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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ToasterStrudel</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ToasterStrudel"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/ToasterStrudel"/>
	<updated>2026-04-21T18:03:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MaintenanceDrone.png&amp;diff=6475</id>
		<title>File:MaintenanceDrone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MaintenanceDrone.png&amp;diff=6475"/>
		<updated>2017-10-12T23:02:22Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: ToasterStrudel uploaded a new version of File:MaintenanceDrone.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MaintenanceDrone.png&amp;diff=6474</id>
		<title>File:MaintenanceDrone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MaintenanceDrone.png&amp;diff=6474"/>
		<updated>2017-10-12T22:59:00Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: ToasterStrudel uploaded a new version of File:MaintenanceDrone.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MaintenanceDrone.png&amp;diff=6473</id>
		<title>File:MaintenanceDrone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MaintenanceDrone.png&amp;diff=6473"/>
		<updated>2017-10-12T22:56:46Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6239</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6239"/>
		<updated>2017-09-19T03:15:41Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: #rULES&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [https://aurorastation.org/rules.html Rules]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6238</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6238"/>
		<updated>2017-09-19T03:14:48Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: lohikar sucks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [https://aurorastation.org/rules.html Rules]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html Rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6237</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6237"/>
		<updated>2017-09-19T03:14:32Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: lohikar sucks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [https://aurorastation.org/rules.html rules]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html Rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6236</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6236"/>
		<updated>2017-09-19T03:13:29Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: rulES&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [https://aurorastation.org/rules.html rules]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6235</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6235"/>
		<updated>2017-09-19T03:13:07Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: fIX&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[https://aurorastation.org/rules.html rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6234</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6234"/>
		<updated>2017-09-19T03:12:37Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[https://aurorastation.org/rules.html rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [https://aurorastation.org/rules.html rules]] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6233</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6233"/>
		<updated>2017-09-19T03:12:07Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[https://aurorastation.org/rules.html rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server_Rules|Server Rules]] and/or [[https://aurorastation.org/rules.html rules]] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6232</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6232"/>
		<updated>2017-09-19T03:09:52Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: removes redundancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server_Rules|Server Rules]] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6231</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6231"/>
		<updated>2017-09-19T03:09:33Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: removes redundancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]] and/or [[Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server_Rules|Server Rules]] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=6215</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=6215"/>
		<updated>2017-09-13T21:27:05Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Fixes what I just edited&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; As such, all prisoner processing is expected to be done in a timely manner. Should the processing of a prisoner be delayed, increased in length or any other actions that would result in postponing the end of the procedure - and thus the entry of the prisoner into the system and the start of brig time - may result in the Warden and/or person(s) responsible in the improper handling to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Cargo technicians found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause on code green.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this. (List of [[Guide to Contraband|Contraband]])&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=6214</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=6214"/>
