Space Law

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The information used here is both an IC document and used by Admins when deciding severity of Security actions!

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What is Space Law?

Space Law is a collection of rules and regulations enacted by Nanotrasen which has oversight through CentCom and is enforced by the Security Officers on the Space Station. That is to say, these are in-character rules.[1]

Space Law applies to all ranks and positions on station, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.

Click here to go back to the Quick Reference

Space Law Quick Reference
MXX - Modifier 0XX - Infraction CXX - Corporate 1XX - Minor 2XX - Moderate 3XX - Major 4XX - Capital SXX - Security
XX Special 250cr fine 5-10 minutes 5-10 minutes 10-15 minutes 20-25 minutes Permabrig Demotion
01 Aiding/Abetting Minor Battery Insubordination Major Battery Aggravated Battery Attempted Murder Murder Excessive Force
02 Compliance Public Nuisance Wrongthink Moderate B&E/Trespass Major B&E/Trespass Severe B&E/Trespass Mutiny Privacy Violation
03 Self-Defense Defacing Dereliction Negligence Gross Negligence Abuse of Authority Station Destruction False Arrest
04 Good Samaritan Loitering, Rubbernecking Embezzlement Larceny Major Theft/Sabotage Corpse Abuse Escaping Permabrig Favoritism
05 Deconversion/Re-Education Public Indecency Impersonation Vandalism Animal Cruelty Grand Theft/Sabotage Biological Terror Improper Handling
06 Escaping Confinement Refusal to Identify Unauthorized Piloting Kidnapping/Subversion False Proceedings Accepting Bribe
07 Enemy of Corporation Harassment Vigilantism Contraband: Moderate Contraband: Major

The rules and regulations herein are not absolutes, instead they exist to serve mainly as guidelines for the law and order of the dynamic situations that exist for stations on the frontiers of space, as such some leeway is permitted.

Quick Redirect to Contraband

Sentencing

When sentencing for a crime, only pick the most severe offense committed by a criminal. Use the timer next to each brig cell to assign the appropriate time.

The arresting Security Officer (or Warden) can approve alternative punishments (such as Interrogation) as they see fit.

An arrested subject's timer begins as soon as they enter the brig, the timer does not stop if the prisoner requires medical treatment. A subject cannot be held for more than 10 minutes without a stated charge.

In the case of a conflict, the Head of Security has final say over security matters and sentencing.

However, security is allowed to arrest the Head of Security if it is clear that they are being abusive, or dangerous to the station's well-being.

Other command staff are not in charge of security unless they are acting captain without an existing Head of Security. Additionally, it is the responsibility of the Head of Security to properly handle abusive security. A Head of Security that is enabling Security to violate procedure or encouraging them to do so can be charged with aiding and abetting in security crimes.

Crime Stacking

Crimes do not stack; only the highest crime committed applies when determining sentencing. See M07 -- Elevated Sentencing for more information.

Permabrig

Permabrig is a location on the station manned by the Corrections Officer (or CO). It is used as a punishment for Capital offenses or for when traditional punishments are inadequate. Orange-suited interns are forced to slave away growing food and printing license plates for the rest of the round... or, to try and escape.

  • Please note that you must have valid, IC reason and/or OPFOR to attempt to escape the Permabrig as a prisoner, and doing so means you are valid to be killed. Joining as a prisoner just to escape is against prisoner job policy.

Gulag/Labor Camp

The gulag, or Labor Camp, is an area on Lavaland meant to serve as an alternative to brigging. Force interns to mine out ore for the station in exchange for their freedom, rather than having them rot in a cell, and find the station richer for it.

  • This technically means prisoners can get out faster than their intended sentence, but there's nothing wrong with that. Use this for prisoners you don't want to sit still, or want to get rid of for a while.

Pacification

Pacification is a surgical procedure that makes it so that a subject cannot commit violent acts. It is a lite alternative to Execution, and as such needs the Head of Security's approval, or in their absence, the Captain's. It is a potential solution when a subject commits a capital crime, or is shown to commit violent acts spontaneously and without any real reasoning[2]. Pacification is otherwise only valid in cases where execution would be, as an alternative.

