Difference between revisions of "Contraband"

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(Add ratings for singularity buster and marksman rifle)
(+Department Guides)
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! [[Medical Objects#Implant Gun|Implant Gun]]  
! [[Medical Objects#Implant Gun|Implant Gun]]  
| [[Image:ImplantGun.png]]  
| [[Image:ImplantGun.png]]  
| 1
|- body style="background-color:;#fffdec"
! [[Medical Objects#NT Syringe Gun|NT Syringe Gun]]
| [[Image:NTSyringeGun.png]]
| 1
| 1
|- body style="background-color:;#fffdec"
|- body style="background-color:;#fffdec"
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! [[Security Objects#Stun Baton|Stun Cane]]  
! [[Security Objects#Stun Baton|Stun Cane]]  
| [[Image:StunCane.png]]   
| [[Image:StunCane.png]]   
| 4
|- body style="background-color:#F5D0A9;"
! [[Security Objects#Extendable Stun Baton|Extendable Stun Baton]]
| [[Image:ExtendableStunBaton.png]] 
| 4  
| 4  
|- body style="background-color:#F5D0A9;"
|- body style="background-color:#F5D0A9;"
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! [[Murder#AdvLaserGun|Laser Rifle]]  
! [[Murder#AdvLaserGun|Laser Rifle]]  
| [[Image:LaserRifle.png]]  
| [[Image:LaserRifle.png]]  
| 4
|- style="background-color:#F5D0A9;"
! [[Murder#Alastor Pattern Laser Rifle|Alastor Pattern Laser Rifle]]
| [[Image:AlastorPatternLaserRifle.gif]]
| 4
| 4
|- style="background-color:#F5D0A9;"
|- style="background-color:#F5D0A9;"
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! [[Security Objects#Detective's Revolver|.38/Detective's Revolver]]  
! [[Security Objects#Detective's Revolver|.38/Detective's Revolver]]  
| [[Image:Detectivegun.png]]  
| [[Image:Detectivegun.png]]  
| 4
|-  style="background-color:#F5D0A9;"
! [[Security Objects#Clock 188|Clock 188]]
| [[Image:Clock188Tan.png]] [[Image:Clock188Black.png]]
| 4
| 4
|- style="background-color:#F5D0A9;"
|- style="background-color:#F5D0A9;"
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| 4
| 4
|- style="background-color:#F5D0A9;"
|- style="background-color:#F5D0A9;"
! [[Murder#Light Machine Gun|Light Machine Gun]]
! [[Murder#M90 Machine Gun|M90 Machine Gun]]
| [[Image:LightMachineGun.png]]
| [[Image:LightMachineGun.png]]
| 4
| 4
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! [[Security Objects#Riot Launcher|Riot Launcher]]  
! [[Security Objects#Riot Launcher|Riot Launcher]]  
| [[Image:GrenadeLauncher.png]]  
| [[Image:GrenadeLauncher.png]]  
| 7
|- style="background-color:#ff7f7f;"
! [[Murder#Grenade Launcher|Grenade Launcher]]
| [[Image:SyndicateGrenadeLauncher.png]]
| 7
| 7
|- style="background-color:#ff7f7f;"
|- style="background-color:#ff7f7f;"
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#Factor in dangerous mutants or non-human monsters.
#Factor in dangerous mutants or non-human monsters.
#*If they're a [[Guide to Genetics#Body Type Mutations|mutant of any kind]], add 2 to their threat level.  
#*If they're a [[Guide to Genetics#Body Type Mutations|mutant of any kind]], add 2 to their threat level.  
#*If they're a transformed [[Werewolf]] or [[Predator]], increase it by 4.
#*If they're a transformed [[Werewolf]], a [[Vampire#Thralls|vampire's thrall/zombie/ghoul]], or [[Predator]], increase it by 4.
#*For [[Zombie|Zombies]], add 6.
#*For [[Zombie|Zombies]], add 6.
#*If it's a [[Changeling#Shambling_Abomination|Shambling Abomination]], add 8. (Harsh!)
#*If it's a [[Changeling#Shambling_Abomination|Shambling Abomination]], add 8. (Harsh!)
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#*If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
#*If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
#*If the securitron is emagged, ''everyone's'' threat level is 10.
#*If the securitron is emagged, ''everyone's'' threat level is 10.
#Check if that person is actually supposed to carrying contraband by checking their ID card for a [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permit]]. If so, they go free, even if they're absolutely armed to the teeth. Corrupt cops don't exist in Beepsky's world!
#Check if that person is actually supposed to be carrying contraband by checking their ID card for a [[Head of Personnel#ID Changing|Weapon/Firearms Carry Permit]]. If so, they go free, even if they're absolutely armed to the teeth. Corrupt cops don't exist in Beepsky's world!
#*Wearing an [[Syndicate Items#Agent Card|agent card]] will also reduce the threat level by two.
#*Wearing an [[Syndicate Items#Agent Card|agent card]] will also reduce the threat level by two.
#Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"  
#Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"  
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As previously mentioned, the Securitrons will chase after those set to arrest in the [[Security Objects#Security Computer|Security Records]]. This status is tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.
As previously mentioned, the Securitrons will chase after those set to arrest in the [[Security Objects#Security Computer|Security Records]]. This status is tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.


Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatant non-humans. Being a [[Predator]], a playable [[Zombie]], a transformed [[Werewolf]], a [[Changeling#Shambling_Abomination|Shambling Abomination]], or a [[Monkey]] increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.
Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatant non-humans. Being a [[Predator]], a playable [[Zombie]],  a [[Vampire#Thralls|thrall/ghoul/zombie of a vampire]], a transformed [[Werewolf]], a [[Changeling#Shambling_Abomination|Shambling Abomination]], or a [[Monkey]] increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.


==[[Robots#GuardBuddy|The GuardBuddies]]==
==[[Robots#GuardBuddy|The GuardBuddies]]==
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Adorable little companions under the control of the [[Research Director]] and [[Head of Security]]. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.
Adorable little companions under the control of the [[Research Director]] and [[Head of Security]]. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.


The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the [[Scientist]]s and other humans. This includes [[Predator]]s, transformed [[Werewolf|Werewolves]], [[Zombie]]s, [[Changeling#Shambling_Abomination|Shambling Abominations]], and last but not least, [[Guide to Genetics#Aquatic Genetics|Squids]], which are all considered threat level 5.
The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the [[Scientist]]s and other humans. This includes [[Predator]]s, transformed [[Werewolf|Werewolves]], [[Zombie]]s, [[Changeling#Shambling_Abomination|Shambling Abominations]], [[Vampire#Thralls|vampire thralls/ghouls/zombies]], and last but not least, [[Guide to Genetics#Aquatic Genetics|Squids]], which are all considered threat level 5.


Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records.
Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records.
----
{{Department Guides}}

Revision as of 12:42, 1 January 2020

All the manner of especially illegal and/or restricted things--how to find/discover them!

Contraband Levels

The following is a mostly-comprehensive list of things the security scanners, SecHUDs, forensic scanners, the Guardbuddies, and Beepsky and his securitron brothers all consider illegal. By no means should you use contraband rating as the sole factor in deciding what confiscate to/who to arrest. Contraband is strictly a legal term; all contraband is dangerous, but not everything that's dangerous is contraband. Use your common sense! Sure, a man carrying a butcher's knife isn't technically carrying contraband, but that doesn't mean he hasn't done anything illegal.

Another good thing to note: scanning something with a forensic scanner will give you an item's contraband rating/level. By no means will it help you find contraband, but it will let you know if something is considered contraband in the first place.

Item Image Contraband
Level
Most Syndicate Items Falsemustache.png 0
Flash Flash.png 0
Implant Gun ImplantGun.png 1
NT Syringe Gun NTSyringeGun.png 1
Cannabis
(Includes Life, Death,
Rainbow, & Omega variants)
Weed.png WhiteWeed.png DeathWeed.png
RainbowWeed.gif OmegaWeed.gif
1
Flare Gun FlareGun.png 2
DNA Scrambler Dnainjector.png 2
Toy Sword CSaberNew.png 3
Syndicate Space Suit SnekSyndieSuit.png 3
Syringe Gun Syringegun.png 3
Target ID Tracker PinpointerID.gif 3
Stun Baton StunBatonNew.png 4
Stun Cane StunCane.png 4
Extendable Stun Baton ExtendableStunBaton.png 4
Taser Gun Taser.png 4
Taser Shotgun Taser shotgun full.png 4
Amplified Vuvuzela AmpVuvuzela.png 4
Wave Gun LockedPhaser.png 4
Energy Gun Egun.png 4
Laser Gun Lasergun.png 4
Phaser Phaser.png 4
Miniature Crossbow Radbow.png 4
Disruptor Disruptor.png 4
Telegun TeleportGun.png 4
Antique laser gun AntiqueLaserGun.png 4
Laser Rifle LaserRifle.png 4
Alastor Pattern Laser Rifle AlastorPatternLaserRifle.gif 4
BFG9000 BFG9000.png 4
.22 Pistol 22Pistol.png 4
M92 Pistol M92Pistol.png 4
.38/Detective's Revolver Detectivegun.png 4
Clock 188 Clock188Tan.png Clock188Black.png 4
.357 Revolver Revolver.png 4
Derringer Derringer.png 4
Tranquilizer rifle TranquilizerRifleV2.png 4
S90A1 Marksman's Rifle Syndicate sniper rifle.png 4
M90 Machine Gun LightMachineGun.png 4
Singularity Buster
Rocket Launcher
SingularityBusterRocketLauncher.png 4
Artifact gun ArtifactGun.gif 4
Pickpocket Gun PickpocketGun.png 4
Red Chainsaw RedChainsaw32.png 4
Boomerang Boomerang.png 4
Pipe Bomb Pipebomb.png 4
Controlled Demolition Pipe ControlledDemolitionPipe.png 4
Wizard Robes WizardRobes2.gif 4
Cyalume Saber CSaberNew.png 5
Katana (Sword only) KatanaSheathed.png 5
Riot Shotgun RiotShotgunV2.png 5
Flamethrower Flamethrower.png 5
Zip Gun ZipGun.png 6
Police Baton PoliceBaton.png 6
Cloaking Device Cloaker.png 6
Electromagnetic Card Emag.png 6
Riot Launcher GrenadeLauncher.png 7
Grenade Launcher SyndicateGrenadeLauncher.png 7
Spacker-12 Spacker12.png 7
Wrestling Belt WrestlingBelt.png 8
Old Hunting Rifle HuntingRifleV2.png 8
AK-744 AK744V2.png 8
M19A4 Assault Rifle AssaultRifle.png 8
MPRT-7 MPRT-7.png 8
Syndicate Hat SyndicateHat.png 10
Very Syndicate Hat VerySyndicateHat.png 100

