Template:Contraband: Difference between revisions

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<h2>Notes</h2>
*Exceptions will be noted.
*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 <i>inherently</i> can you charge a virologist for having a sample of a harmful virus.
*Do <b>not</b> stack charges unless marked. You are only allowed to apply one contraband charge, of the highest tier item you find.
*The Captain or Head of Security can authorise the use of contraband, though a written document must be provided. The document may be waived in case of emergency.
*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.

Revision as of 17:07, 23 June 2021

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, 10-15 minutes
Special Contraband
Impossible to remove, judge on a case-by-case basis
01 Adaptive Cardboard Cutouts Any Ammo Melee Weapons All Illegal Implants Buzzkill Grenades Martial Arts
02 AI Detector Armor Vests Binary Encryption Key Any Firearm (No License) Clown Bomb Any spells
03 Ammo Pouch Contractor Space Suit + Helmet Butcher Meat Hook Big Syndicate EMP bomb Cult Construct Kit Holoparasite
04 Ancient Jumpsuit Decoy Nuke Disk Briefcase Launchpad Both Emag Cards Elite Syndicate Hardsuit Holocarp
05 Ancient Toolbox F.R.A.M.E Codespeak Manual Brainwashing Surgery Disk Malorian Arms 14mm Strap Syndicate Uplink
06 Clumsiness Injector Flash Combat Defibrillator Bonebang Armed Mech
07 Chest Rig Chameleon Gear 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 Supressor Syndicate Encryption Key Lethal Poisons Harmful Virus Samples
15 EZ Clean Grenades Syndicate Tome Thermal Imaging Glasses Modified Syringe Gun Nuclear Authentication Disk
16 Syndicate Paper Plane Ultra Hilarious Firing Pin Throwing Stars, Bolas Powerfist
17 Haunted Magic 8-Ball Voice-Muffling Balaclava Disablers, Tasers Reagent Dartgun
18 Holster, by itself Jaws of Life Energy Crossbow Syndicate Hardsuit
19 Pizza Bomb Rapid Construction Device Reverse Beartrap Syndicate Helmet
20 No-Slip Shoes Pepperspray, Flashbang Agent ID 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 Riot Darts Basic Explosives. C4/X4/Grenades
24 Smuggler Satchel Camera Bug Kinetic Pressure Mod
25 Super Glue Handcuffs/Advanced Restraints Reverse Revolver
26 Syndicate Balloon Non-Prescription Drugs Sentry Gun Kit
27 Syndicate Cash Briefcase Hard Drug Stockpile
28 Syndicate Playing Cards
29 Syndicate Smokes
30 Syndicate Soap
31 Syndicate Surgery Bag / Toolbox
32 Recreational Drugs



Notes

  • Exceptions will be noted.
  • 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.
  • The Captain or Head of Security can authorise the use of contraband, though a written document must be provided. The document may be waived in case of emergency.
  • 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.