		<updated>2017-09-13T21:23:53Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Adds link to contraband page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all Nanotrasen employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any Nanotrasen owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all Nanotrasen employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are illegal and not allowed by regulations.&#039;&#039;&#039; Station security nor command should be doing any executions. The maximum possible penalty for major infractions is cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; As such, all prisoner processing is expected to be done in a timely manner. Should the processing of a prisoner be delayed, increased in length or any other actions that would result in postponing the end of the procedure - and thus the entry of the prisoner into the system and the start of brig time - may result in the Warden and/or person(s) responsible in the improper handling to be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
Every person on the station should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. More in-depth interpretations of Corporate Regulations are required for such positions as the Warden, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
The Captain is not above Corporate Regulations, and can be arrested by Security for breaking it if the Heads of Staff agree in a majority decision.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Despite his high ranking the Captain cannot spit in the face of Corporate Regulations and any attempts to do so are infractions.&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible NanoTrasen is, etc.&lt;br /&gt;
| Running around the station naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i106&lt;br /&gt;
| &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039;&lt;br /&gt;
| To possess a suspiciously wide skill set not indicated in employee record, wielding dangerous weapons near other staff, extensive inquiring about critical areas, or stalking other employees. A search or arrest warrant is needed to apply this charge on code green.&lt;br /&gt;
| Basically, metagamey/powergamey behaviour. It&#039;s worth reporting to the Head of Personnel or your Head of Staff if you want to play a character who knows more than they should. You may also want to adminhelp if you feel the person is using metagamey or powergamey behavior.&lt;br /&gt;
| 2 minutes. Immediate search.&lt;br /&gt;
| Tracking implant.&lt;br /&gt;
| 200 credits. Immediate search. &lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation.&lt;br /&gt;
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it&#039;s up to a tribunal or appropriate officer.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see &amp;quot;Sexual Assault&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Monkeys appropriately used for experiments or well-being (e.g Genetics, Virology, etc.) don&#039;t count, neither do the animals ordered from cargo. Shoving them in washing machines, or throwing them down disposals while still alive falls under this. Using them as food is a grey area, as long as they are not overtly caused pain in the process.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the station without malicious intent.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead or previously dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cloned or cyborged also falls under this. The Chaplain or medbay tended to corpses in preperation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records to unauthorized personnel. &lt;br /&gt;
| Cargo technicians found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a station announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| Fine.&lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To preform a search of an employee or workplace without a search warrant, clearance, or probable cause on code green.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, an IAA or Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or station. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| Demotion and/or Suspension.&lt;br /&gt;
| 500 credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentance&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Immediate suspension. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant.&lt;br /&gt;
| Up to 15 minutes in addition to regular time.&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant.&lt;br /&gt;
| Demotion and isolation in solitary.&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment.&lt;br /&gt;
| Demotion and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 15 minutes and immediate suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing plasma or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| Holding until transfer and/or demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Up to 30 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset.&lt;br /&gt;
| Up to 30 minutes and demotion.&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, or Two Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant.&lt;br /&gt;
| Demotion. Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the ship into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| Suspension and holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including drugs.&lt;br /&gt;