The Security Scanners

SecurityScanner.png

Space TSA! Stationary machines found at the entrances into Medbay, the Bridge, and Security, and sometimes a few other weird places depending on the map. They scan anyone walking through them (people in Vehicles, lockers, crates, and the like are not scanned at all) for contraband and compiles a threat level for them based on simple algorithm:

  1. Scan the contents of the person's hands, pockets, belt, (exo)suit and back slots.
  2. For each contraband item detected, add that item's contraband rating to a total threat level, going from 1 to 10.
    • If the item was in a pocket, backpack, or belt item, add only 1/2 of its actual contraband rating.
    • If the item was in a box in said backpack or belt item, its rating is not added and is essentially undetected. Same deal with items implanted into their chest.
    • Consider multiple instances of the same contraband item; two stun batons have a higher threat level than just one.
  3. Check the person's ID card.
  4. Factor in dangerous mutants or non-human monsters.
  5. If that person's threat level is over 4, activate an alarm and send everyone in Security a PDA message with the name of the person who failed the scanner, their threat level, and the location of the scanner that sent the message.

Items thrown or pulled through the scanner are scanned as well, though pulled items might not be scanned if the person pulling them goes through the scanner quickly enough. Their algorithm is essentially the same, but the one difference is that the PDA alerts will have an item name rather than a person's name.

This scanner is also precise enough to detect changeling limb critters. All set off the scanner, since they're all threat level 6.

It also looks into the person's Security Record and checks if they are set to Arrest. If so, they fail the scanner and their threat level is reported as 4, though it is possible for it to be higher if that person is carrying higher level contraband.

SecHUDs

SecHud.png ContrabandIcon.png

Super-slick special sunglasses that, among many other things, can detect if someone in your sight is carrying contraband. If they're carrying an item with a contraband rating of one or above in their belt slot or in their hands, they'll a little C over their character sprite. Simple as that.

Beepsky and The Securitrons

Secbot.png

Tiny lil' Security Officers that roam about the station looking for those set to arrest and those carrying contraband. They use a much similar contraband search algorithm to the scanners:

  1. Scan someone within their sight (i.e. seven tiles) and look into the person's hands, belt, and (exo)suit slots.
    • As you could probably tell, the pockets or backpack slots are left unscanned, unlike the scanners.
  2. Compile a threat level based on what contraband they see, adding each item's contraband rating to a total threat level.
    • If the contraband item in the belt slot/item, only 1/2 of its actual contraband rating is added to the total.
    • If the securitron is emagged, everyone's threat level is 10.
  3. Check if that person is actually supposed to be carrying contraband by checking their ID card for a Weapon/Firearms Carry Permit. If so, they go free, even if they're absolutely armed to the teeth. Corrupt cops don't exist in Beepsky's world!
    • Wearing an agent card will also reduce the threat level by two.
  4. Attempt to arrest and pursue anyone whose threat level is 4 or above, communicating that arrest by pointing their weapon at them and shouting "Level [threat level] infraction alert!"

As previously mentioned, the Securitrons will chase after those set to arrest in the Security Records. This status is tied to ID card, so the perp could put their ID away to avoid being chased, though they'd still be pursued if they were spotted before putting away the card.

Interestingly, despite their reputation as ruthless and rather foul-mouthed enforcers, they are perhaps the most lenient when it comes to handling blatant non-humans. Being a Predator, a playable Zombie, a thrall/ghoul/zombie of a vampire, a transformed Werewolf, a Shambling Abomination, or a Monkey increases threat level by 2, so it's not illegal in of itself, but it is an aggravating factor.

The GuardBuddies

Robuddy.png

Adorable little companions under the control of the Research Director and Head of Security. They use the exact same algorithm the Securitrons use to assess for perps; they scan belt, suit, and hand slots, they compile an additive threat level based on what they find, and arrest a perp if their threat level is 4 or above. They even announce their arrests attempt in nearly the exact same way.

The main difference between them and the Securitrons is their policy towards the more monstrous non-humans. GuardBuddies can detect if the thing they're looking at is blatantly not a human; however, they will only arrest those that are especially ugly and/or dangerous to the Scientists and other humans. This includes Predators, transformed Werewolves, Zombies, Shambling Abominations, vampire thralls/ghouls/zombies, and last but not least, Squids, which are all considered threat level 5.

Also, because these GuardBuddies do not connect with the (since they're considered property of Research, not Security), they do not pursue people who are set to Arrest in the Security Records.


Department Guides
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