Guide to Contraband

= List of known contraband = The following is an extensive list of known contraband. It doesn't contain everything that should be contraband. Just anything that someone may be aware of. For example, human meat, or cosmic brownie dishes should be contraband, but most look like other normal meat dishes or just plain brownies. An certain antags exist outside known information or have disguised gear, while it should be contraband, it is not known or is not a common risk and will not be on this list, like the syringe pen or radio jammers. Due to the situation context of some things being contraband and the knowledge base one would need to possess to identify them, the list has been broken down with descriptions and caveats.

Melee Weaponry
Melee weaponry in a complicated many faceted issue, best broken down. There are varying degrees of knowledge any one person could know about an individual item, however given the size of most things on this list they are easily noticeable, if not identifiable in the specifics. The categories are as follows.

Utility
Items that may be found in the normal course of day to day duties by some staffers, or even normally carried. Nothing overly suspicious if the tool fits the task or role, but if it is openly carried in a group of people or in irrelevant circumstances, it is best looked into. The ability to charge someone with contraband is situational at best. Meat hook

Butcher's cleaver

Hatchet

Scythe

Fireaxe

Improvised
Crafted or found items to be used as a weapon of varying effectiveness. Most are potentially deadly. No one should be normally carrying any of these around. Outright contraband, though many unathi may find themselves flaunting this restriction to go /fishing/ much to the detriment of themselves and the chagrin of other crew. Baseball bat

Stunprod

Spear

Stun gloves

Concealed
If they are making an effort to hide it, then they really shouldn't have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck. Butterfly knife

Switchblade

Energy sword (Visually similar to a toy and holosport blades)

Hidden sword

Pacification & Cultural
Weapons that are currently or used to be the norm for enforcement or cultural roles, modern versions should not be seen outside of approved users, and antiques should have carrying permits for show only, less they be confiscated as contraband. Antique

Wooden police baton

Ritual knife

Duelling knife

Modern

Stunbaton

Stunrod

Telescopic baton

Chain of command

Military & Exotic
Killing tools. Plain and simple. Modern versions should not really be seen outside of military or ERT personnel. Antiques could garner carry permits for show or parade, but normally fall under restricted items due to their only function being to kill others. Most crew wouldn't be able to identify it past it being a sword or an axe unless they are an archaeologist, a medieval or high fantasy enthusiast, or really nerding it up in D&D. Antique

Claymore

Katana

Longsword

Trench knife

Sabre

Battle axe

Khopesh

Dao

Gladius

Modern

Tactical knife

Kneebreaker hammer

Exotic

Energy glaive (Visually similar to holosport blades)

Energy axe (Visually similar to holosport blades)

Chainsword

Thermal knife

Projectile Weaponry
Projectile weaponry, like melee is a complicated issue, due to the many nuances for various weapons, and the varying degrees of knowledge any one person could know about them, as such projectile weaponry has been broken down into multiple categories.

Nonlethal (NL)
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions. Ballistic

PTR-7 tranquilizer rifle

- Single round 0.50 cal PPS shell

Energy

Net gun

NanoTrasen Mk30 NL taser gun

Stun revolver

Less Than Lethal (LTL)
Similar to Nonlethal except they have the potential to harm or kill the target normally, to be regarded with more suspicion should anyone be seen openly carrying one. Launcher

Syringe gun

- Single round 150ml syringe cartridge Energy

Mini energy-crossbow (Visually similar to a toy)

Energy crossbow

NanoTrasen Mk60 EW Halicon ion rifle

Self Defence
Weapons capable of doing significant harm or have moderate stopping power meant for protection only. Depending on the ammo or setting they are fully capable of killing a target, anyone not expected to carry a self defence armament applicable to the role in the line of duty should be treated with extreme suspicion. Ballistic

NanoTrasen Mk58 pistol

- 7 round 0.45 cal magazine

Necropolis Industries Tanto .40 pistol

- 12 round 10mm magazine

Martian knock-off Colt M1911 pistol

- 7 round 0.45 cal magazine

Martian knock-off Smith & Wesson Model 10 revolver

- 6 round 0.38 cal speed loader

Deckard .44 revolver

- 6 round 0.38 cal speed loader

Double-barrelled shotgun

- 2 chamber, single 12ga shell/slug

Energy

Energy pistol

Antique laser gun

Proto-kinetic accelerator

Lethal
What you reach for when you are looking to kill something. These should only be out and about in code blue and higher, and then only in the hands of trained personnel with a reason to carry them. Ammo and setting can bring them down to Less than or non lethal, but should be assumed lethal at all times. 'Ballistic’

