Contraband

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Rough Draft

This document may not be entirely accurate with our current policies. Please be mindful that this may change.


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.

Stealth Items Minor Contraband Major Contraband Ambiguous
Energy Dagger, un-used
Implants (any)
Chameleon gear
Agent ID
Sleepy Pen
Dehydrated Carp
Energy Dagger, if used
Miniature Energy gun
Makarov, small-arm pistols
Mini E-bow
Jaws of life
Spears
Airlock overide card
Cryptographic Sequencer
Teleportation Batons
Syndicate hardsuits
Contractor Hardsuits
Rifles, Snipers, Machine guns
Combat Shotguns
C4 charges, explosives, bombs
Energy Swords / Rapiers
357 Revolver
Advanced Energy gun
Ian
Holoparasite
Martial Art Scrolls
Security equipment
Riot Darts
Security Batons
Pepperspray
Syndicate Radio Keys
Suspicious Duffelbag
Stealth Items Minor Contraband Major Contraband Ambiguous
Ideally, Security shouldn't be searching for -any- of this stuff, and won't know about it, unless someone is -extremely- obvious with it. Pretty obvious stuff that people shouldn't be walking around with unless they have a permit, or it's a part of their job. Security -knows- this stuff is bad. Like, bad-bad. This is pretty obvious bad-guy stuff. People using these things shouldn't automatically get pinned with Possession Charges. Some are obvious, some are not.
Some of these things, such as Security Gear can easily be confiscated. When it comes to charges, Most of it would be considered ""Minor Contraband"" at best.
In the case of Martial Arts and Holoparasites, the abilities should be noted down in their records.

Contraband Table

Note: Any items not on the list are not considered contraband

Quick Reference

# Low - Level Mid - Level High - Level Critical - Level Special - Contraband
01 Any Ammo Melee Weapons All Illegal Implants Buzzkill Grenades Martial Arts
02 Armor Vests Binary Encryption Key Any Firearm (No License) Clown Bomb Any spells
03 Contractor Space Suit + Helmet Butcher Meat Hook Big Syndicate EMP bomb Cult Construct Kit Holoparasite
04 Decoy Nuke Disk Briefcase Launchpad Both Emag Cards Elite Syndicate Hardsuit Holocarp
05 F.R.A.M.E Codespeak Manual Brainwashing Surgery Disk Malorian Arms 14mm Strap Syndicate Uplink
06 Flash Combat Defibrillator Bonebang Armed Mech
07 Chameleon Gear Concealed Weapons Bay C4, and X4 Charges. Power Beacon
8 Magitilis Injector EMP Grenades Contractor Baton Romerol
09 Mulligan Guides to Advanced Mimery Energy Sword Super Ultra Hilarious Firing Pin
10 Telecrystals Chameleon Projector Gloves of the North Star Syndicate Bomb
11 Guerilla Gloves/Any Tackler Non-Lethal Poisons Hacked AI Upload Module Syndicate Minibomb
12 Slipocalypse Clusterbang Organic Resources Disturber Infiltrator Set Viscerator Delivery Grenade
13 Stimpack Radio Jammer Katana Double Energy Sword
14 Supressor Syndicate Encryption Key Lethal Poisons Harmful Virus Samples
15 Syndicate Tome Thermal Imaging Glasses Modified Syringe Gun Nuclear Authentication Disk
16 Ultra Hilarious Firing Pin Throwing Stars, Bolas Powerfist
17 Voice-Muffling Balaclava Disablers, Tasers Reagent Dartgun
18 Jaws of Life Energy Crossbow Syndicate Hardsuit
19 Rapid Construction Device Reverse Beartrap Syndicate Helmet
20 Pepperspray, Flashbang Agent ID Energy Shield
21 Telescopic Baton Gorilla Cubes Heretic Blades
22 Stunprod Hard Drugs Wizard Items
23 Teleprod Riot Darts Basic Explosives. C4/X4/Grenades
24 Camera Bug Kinetic Pressure Mod
25 Handcuffs/Advanced Restraints Reverse Revolver
26 Non-Prescription Drugs Sentry Gun Kit
27 Hard Drug Stockpile