Isolation

Isolation is exclusively for prisoners who are suicidal, a risk to others in the permabrig, or likely to attempt a breakout. Use it sparingly.

  • Do not forget people you leave here; this isn't intended to be a permanent cell. Using Isolation for that purpose risks running afoul of the Rules.

MXX - Modifiers

List of Modifiers
Code Crime
M01 Aiding/Abetting

To assist or otherwise directly allow a crime to occur, or to disrupt security officers while they attempt to prosecute a crime.

  • Generally allows a suspect to be charged with the same crime they allowed.
M02 Compliance

To cooperate with security officers,

  • Should generally reduce the sentence by half, or more.
  • Additionally, sentences can be reduced or even pardoned in exchange for information on criminal activity, at the discretion of the security team.
M03 Self-Defense

To commit a crime (chiefly Assault and potentially Murder depending on case) in an attempt to defend oneself from attack.

  • This is usually reason to fully release the person from the Brig.
M04 Good Samaritan

If a person commits a crime to assist another person in need, such as shoving someone aside while dragging a body down the hall. This only applies if the person involved was not actively seeking out conflict.

  • This should result in a full release from the Brig.
M05 Deconversion/Re-Education

Being deconverted from Cultist, mindshielded during a Revolution, losing any brainwashing or mental trauma inflicted by any means, such as via parasitic infestation (borers), or reviewed and cleared for release by a consulting role (Psychologist, Chaplain, NT Rep)

  • Result should be immediate release and return to work, or a halved sentence if there is still concern.
M06 Escaping Confinement

If a prisoner breaks out of non-perma confinement (see 405 - Escaping Permabrig for that), reset their timer.

M07 Elevated Sentencing

M07 Long Form answers frequently asked questions about M07.

In Crime Stacking, you read that when an employee breaks Space Law, only the highest sentence is applied. This is still true, with one notable detail: For every time an employee must return to the brig, all crimes committed should be applied at the next highest tier with regards to punishment. Two tiers up for two times, three tiers up for three times, et cetera. Crimes do not escalate past Capital, multiple capital crimes committed should result in a summary execution.

  • For example, a minor crime becomes a moderate crime if they have been to the brig before. If they go and commit a major crime afterwards, it should be treated like a capital offense.

0XX - Infractions

Low issue crimes, typically related to behavior issues or comments. More than one incident stacks to jail time.

Choose One:

Fine, no more than 250 cr

Community Service, no more than 5min

Referral to Counseling

List of Infractions
Code Number
001 Battery

To apply unwanted physical contact of any sort to another person.

Examples include:

  • Shoving
  • Leg Sweeping
  • Dragging
002 Public Nuisance

To be unnecessarily disruptive to the workplace, such as by yelling loudly in public areas, using loudmode excessively over comms, PDA spamming, spreading misinformation or inciting a panic unnecessarily, et cetera.

  • Generally, being annoying in a way that bothers people.
003 Defacing

To disfigure, or otherwise damage or hinder the appearance of an object, floor, or wall without approval.

Examples include:

  • Spraying graffiti on walls
  • Placing random objects in the deep fryer
004 Loitering/Rubbernecking

To linger around a department or person for an extended period of time (typically greater than 5 minutes) without proper justification, OR to assist in, or otherwise be a part of, a crowd that prevents regular crew passage through an area.

005 Public Indecency

Engage in sexual or erotically provocative activities in a public space. All genitals must be covered when in public.

  • As with most IC issues, this becomes an OOC issue when the behavior is repeated. Contact admins if you see a character doing this across multiple rounds.
006 Refusal to Identify

Not properly displaying Identification for any reason.

  • Hello suspicious man wearing gas mask. Where is your ID?
007 Harassment

To do any of the following:

Demean, humiliate, sexually harass or intimidate a crewmember in a malicious manner, Making harmful or threatening comments to a crewmember Spread false, dangerous information among the crew

  • No yelling AI rogue over comms unless you're sure the AI is, in fact, rogue.