| Chemists and Botanists are allowed to possess drugs for their line of work. It&#039;s a crime if they distribute the drugs. Also see Identifying Syndicate Items for a list of who knows what. Contraband from the Supply Shuttle also counts. This also includes firearms, such as the barman taking their shotgun outside the bar area, or illegal modification of such firearms. Snacks from hacked vending machines are not this. (A list of Contraband can be found here: https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband)&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion. &lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here.&lt;br /&gt;
| 15 minutes and/or demotion.&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval.&lt;br /&gt;
| 20 minutes and suspension.&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. &lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items.&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising an Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant.&lt;br /&gt;
| 30 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Severe Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet.&lt;br /&gt;
| 25 minutes and suspension. &lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to Cadet.&lt;br /&gt;
| 25 minute and suspension.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Severity Infractions (Red Violations; i300&#039;s) ===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The NSS Aurora is in Tau Ceti space, which does not consider cyborgification capital punishment, making it an optional punishment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Cyorgification or Holding Until Transfer on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Loyalty implant or cyborgification on majority Command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or station.&lt;br /&gt;
| This includes deliberate arson, use of bombs, release of singularity, etc. Collateral damage or severe station damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer or cyborgification on majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Cyborgification or hold until transfer at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer or cyborgification at majority command decision.&lt;br /&gt;
|-&lt;br /&gt;
| i309&lt;br /&gt;
| &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
| ERP scenes, or erotic roleplay, is a permabannable offence. Adminhelp it if this happens to you; it&#039;s against server rules, not just station rules. &lt;br /&gt;
| 30 minutes, tracking implant.&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Re-education&#039;&#039;&#039;&lt;br /&gt;
| Getting de-converted from revolutionary.&lt;br /&gt;
| Up to and including immediate release&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| Up to -25%. In the case of revealing a head revolutionary, up to -50%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Fatal Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the station such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Head of Personnel or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of NanoTrasen, as defined by the station&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039; Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6212</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6212"/>
		<updated>2017-09-13T21:13:58Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Frontier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6211</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6211"/>
		<updated>2017-09-13T21:10:55Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6210</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6210"/>
		<updated>2017-09-13T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Liquids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6209</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6209"/>
		<updated>2017-09-13T21:10:35Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6208</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6208"/>
		<updated>2017-09-13T21:10:27Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Alien */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6207</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6207"/>
		<updated>2017-09-13T21:10:17Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Frontier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6206</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6206"/>
		<updated>2017-09-13T21:10:05Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Lethal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6205</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6205"/>
		<updated>2017-09-13T21:09:46Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Less Than Lethal (LTL) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6204</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6204"/>
		<updated>2017-09-13T21:09:33Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Less Than Lethal (LTL) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6203</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6203"/>
		<updated>2017-09-13T21:09:26Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Nonlethal (NL) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6202</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6202"/>
		<updated>2017-09-13T21:09:15Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Military &amp;amp; Exotic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6201</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6201"/>