Necropolis Industries 550 Saber machine pistol

- 20 round 9mm top mounted magazine

UZI machine pistol

- 16 round 0.45 cal stick magazine

Magnum desert eagle pistol

- 7 round 0.50 Action Express magazine

X9 tactical automatic pistol

- 16 round 0.45 cal magazine

Necropolis Industries revolver

- 7 round 0.357 cal speed loader

Mateba revolver

- 7 round 0.357 cal speed loader

12ga pump shotgun

- 1 chamber, 4 shell/slug 12ga rack

Energy

Energy carbine

Hephaestus Industries G40E laser rifle

Military Grade
The big guns, what we use for war. Not really anything that should normally be found on the station, and if it is, not out and about until code red is active. ERT and soldiers are likely the only people would be armed this way, anyone else could be considered eminently hostile. Ballistic

Scarborough Arms C-20r submachine gun

- 20 round 10mm magazine

Aussec Armoury L6 SAW light machine gun

- 50 round 7.62mm ammo box

Zendai Foundries Z8 Bulldog bullpup assault carbine

- 10 round 5.56mm magazine

Neyland 556mi 'Ranger' scout rifle

- 10 round 5.56mm magazine

PTR-7 anti-materiel rifle

- single round 14.5mm shell

Hephaestus Industries KS-40 combat shotgun

- 1 chamber, 7 shell/slug 12ga rack

Launcher

Grenade launcher

- 1 chamber, 5 grenade revolving magazine

Energy

Laser cannon

Energy Rifle

Advanced energy gun

Pulse rifle

Hephaestus Industries L.W.A.P. marksman energy rifle

Prototype
The exotic things cooked up in a lab, low production rarities, or barely on the military showroom weapons. Mostly not seen outside of research. Advanced knowledge in projectile weaponry and/or science should be needed for you to be aware of what these are, and even more so for details about them. Possessing knowledge about some of these items is suspicious. Outside of someone who studies the field, is a massive nerd for military hardware, or is actively developing them in a lab. Knowledge would be severely limited and most officers would only be able to define it as human technology, out of place, and potentially dangerous. Ballistic

NanoTrasen Prototype SMG

- 22 round 9mm speedloader

Necropolis Industries terminator rifle

- 40 flechette magazine

- 10 explosive flechette magazine

Railgun

- 2 hyperdense tungsten rod magazine

Gyrojet pistol

- 4 round 20mm self propelled round magazine

Semi-automatic assault shotgun

- 8 shell/lug 12ga magazine

Launcher

Syringe gun revolver

- 5 round 150ml syringe cartridge revolving magazine

Energy

X-ray laser rifle

Pulse destroyer

Quad-beam 'shotgun' laser

Lawgiver Mk II

Phoron pistol

Freeze ray

Improvised
These weapons slapdash, probably shoddy, potentially more dangerous to the user. It may be a crude gun or look more like a bit of pipe with a handle and something to pull on. They have no business being on this station. An officer is most likely able to tell it is an improvised projectile device, but even in handling may not be able to tell the type of projectile it will deliver. Given that the harder to tell what it is, the more likely it will blow you up if you try to test it and find out. It is better labelling it an IPD and filing it away for the good of everyone involved. Ballistic

Improvised machine pistol

- 16 round 0.45 magazine

Zip gun

- Non-standard calibre

improvised handgun

- 7 round 0.45 magazine

Improvised shotgun

- 1 chamber, 1 shell/slug 12ga rack

Sawn-off improvised shotgun

- 1 chamber, 1 shell/slug 12ga rack

Launcher

Flamethrower

- Phoron tanks

Pneumatic cannon

- Non-standard ammunition, Compressed gas tanks.

Frontier
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne'er-do-wells. As well as just about anyone out on the fringes from a farmer, to his mum. Ranging from threats, personal defence, to a tool of rampant murder. Outsiders may carry them in spades, but it is suspicious that any outsiders in this sector would be carrying in this manner. It would be very abnormal for any crew to carry any of these past a miner or engineer with a plasma cutter. Most of these are older weapons, and likely not fully identifiable by eye unless you are a frontiersman/woman yourself, or a history buff on weapons. Though anyone proficient in projectiles could identify features of them if they have them in hand. Ballistic

Thompson submachine gun

- 20 round 0.45 cal magazine

- 50 round 0.45 cal drum magazine

Assault rifle

- 20 round 7.62mm magazine

Standard/Obrez bolt action rifle

- 5 round 7.62mm clip

Stechkin automatic pistol

- 10 round 9mm magazine

Derringer revolver

- 2 chamber, single 0.357 round

Dragunov sniper rifle

- 10 round 7.62mm magazine

Double-barrelled sawn-off shotgun

- 2 chamber, single 12ga shell/slug

Launcher Powered crossbow

- Single groove, superheated bolt

Energy Retro laser

Plasma cutter

Alien
Strange, out of place and unusual as hell. Unless you know a member or study the given race, odds are you have little to no idea what the hell that is. An chances are even if a humanoid hand could fire it, you would have little idea how to go about using it. They are identifiable as weapons to the layman, their degree of danger unknown. Launcher

Vox dart gun

- 5 dart 150ml cartridge

Vox spike thrower

- 3 spike chamber

Energy

Vaurcae bio-force gun 9000

Vaurcae gatling laser

Vaurcae Zo'ra blaster

Vaurcae thermal lance

Vaurcae thermal drill

Vox armalis heavy noise cannon

Ammunition & Grenades
If you shouldn't have the weapon the ammo is for, they should not really be carrying the ammo either.