1XX - Minor Crimes

Crimes that can potentially cause issues for the station.

Choose One:

Jail, 5-10 minutes

Community service, no more than 10min

Referral to Counseling

List of Minor Crimes
Code Crime
101 Assault

To harm another crewmember with malicious intent.

Examples include:

  • Punching
  • Kicking
  • Goring (such as with horns)
102 Moderate B&E/Trespass

Breaking into, or existing within, a departmental area without valid reason.

Examples Include:

  • Cargo Bay
  • Engineering Lobby
  • Science Hallway
103 Negligence

Creating, causing, or allowing the presence of a hazard that may cause harm to crewmembers.

Examples Include:

  • Floor pills
  • Slippery spills
  • Flammable liquids
104 Larceny

To steal items, or equipment of any kind, or to carry and fail to return a stolen item.

105 Vandalism

Causing destruction to station property without intent to fix, or making renovations to a departmental area without permission.

106 Unauthorized Piloting

To use a combat-grade mech in non-departmental spaces without approval, outside of Red Alert or higher.

  • Mechs should generally be kept in the Robotics bay until needed. An announcement should be made over comms if they need to be moved, such as for export.
107 Vigilantism

To perform the responsibilities and/or duties of a Security member without approval or due cause to act.

  • Essentially, no validhunting.
108 Fine Evasion

Refusing to pay a fine for a crime committed. Typically, the result of this is that you serve the time for the crime you committed.

2XX - Moderate Crimes

Crimes that will or have already caused issues for the station.

Choose One:

Jail, 10-15 minutes

List of Moderate Crimes
Code Crime
201 Assault with a Deadly Weapon

Assault committed with a weapon that can cause serious harm.

Examples include:

  • Stabbing
  • Shooting
  • Toolboxing
202 Major B&E/Trespass

Breaking into, or existing within, a secure departmental area without valid reason.

Examples Include:

  • Brig
  • Xenobiology/Toxins
  • Atmospherics
203 Gross Negligence

Creating, causing, or allowing the presence of a hazard that is very likely to, or already has caused harm to crewmembers.

Examples Include:

  • Engine in the main hallway
  • Cannons
  • Burning chemical fires
204 Major Theft/Sabotage

To steal, damage, or relocate items or equipment in a secure area without permission, OR to modify a Silicon without approval.

Examples include:

  • Head of Staff Lockers
  • Fireaxes
  • Pretty much any minor antag objective, really.
  • Emagging/modifying a cyborg/AI's laws without approval
205 Animal Cruelty

To abuse, inflict injury upon, or end the life of a pet or sentient animal of any sort.

206 Kidnapping

To take a crewmember anywhere against their will without proper justification.

  • NT Employees are not free, you cannot just take them.
207 Possession of Moderate Contraband

To be in possession of, or to attempt to distribute, any of the items listed in the Moderate Contraband list.

3XX - Major Crimes

Crimes that severely disrupt station function.

Choose One:

Jail, 20-25 minutes

List of Major Crimes
Code Crime
301 Assault of Command

Assault, but against Command officials, such as the Captain or Chief Engineer.

The Blueshield and Nanotrasen Representative do not count as Command for the purpose of this law.

302 Severe B&E/Trespass

Breaking into, or existing within, a critical area without valid reason.

Examples Include:

  • Vault
  • Teleporter
  • Armory
  • Engine Room
303 Abuse of Authority

To, as a member of Command, provide unlawful orders, and/or orders that directly harm the station and/or its crew.

Contact Central Command at such occurrences.

304 Corpse Abuse

To knowingly prepare and serve a member of a sapient species to another sapient species without forewarning, or to knowingly mutilate the corpse of a sapient individual.

  • This includes all species, as well as catatonic or SSD individuals. In the latter case, contact admins.
305 Grand Theft/Sabotage

To steal/damage/relocate critical items to the Station or the Company.

Examples include:

  • Gravity generator
  • Nuclear Authentication Disk
  • Telecomms
306 False Proceedings

To lead, or take part in, unlawful assembly to determine guilt without oversight.

