashes - Heads of staff and roboticists are exempt.
  • Jaws of Life / Prybar - Engineers, atmos techs, and the CE are naturally exempt, as well as paramedics.
  • Recreational Drugs - Space drugs and anything of similar effect
  • Non-Prescription Drugs - Mindbreaker toxin or other chems which do not have lasting or damaging effects. A prescription signed by medical staff can waive this.
  • Hard Drugs Cocaine, meth, krokodil, or anything on the same level that can cause significant harm to users. A signed and stamped prescription from the CMO alone can authorise small volumes of these to be carried.
  • Any Firearm (without a license)Space explorers may have weapons, if they have a license. Charges can be lowered to mid- or low-level contraband considering the circumstances involved. Be careful not to equate a double-barrelled shotgun with some beanbags to a Bulldog with a mag of lethals.
  • Hard Drug Stockpile - Large quantities of hard drugs. Any excess that would not fit in a single pill bottle may be considered here, or in a single regular box for things like cocaine.
  • Syndicate Uplink An incredibly high-value item that should not be toyed around with. Any device with access to the Syndicate black market must be handled with the utmost care. Under no circumstances should security officers be purchasing things from this.
  • Illegal Implants - Any and all implants that are /not/ printable on-station, ex: freedom-implant.
  • Unauthorized Mech - Any of the 'civilian mechs,' (Clarke, Ripley, Odysseus) created without permission of a head of staff, that does not have weaponry attached.
  • Unauthorized Combat Mech - Durands, Gygaxs, Sierra Ivanov, Phazon mechs. Elsewise any civilian mech fitted with lethal, or non-lethal weaponry, without permission from the RD.
  • Armed Mech - Any combat mech fitted with designated weapons, be they lethal, or non-lethal, without permission from the HOS / RD.


Skyrat policies