Bullets, shells, & slugs
0.357cal bullet - Lethal

0.38 cal bullet - Lethal, rubber, haywire

0.45 cal bullet - Lethal, practice, rubber, flash 0.50 cal Action Express bullet - Lethal

5.56mm bullet - Lethal, armour piercing, practice

7.62mm bullet - Lethal

9mm bullet - Lethal, flash, rubber, practice

10mm bullet - Lethal, rubber

12ga slug - Lethal, Haywire

12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary

14.5mm shell - Lethal

Non-standard ammunition
0.50 cal PPS dart - Nonlethal tranquilizer

20mm Self Propelled Round - Explosive

150ml syringe cartridge - Variable

150ml dart - Variable

Hyperdense tungsten rod - Lethal

Flechette - Lethal, explosive

Bolt - Lethal

Grenades
A grenade is grenade shaped, it can be hard to tell what it is, especially after it is tossed. While those permitted to use utility grenades should warn anyone around before use. Random personnel should not be carring these devices. Pacification grade grenades may be used by security, however given the damage it can cause to personnel with weaknesses, and the capacity for friendly fire care should be taken with their use. Only ISDs should have their hands on these tools. Military grade grenades can outright kill or cause significant hazards, no one should be carrying these weapons outside of ERT or soldiers. Prototype grenades are just that, odd and unusual, you should not know what they do, just that they are a triggerable throwing device. Utility

Metal-foam grenade

Weedkiller grenade

cleaner grenade

Pacification

Smoke bomb

Flashbang

NanoTrasen. 53 'Sandman' grenade

tear gas grenade

Military

Incendiary grenade

Clusterbang

EMP grenade

fragmentation grenade

Prototype

Photon disruption grenade

Manhack delivery grenade

Clothing & Items
Clothing

The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations. Armpit, waist, hip, thigh holsters. They are used to carry weapons, if they should not have a self defence side arm, they should not be wearing one.

Items

AI Modules, no one should really need to tamper with the AI in any fashion, even those approved to work on the AI should not be carrying these in normal circumstances.

Liquids
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone. Drugs, banned substances. Should not be seen outside of controlled environments where they are being processed. Officers would be aware of them by street names. Utility, Used by military or in various departments. They should be considered controlled substances, and possession by unapproved personnel, or outside of approved areas it should be considered contraband. Exceptions should be made for them in transit to approved areas. Toxins, A detective might know them bad by name only. For real information on identification of these you will need a chemist, or a specialised scientist. The lay officer or crewman will have little knowledge of anything outside of Cyanide from movies and the like. While toxin in game is very specific is a catch-all for various minor toxic compounds, being man made or organically produced. When injured in certain ways the body can build up the toxin chemical within them. Drinks

Hippies Delight

Hooch

Ethanol

Thirteen Loko

Drugs

Mercury Mono lithium Sucrose (Space Drugs)

Mindbreaker Toxin

Cryptobiolin

Psilocybin

Impedrezene

Utility

Nitroglycerin

Thermite

Napalm

Unstable mutagen

Chloral Hydrate

Condensed Capsaicin

Toxins

Toxin

Amatoxin

Cyanide

Potassium Chloride

Tetrodotoxin (Zombie Powder)

Lexorin

Slime Jelly

Slime Toxin

Food
Plants, they either contain controlled substances, toxins or in the case of kudzu a noxious pest. Consumption is illegal and potentially harmful. Botanists, Xenobotanists and Cooks are free to use them in the process of their work but not dispense, or consume them themselves. Lay officers may struggle to identify more exotic plants. Spider meat contains dangerous acids. They should not be dished without being processed to be made safe. They should not be considered contraband until dished, and tested as unprocessed. Carp and amanita dishes contain toxins. Unathi are immune to carpotoxin and may have unprocessed dishes set aside for them in specified areas like ko'is dishes. General serving should have the dishes processed to be made safe for consumption. Narcotic dishes are probably known as risky dishes to some officers. Even processed, and safe, which would make them not contraband, expect possible interruptions if you are thinking of taking a bite. Plants

Ambrosia Vulgaris

Ambrosia Deus

Destroying Angels

Fly Amanitas

Kudzu

Nettles

Liberty Cap

Reishi

Spider meat dishes

Wing Fang Chu

Xenoburger

Xeno-Pie

Xenomeatbread

Space carp dishes

Fish & Chips

Fish Fingers

Fillet -o- Carp Sandwich

Cuban Carp

Fly amanita dishes

Amanita Jelly

Amanita Pie

Narcotic dishes

Spacy Liberty Duff

Valid Salad

Aesir salad