  • Basically, no lynchmobs.
307 Possession of Major Contraband

To be in possession of, or to attempt to distribute, any of the items listed in the Major Contraband list.

4XX - Capital Crimes

Crimes that destroy, or have destroyed the station and/or its crew.

Choose One:

Permabrig

Exile via Gateway

Pacification

Trial (for Execution)

List of Capital Crimes
Code Crime
401 Murder

To intentionally cause the death of, or put into critical condition, a Crewmember, regardless of Revival status.

  • Generally, the "place into critical condition" aspect (Attempted Murder) should imply the intent to kill.
402 Mutiny

To knowingly lead at least two individuals with intent to unseat the current chain of command.

  • This is for you, revolutionaries.
403 Station Destruction

To attempt to destroy the station or critical portions of it.

Examples of critical portions include:

  • Brig
  • Vault
  • Engine Room
404 Escaping Permabrig

To break out of the Permabrig after having been placed there.

  • Nanotrasen advises execution for prisoners if this happens more than once.
405 Enemy of the Corporation

To be a member of any of the following organizations:

  • Hostile boarding parties (Pirates, changelings, nukies, et cetera)
  • Wizard Federation
  • Hiveminds
  • Cults

Sleeper agents[3] are charged with Wrongthink if no other crime takes priority.

Deconversion/Reconditioning is always preferable to execution, IF possible.

406 Biological Terror

To knowingly release, cause, or otherwise cause the station to be affected by a biological agent, or to yourself be a biological agent.

Examples Include:

  • Space vines/Kudzu
  • Any virology disease
  • Xenomorphs (non-hybrid)

CXX - Corporate

Actions that actively support agendas that do not agree with the station, or NanoTrasen as a company. These laws apply only to Crew on the Manifest, not to non-crew. These are more Operating Procedure crimes, and can only be elevated to a demotion.

Choose One:

5-10 minutes in brig

List of Corporate Crimes
Code Crime
C01 Disrespecting A Senior Officer

Statements or comments against your departmental head in public.

  • Complaints about Heads of Staff should be delivered to the Captain, Nanotrasen Representative, or Central Command in case of failure.
C02 Heresy

To use bluespace powers without Corporate approval, or to support a religion dangerous to the Corporation.

  • Essentially, being a heretic.
C03 Wrongthink

To profess dangerous intentions against the company[4], or to accept a contract from a Syndicate company.

  • Essentially, unionizing, being outed as a traitor, et cetera.
C04 Dereliction

To abandon, or fail to arrive when called by your department head on Red Alert or higher, or to leave the station as a member of Command for a non-emergency.

C05 Embezzlement

To misappropriate, steal, or otherwise use corporate funds (such as the ones in department budgets) to self-serving or non-corporate ends.

  • Stop buying yourself guns, Quartermaster.
C06 Impersonation

To pretend to be someone you aren't. Carries a heavier sentence than Refusal to Identify, as Refusal to Identify can be someone just forgetting their ID.

SXX - Security Crimes

Crimes that can be charged to members of the Security department, department guards, or Heads of Staff that deal with the Security department. This includes Blueshields and deputized crew.

In the case that these laws are violated, the victim is to be compensated as is reasonable and released.

Security crimes count as moderate crimes, but if they have to be elevated, then demote the officer.

Choose One:

10-15 minute brig time,

Immediate demotion

List of Security Crimes
Code Crime
S01 Excessive Force

To use improper force when detaining or handling a suspect. Generally applies to the practice of "harmbatoning," or shooting at criminals who do not warrant a lethal response, outside of Red Alert. Does not necessarily require the offending officer to hit their shot.

S02 Privacy Violation

To use unauthorized sensory aids (such as thermals, x-rays, or cybernetic ears), or to perform a search outside of Amber Alert or higher.

Ergo: No thermal eyes for sec, no random implant checks either. Without Probable cause or justification

S03 False Arrest

To make an arrest with a reason not specified, or made up later in the brig.

A reason for an arrest must be stated by the arresting officer before making an arrest, and a subject cannot be held for more than 10 minutes without a charge.