		<updated>2017-09-13T21:09:03Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Pacification &amp;amp; Cultural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6200</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6200"/>
		<updated>2017-09-13T21:08:55Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Improvised */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6199</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6199"/>
		<updated>2017-09-13T21:08:46Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Prototype */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6198</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6198"/>
		<updated>2017-09-13T21:08:34Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Military Grade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6197</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6197"/>
		<updated>2017-09-13T21:08:17Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: /* Self Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6196</id>
		<title>Guide to Contraband</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Contraband&amp;diff=6196"/>
		<updated>2017-09-13T21:07:28Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Its done, we have a contraband page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
= List of known contraband =&lt;br /&gt;
The following is an extensive list of known contraband. It doesn&#039;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.&lt;br /&gt;
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.&lt;br /&gt;
== Melee Weaponry ==&lt;br /&gt;
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.&lt;br /&gt;
=== Utility ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Meat hook&lt;br /&gt;
&lt;br /&gt;
Butcher&#039;s cleaver&lt;br /&gt;
&lt;br /&gt;
Hatchet&lt;br /&gt;
&lt;br /&gt;
Scythe&lt;br /&gt;
&lt;br /&gt;
Fireaxe&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
 &lt;br /&gt;
Baseball bat&lt;br /&gt;
&lt;br /&gt;
Stunprod&lt;br /&gt;
&lt;br /&gt;
Spear&lt;br /&gt;
&lt;br /&gt;
Stun gloves&lt;br /&gt;
&lt;br /&gt;
=== Concealed  ===&lt;br /&gt;
If they are making an effort to hide it, then they really shouldn&#039;t have it. Contraband all over. However the energy sword is not readily identifiable. Especially if drawn on the holodeck.&lt;br /&gt;
 &lt;br /&gt;
Butterfly knife&lt;br /&gt;
&lt;br /&gt;
Switchblade&lt;br /&gt;
&lt;br /&gt;
Energy sword (Visually similar to a toy and holosport blades)&lt;br /&gt;
&lt;br /&gt;
Hidden sword&lt;br /&gt;
&lt;br /&gt;
=== Pacification &amp;amp; Cultural  ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wooden police baton&lt;br /&gt;
&lt;br /&gt;
Ritual knife&lt;br /&gt;
&lt;br /&gt;
Duelling knife&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stunbaton&lt;br /&gt;
&lt;br /&gt;
Stunrod&lt;br /&gt;
&lt;br /&gt;
Telescopic baton&lt;br /&gt;
&lt;br /&gt;
Chain of command&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Exotic ===&lt;br /&gt;
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&#039;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&amp;amp;D.&lt;br /&gt;
&#039;&#039;&#039;Antique&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claymore&lt;br /&gt;
&lt;br /&gt;
Katana&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Trench knife&lt;br /&gt;
&lt;br /&gt;
Sabre&lt;br /&gt;
&lt;br /&gt;
Battle axe&lt;br /&gt;
&lt;br /&gt;
Khopesh&lt;br /&gt;
&lt;br /&gt;
Dao&lt;br /&gt;
&lt;br /&gt;
Gladius&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tactical knife&lt;br /&gt;
&lt;br /&gt;
Kneebreaker hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy glaive (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Energy axe (Visually similar to holosport blades)&lt;br /&gt;
&lt;br /&gt;
Chainsword&lt;br /&gt;
&lt;br /&gt;
Thermal knife&lt;br /&gt;
&lt;br /&gt;
== Projectile Weaponry  ==&lt;br /&gt;
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.&lt;br /&gt;
=== Nonlethal (NL)  ===&lt;br /&gt;
Basic normally safe weapons, that pose little threat, but would still be contraband to those without weapon permissions.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
PTR-7 tranquilizer rifle&lt;br /&gt;
&lt;br /&gt;
- Single round 0.50 cal PPS shell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Net gun&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk30 NL taser gun&lt;br /&gt;
&lt;br /&gt;
Stun revolver&lt;br /&gt;
&lt;br /&gt;
=== Less Than Lethal (LTL) ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun&lt;br /&gt;
&lt;br /&gt;
- Single round 150ml syringe cartridge&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mini energy-crossbow (Visually similar to a toy)&lt;br /&gt;
&lt;br /&gt;
Energy crossbow&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk60 EW Halicon ion rifle&lt;br /&gt;
&lt;br /&gt;
=== Self Defence ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Mk58 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries Tanto .40 pistol&lt;br /&gt;
&lt;br /&gt;
- 12 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Colt M1911 pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Martian knock-off Smith &amp;amp; Wesson Model 10 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Deckard .44 revolver&lt;br /&gt;
&lt;br /&gt;