S04 Favoritism

To willfully ignore, or apply a lesser crime to, a favored individual.

S05 Improper Handling

To fail to deliver or return enemy equipment or Contraband to its proper place in good time outside of Amber or Red Alert, or to excessively abuse prisoners.

S06 Accepting a Bribe

To willfully accept enrichment of any sort in exchange for assistance or preference from the security team, generally goes in tandem with other security crimes.

Guide to Security

Rules of Engagement

Security is required to talk first first and inform a suspect of their charges, before asking them to come quietly before performing a non-lethal takedown...

with significant caveats:

If the suspect is:

  • Armed, dangerous, or accused with valid reasoning of a capital crime.
  • Seemingly likely to immediately resist arrest, particularly if they have already done so, or their records indicate they will be uncooperative.
  • Committing a crime in the presence of an officer. An officer doesn’t have to talk first if they see you commit a crime.
  • You are the only security member/Head of Staff,

Security should use non-lethal means (such as the provided stunbaton) where possible, except for in exceptional circumstances, such as:

  • Hostile environments and extreme situations (such as Red Alert)
  • Criminals fleeing and attacking into/from space or Lavaland, during a trial, revolutions, being mobbed by a group.
  • Armory: Anyone breaking into, out of, stealing from, or having stolen from it.
  • When your life is in danger, or will be in danger if you get close to someone.
  • Nonlethals and/or containment ineffective– when it is not possible (or unreasonably difficult) to contain a suspect or enemy. This is less applicable if they are cooperating, obviously.

Your job is to Protect the Crew and Preserve Order. You are allowed to carry lethal weapons, but just because you are allowed to use lethal force or arrest someone, does not mean every situation demands it. You should not play Security to kill people. Security is allowed, and in many cases, encouraged to deviate from Space Law, but you should have at least a somewhat defensible reason to do so, and you are responsible if your reasoning doesn't hold up. If no one presses charges on an infraction, you shouldn't arrest them for it.

Weapons that are able to swap between lethal and non-lethal modes, or to load non-lethal ammunition, are still to be considered lethal weapons. The assumption should be that if a weapon is capable of firing lethally, it will be used lethally.

Security is allowed and encouraged to deputize and arm the crew if most of their department is dead, or in a Red alert scenario. Once the crisis has passed, all weapons should be returned to the armory in good time, lest their owners be charged with 307, particularly possession of a weapon without a permit.

A department's guard is considered part of that department, and answers to that department's head of staff, who may demote them for misconduct as they see fit.

Weapon Permit

What are weapons permits, and what do they do?

Weapon permits are permits granted to Security and Command members roundstart, and that give the wearer permission to carry a lethal weapon, not to use it. Assault is still Assault even with a weapons permit, and Security can still confiscate weapons from you if they are used to commit a crime; here, the Self-Defense and Good Samaritan modifiers are your friend.

The weapon permit access will stop Officer Beepsky from attacking you in the hallway for having a weapon, and will show up on security HUDs and permit HUDs, particularly at Cargo, who will likely want to see your permit before you buy a weapon.

How do I get one? Who can take one from me?

In order to get a weapon permit, you need to ask either the Head of Security, or the Head of Personnel. They can use their ID console to grant you the Weapons Permit access.

You have been allowed and permitted to carry a lethal weapon, but this does not always last; the Head of Security (or any Security Officer if those are not present) can remove your weapon permit access at their ID console at their discretion.

Again, committing a crime while carrying a Weapon Permit does not absolve you of responsibility for that crime.