- 6 round 0.38 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Double-barrelled shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy pistol&lt;br /&gt;
&lt;br /&gt;
Antique laser gun&lt;br /&gt;
&lt;br /&gt;
Proto-kinetic accelerator&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries 550 Saber machine pistol&lt;br /&gt;
&lt;br /&gt;
- 20 round 9mm top mounted magazine&lt;br /&gt;
&lt;br /&gt;
UZI machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal stick magazine&lt;br /&gt;
&lt;br /&gt;
Magnum desert eagle pistol&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.50 Action Express magazine&lt;br /&gt;
&lt;br /&gt;
X9 tactical automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
Mateba revolver&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.357 cal speed loader&lt;br /&gt;
&lt;br /&gt;
12ga pump shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 4 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Energy carbine&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries G40E laser rifle&lt;br /&gt;
&lt;br /&gt;
=== Military Grade ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scarborough Arms C-20r submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 10mm magazine&lt;br /&gt;
&lt;br /&gt;
Aussec Armoury L6 SAW light machine gun&lt;br /&gt;
&lt;br /&gt;
- 50 round 7.62mm ammo box&lt;br /&gt;
&lt;br /&gt;
Zendai Foundries Z8 Bulldog bullpup assault carbine&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
Neyland 556mi &#039;Ranger&#039; scout rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 5.56mm magazine&lt;br /&gt;
&lt;br /&gt;
PTR-7 anti-materiel rifle&lt;br /&gt;
&lt;br /&gt;
- single round 14.5mm shell&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries KS-40 combat shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 7 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grenade launcher&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 5 grenade revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Laser cannon&lt;br /&gt;
&lt;br /&gt;
Energy Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced energy gun&lt;br /&gt;
&lt;br /&gt;
Pulse rifle&lt;br /&gt;
&lt;br /&gt;
Hephaestus Industries L.W.A.P. marksman energy rifle&lt;br /&gt;
&lt;br /&gt;
=== Prototype ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
NanoTrasen Prototype SMG&lt;br /&gt;
&lt;br /&gt;
- 22  round 9mm speedloader&lt;br /&gt;
&lt;br /&gt;
Necropolis Industries terminator rifle&lt;br /&gt;
&lt;br /&gt;
- 40 flechette magazine&lt;br /&gt;
&lt;br /&gt;
- 10 explosive flechette magazine&lt;br /&gt;
&lt;br /&gt;
Railgun&lt;br /&gt;
&lt;br /&gt;
- 2 hyperdense tungsten rod magazine&lt;br /&gt;
&lt;br /&gt;
Gyrojet pistol&lt;br /&gt;
&lt;br /&gt;
- 4 round 20mm self propelled round magazine&lt;br /&gt;
&lt;br /&gt;
Semi-automatic assault shotgun&lt;br /&gt;
&lt;br /&gt;
- 8 shell/lug 12ga magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Syringe gun revolver&lt;br /&gt;
&lt;br /&gt;
- 5 round 150ml syringe cartridge revolving magazine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-ray laser rifle&lt;br /&gt;
&lt;br /&gt;
Pulse destroyer&lt;br /&gt;
&lt;br /&gt;
Quad-beam &#039;shotgun&#039; laser&lt;br /&gt;
&lt;br /&gt;
Lawgiver Mk II&lt;br /&gt;
&lt;br /&gt;
Phoron pistol&lt;br /&gt;
&lt;br /&gt;
Freeze ray&lt;br /&gt;
&lt;br /&gt;
=== Improvised ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Improvised machine pistol&lt;br /&gt;
&lt;br /&gt;
- 16 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Zip gun&lt;br /&gt;
&lt;br /&gt;
- Non-standard calibre&lt;br /&gt;
&lt;br /&gt;
improvised handgun&lt;br /&gt;
&lt;br /&gt;
- 7 round 0.45 magazine&lt;br /&gt;
&lt;br /&gt;
Improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
Sawn-off improvised shotgun&lt;br /&gt;
&lt;br /&gt;
- 1 chamber, 1 shell/slug 12ga rack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flamethrower&lt;br /&gt;
&lt;br /&gt;
- Phoron tanks&lt;br /&gt;
&lt;br /&gt;
Pneumatic cannon&lt;br /&gt;
&lt;br /&gt;
- Non-standard ammunition, Compressed gas tanks.&lt;br /&gt;
&lt;br /&gt;
=== Frontier ===&lt;br /&gt;
Not the sort of weaponry you expect to see around these sectors, standard fare for pirates, raiders, and other ne&#039;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.&lt;br /&gt;
&#039;&#039;&#039;Ballistic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thompson submachine gun&lt;br /&gt;
&lt;br /&gt;
- 20 round 0.45 cal magazine&lt;br /&gt;
&lt;br /&gt;
- 50 round 0.45 cal drum magazine&lt;br /&gt;
&lt;br /&gt;
Assault rifle&lt;br /&gt;
&lt;br /&gt;
- 20 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Standard/Obrez bolt action rifle&lt;br /&gt;
&lt;br /&gt;
- 5 round 7.62mm clip&lt;br /&gt;
&lt;br /&gt;
Stechkin automatic pistol&lt;br /&gt;
&lt;br /&gt;
- 10 round 9mm magazine&lt;br /&gt;
&lt;br /&gt;
Derringer revolver&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 0.357 round&lt;br /&gt;
&lt;br /&gt;
Dragunov sniper rifle&lt;br /&gt;
&lt;br /&gt;
- 10 round 7.62mm magazine&lt;br /&gt;
&lt;br /&gt;
Double-barrelled sawn-off shotgun&lt;br /&gt;
&lt;br /&gt;
-  2 chamber, single 12ga shell/slug&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
Powered crossbow&lt;br /&gt;
&lt;br /&gt;
- Single groove, superheated bolt&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
Retro laser&lt;br /&gt;
&lt;br /&gt;
Plasma cutter&lt;br /&gt;
&lt;br /&gt;
=== Alien ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vox dart gun&lt;br /&gt;