Alert Standards

Alert Standards Table
Alert Level Description When To Raise To When to Lower To
Green Generally used for shifts where there are no (or very few) projected threats, or where all threats have been soundly defeated. Party time! N/A All/Most threats cleared
Blue Used for shifts when threats are projected to assault Space Station 13. Security is in an enhanced state of readiness, and should prepare to do battle with any manner of threat. Illegal activity suspected Threat appears to have been neutralized
Amber Typically raised to when there is a confirmed threat or crisis of any sort on or near the station. Random searches are now permitted. Hostile agents/threat confirmed Security or Medical Emergency passed, threat still present, or crew no longer needed for Red Alert
Violet Much like Amber alert, except the emergency involves Medical. Should be raised to in times of serious biohazards, crew death, etc. Confirmed outbreak of biohazard of any level, or virus Quarantine no longer necessary or otherwise, biohazard dealt with
Orange Like Amber alert, but for an Engineering emergency. Should be raised to in cases such as a loose Tesla, or serious gas leak. Loose tesla, gas leak in distro, meteor damage, radiation storm Damage has been repaired/station integrity restored
Red Typically raised to when the situation is dire, Red Alert is the moment Security alone are no longer sufficient to handle a crisis, and all hands are needed.

Command and Security are to begin to conscript non-essential staff and unlock the armory, and are allowed to perform executions with proper respect to the Captain and/or Head of Security given first.

Here, enforcing Law is second to protecting the station.

Security, either due to having mostly been incapacitated, having clocked out, or otherwise, cannot effectively fight the current threat alone. The most severe of threats have been dealt with, and the crew is no longer needed to assist in defending the station.
Delta The situation is likely beyond recovery, and there is an immediate, significant threat to the station. The captain, or a sufficient surrogate, should request the nuclear codes and deliver the authentication disk to the vault, before triggering the explosive, as soon as possible. Ignoring orders from Heads of Staff or Security is punishable by immediate execution. Delta Alert is automatically raised to by Central Command. Delta Alert is automatically lowered from by Central Command.

The Chain of Command

Captain -> Head of Personnel -> Research Director -> CMO -> Chief Engineer -> Quartermaster -> Nanotrasen Consultant -> Head of Security -> Blueshield

This chain of command must be obeyed: the Head of Security cannot take the Captainship before all other members have been considered. You may refuse the position of Captain if there are other heads, but if you are the only head on-shift, you may not.

Executions

This should be the last resort where possible. Unnecessary executions are considered Murder, see 401.

In situations where Capital Crimes are committed, and other methods of discipline are inappropriate or ineffective, an execution may be deemed necessary. Executions are only for crew and foreign agents. The Head of Security and Captain must both be notified, if they are alive, and allowed to veto a potential execution.

If these roles are unavailable, the task falls to the Warden, then finally, a group vote by the Security team.

A trial should be performed to allow the criminal to seek clemency wherever possible. However, this can be skipped if reasonable to do so, such as on Red Alert or higher. A prisoner due for execution is allowed to request a type of execution and other accommodations, such as access to a Chaplain; these should be provided for where reasonable to do so.

If an execution is permitted, it should be carried out by the Head of Security or Warden, otherwise the task falls to the most available surrogate.

Legal Representation

Prisoners are entitled to request legal representation and protection, and cannot be punished for doing so. However, security is not obligated to provide.

Give the lawyer a job, especially in ambiguous cases, where time permits, but don’t bend over backwards for obviously obnoxious criminals/lawyers.

Disruptive lawyers may have their access or radio stripped by the Head of Security. Wardens are allowed to ban lawyers from the brig with valid reasoning.

Conducting A Trial

A trial involves the Head of Personnel as magistrate (or, lacking one, the next in the Chain of Command that is not the Head of Security), the Head of Security (or a proper stand-in) as Prosecutor, and a Lawyer serving the Defense. If there is no Lawyer, one will have to be provided for the defendant. Ideally, a jury will be present, but this is not necessary. In a Jury trial, the Jury must unanimously rule. Otherwise, the Judge decides.

Both sides present evidence and witnesses a la Ace Attorney.

Contraband

Contraband should be immediately confiscated, and delivered to the contraband room, or to its original holder, whichever is more reasonable. Crewmembers and Security alike are discouraged from the use of these dangerous items unless when absolutely necessary, such as during Red Alert scenarios. Example of approved contraband: Security gear kit. Example of illegal contraband not fit for Security use: eswords, emags, dart pistols. Use common sense when deciding what equipment you carry on your person.