&lt;br /&gt;
- 5 dart 150ml cartridge&lt;br /&gt;
&lt;br /&gt;
Vox spike thrower&lt;br /&gt;
&lt;br /&gt;
- 3 spike chamber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae bio-force gun 9000&lt;br /&gt;
&lt;br /&gt;
Vaurcae gatling laser&lt;br /&gt;
&lt;br /&gt;
Vaurcae Zo&#039;ra blaster&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal lance&lt;br /&gt;
&lt;br /&gt;
Vaurcae thermal drill&lt;br /&gt;
&lt;br /&gt;
Vox armalis heavy noise cannon&lt;br /&gt;
&lt;br /&gt;
== Ammunition &amp;amp; Grenades ==&lt;br /&gt;
If you shouldn&#039;t have the weapon the ammo is for, they should not really be carrying the ammo either.&lt;br /&gt;
=== Bullets, shells, &amp;amp; slugs ===&lt;br /&gt;
0.357cal bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
0.38 cal bullet - Lethal, rubber, haywire&lt;br /&gt;
&lt;br /&gt;
0.45 cal bullet - Lethal, practice, rubber, flash&lt;br /&gt;
0.50 cal Action Express bullet - Lethal&lt;br /&gt;
&lt;br /&gt;
5.56mm bullet  - Lethal, armour piercing, practice&lt;br /&gt;
&lt;br /&gt;
7.62mm bullet  - Lethal&lt;br /&gt;
&lt;br /&gt;
9mm bullet  - Lethal, flash, rubber, practice&lt;br /&gt;
&lt;br /&gt;
10mm bullet - Lethal, rubber&lt;br /&gt;
&lt;br /&gt;
12ga slug - Lethal, Haywire&lt;br /&gt;
&lt;br /&gt;
12ga shell - Lethal, blank, practice, beanbag, stun, flash, incendiary&lt;br /&gt;
&lt;br /&gt;
14.5mm shell - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Non-standard ammunition ===&lt;br /&gt;
0.50 cal PPS dart - Nonlethal tranquilizer&lt;br /&gt;
&lt;br /&gt;
20mm Self Propelled Round - Explosive&lt;br /&gt;
&lt;br /&gt;
150ml syringe cartridge - Variable&lt;br /&gt;
&lt;br /&gt;
150ml dart - Variable&lt;br /&gt;
&lt;br /&gt;
Hyperdense tungsten rod - Lethal&lt;br /&gt;
&lt;br /&gt;
Flechette - Lethal, explosive&lt;br /&gt;
&lt;br /&gt;
Bolt - Lethal&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metal-foam grenade&lt;br /&gt;
&lt;br /&gt;
Weedkiller grenade&lt;br /&gt;
&lt;br /&gt;
cleaner grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smoke bomb&lt;br /&gt;
&lt;br /&gt;
Flashbang&lt;br /&gt;
&lt;br /&gt;
NanoTrasen. 53 &#039;Sandman&#039; grenade&lt;br /&gt;
&lt;br /&gt;
tear gas grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Incendiary grenade&lt;br /&gt;
&lt;br /&gt;
Clusterbang&lt;br /&gt;
&lt;br /&gt;
EMP grenade&lt;br /&gt;
&lt;br /&gt;
fragmentation grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prototype&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Photon disruption grenade&lt;br /&gt;
&lt;br /&gt;
Manhack delivery grenade&lt;br /&gt;
&lt;br /&gt;
== Clothing &amp;amp; Items ==&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The horrible yellow tie, mankini are crimes against fashion and decency. Only the vilest of scum would dare ware these abominations.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Consumables ==&lt;br /&gt;
=== Liquids ===&lt;br /&gt;
Drinks, controlled substances or considered dangerous for consumption, they should not be served or drunk by anyone.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Drinks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hippies Delight&lt;br /&gt;
&lt;br /&gt;
Hooch&lt;br /&gt;
&lt;br /&gt;
Ethanol&lt;br /&gt;
&lt;br /&gt;
Thirteen Loko&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mercury Mono lithium Sucrose (Space Drugs)&lt;br /&gt;
&lt;br /&gt;
Mindbreaker Toxin&lt;br /&gt;
&lt;br /&gt;
Cryptobiolin&lt;br /&gt;
&lt;br /&gt;
Psilocybin&lt;br /&gt;
&lt;br /&gt;
Impedrezene&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nitroglycerin&lt;br /&gt;
&lt;br /&gt;
Thermite&lt;br /&gt;
&lt;br /&gt;
Napalm&lt;br /&gt;
&lt;br /&gt;
Unstable mutagen&lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate&lt;br /&gt;
&lt;br /&gt;
Condensed Capsaicin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toxins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toxin&lt;br /&gt;
&lt;br /&gt;
Amatoxin&lt;br /&gt;
&lt;br /&gt;
Cyanide&lt;br /&gt;
&lt;br /&gt;
Potassium Chloride&lt;br /&gt;
&lt;br /&gt;
Tetrodotoxin (Zombie Powder)&lt;br /&gt;
&lt;br /&gt;
Lexorin&lt;br /&gt;
&lt;br /&gt;
Slime Jelly&lt;br /&gt;
&lt;br /&gt;
Slime Toxin&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
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.&lt;br /&gt;
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.&lt;br /&gt;
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&#039;is dishes. General serving should have the dishes processed to be made safe for consumption.&lt;br /&gt;
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.&lt;br /&gt;
&#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ambrosia Vulgaris&lt;br /&gt;
&lt;br /&gt;
Ambrosia Deus&lt;br /&gt;
&lt;br /&gt;
Destroying Angels&lt;br /&gt;
&lt;br /&gt;
Fly Amanitas&lt;br /&gt;
&lt;br /&gt;
Kudzu&lt;br /&gt;
&lt;br /&gt;
Nettles&lt;br /&gt;
&lt;br /&gt;
Liberty Cap&lt;br /&gt;
&lt;br /&gt;
Reishi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider meat dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wing Fang Chu&lt;br /&gt;
&lt;br /&gt;
Xenoburger&lt;br /&gt;
&lt;br /&gt;
Xeno-Pie&lt;br /&gt;
&lt;br /&gt;
Xenomeatbread&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space carp dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fish &amp;amp; Chips&lt;br /&gt;
&lt;br /&gt;
Fish Fingers&lt;br /&gt;
&lt;br /&gt;
Fillet -o- Carp Sandwich&lt;br /&gt;
&lt;br /&gt;