Prison sentences should be applied based on officer's discretion, with respect to 301 - Moderate Contraband, and 401 - Major Contraband.

301 - Moderate Contraband 401 - Major Contraband
Combat-Enhancing Drugs

Any drug that is used to give an advantage in combat, such as Methamphetamine or Stimulants. Should be delivered to Chemistry for safe-keeping, or otherwise flushed.

Hazardous/Explosive Chemicals

These do not include regular medicine that can cause harm, but instead cover things like black powder, EMP or other deadly grenades, liquid plasma, outside of a controlled environment like Chemistry or Toxins. Should be delivered to Chemistry to be flushed, or safely stored.

Non-Corporate Technology

Unknown or otherwise non-Corporate tech. This can be anything ranging from a Syndicate implant to a golden power cell.

Hazardous Gasses

Gasses that can potentially cause harm if mishandled, with exceptions for races that need these gasses to breathe. A plasmaman cannot be arrested for carrying a double-plasma tank.

These should generally be held in Atmospherics, or more likely, ejected into the vacuum of space.

Weapons (without Permit)

Any deadly weapon[5] held without a proper permit, Security Officers and Heads of Staff have this permit by default. This goes without saying. Deliver to the armory.

The Nuclear Authentication Disk

A disk used to authenticate the Vault's self-destruct device. This is an extremely important item. It should be delivered to the Captain or whoever is acting Captain at the time.

Combat Implants

Implants generally for combat use or that have severe risk of being a hazard to other crew. These should generally be removed in Medical and taken to their proper department (such as implants going to robotics)

This includes, but is not limited to: X-ray or thermal eyes, mantis armblades, and anti-drop/CNS rebooters.

Weapons of Mass Destruction

Any weapon or implant able to deliver explosive force (such as a grenade launcher, rocket launcher, maxcap, et cetera) or otherwise able to cause extreme damage to the station. These should generally be delivered back to the relevant department from which they originated, stored in the armory, or most likely incinerated.

Any Security Equipment

Security equipment is generally defined as equipment available within the Security vendors other than basic clothing, as well as batons and bolas and other such things. Just because something is protective doesn't mean it's major contraband. Obviously these go back to the armory.

Captain's Spare

The Captain's Spare is a golden ID card typically in a safe on the bridge. This should generally be returned to its safe or a trusted holder.

Looking at you, Blueshield.

Biological Hazards

These should generally be contained in xenobiology, or held in medical for examination.

Virus Cultures

Virus cultures should be incinerated at the nearest opportunity, or stored in Virology.

Supernatural/Occult Objects

Any object of seeming or occult origin, generally these should be delivered to the Chaplain for investigation, otherwise secured in the contraband locker.

Skub

Skub is a cream available in the loadout. This should be INCINERATED.

Entry Tools

Any tool that is used, or CAN be used, to gain illegal access to a department. This chiefly includes, but is not limited to, the Jaws of Life, prybars, handheld teleporters, bluespace crystals, and Security breaching tools.[6]
These should be recycled, stored in Engineering, or secured in the contraband locker, depending on the item.

Non-Issued Identification

Any ID that isn't yours, really.

It is recommended that Security secures all illegal equipment obtained by hostile organizations rather than using it themselves unless it is absolutely necessary. This can make an unfair situation that can be classified as a violation of Roleplay Rule 5. index.php?title=Category:Moderated

  1. However, repeated, bad-faith violations of Space Law will likely result in job-bans.
  2. Doing this is against the rules, as well.
  3. Traitors.
  4. Example: "I WILL KILL JOHN TRASEN!"
  5. Defined as "any object with capacity to seriously hurt someone not used for its intended purpose." Use common sense here, a chef wielding a kitchen knife is not possessing contraband. An assistant wielding a spear however, is. Using a lethal weapon to attack someone is typically Assault with a deadly weapon, not possession of Contraband.
  6. There are crewmembers that are meant to carry, or are at least majorly benefitted by, some of these items, though Syndicate-produced variants of these are Contraband regardless of who carries them. Additionally, this note does not justify use of these items for non-emergency purposes. Use common sense when stopping for a search