Cuban Carp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fly amanita dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amanita Jelly&lt;br /&gt;
&lt;br /&gt;
Amanita Pie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narcotic dishes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spacy Liberty Duff&lt;br /&gt;
&lt;br /&gt;
Valid Salad&lt;br /&gt;
&lt;br /&gt;
Aesir salad&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6124</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=6124"/>
		<updated>2017-08-25T03:45:51Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Adds the beginning to CONTRABAND&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]] and/or [[Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server_Rules|Server Rules]] and/or [[https://aurorastation.org/rules.html rules]] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Guide to Contraband]] [[Guide to Contraband]]&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*[[Mercenary|Life as a Hired Gun]]&lt;br /&gt;
*[[Ninja|Being a Ninja]]&lt;br /&gt;
*[[Changeling|A Genetic Abomination]]&lt;br /&gt;
*[[Vampire|A Cunning Bloodsucker]]&lt;br /&gt;
*[[Revolutionary|Someone tired of the Establishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=5954</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=5954"/>
		<updated>2017-08-02T06:04:58Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Modified the baystation guide link to link to their old wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOCACHE__&lt;br /&gt;
&amp;lt;!-- Do not remove the above line. It tells Mediawiki to not cache this page, due to the fact that we use time variables here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Intro        --&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;Please, be aware that not everything on this wiki is completely up-to-date. For more assistance contact a staff member.&amp;lt;/i&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;!--        Banner at Top        --&amp;gt;&lt;br /&gt;
{| id=&amp;quot;mp-topbanner&amp;quot; style=&amp;quot;width:100%; background:#fcfcfc; margin-top:1.2em; border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:56%; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;!--        Nanotrasen Guide to Living on Baystation 12        --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border:none; background:none; margin-left: 0em&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:center; white-space:nowrap; color:#000;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;Welcome to the &#039;&#039;&#039;NSS Aurora&#039;&#039;&#039; wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;position: relative; top:0.2em; font-size:95%;&amp;quot;&amp;gt;Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12]. Join us at: byond://server.aurorastation.org:1234&lt;br /&gt;
&amp;lt;br&amp;gt;Today&#039;s date for the NSS Aurora:&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%; border:none; margin:0; padding:.1em; color:#000;&amp;quot;&amp;gt;{{CURRENTDAYNAME}} {{CURRENTDAY2}} {{CURRENTMONTHNAME}} 2459&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Lore Links        --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:4px 0 0 0; width:100%; background:none;&amp;quot;&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;width:100%; border:1px solid #ddcef2; background:#faf5ff; vertical-align:top; color:#000;&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:summary.png|link=Background summary]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Background summary|Lore Summary]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:timeline2.png|link=Timeline]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Timeline]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:150px-IconBackstory.png|link=Corporate Regulations]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Corporate Regulations|Regulations]]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:Guides2.png|link=]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Guides|Aurora Guides]]&amp;lt;br&amp;gt;[https://baystation12.net/Nwiki/index.php/Guides Baystation Guides]&lt;br /&gt;
! style=&amp;quot;text-align:center| [[File:150px-IconJobs.png|link=Jobs]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Jobs|Aurora specific jobs]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--        END LORE LINKS       --&amp;gt;&lt;br /&gt;
&amp;lt;!--        More Navigation       --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
  |valign=top|&amp;lt;div style=&amp;quot;width: 100%; float:center; border:1px solid #ddcef2; background:#faf5ff; &amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;margin-left:12%; margin-right:12%; margin-top:5px; &amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;More Navigation&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
  {|width=&amp;quot;100%&amp;quot;;&amp;quot;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|&#039;&#039;&#039;[http://aurorastation.org/rules.html Server Rules]&#039;&#039;&#039;&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://github.com/Aurorastation/Aurora.3 Aurora Github Repo]&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://forums.aurorastation.org/ Forums]&lt;br /&gt;
    |width=&amp;quot;300px&amp;quot; valign=&amp;quot;center&amp;quot;|[https://byond.aurorastation.org/ Web Interface]&lt;br /&gt;
  &amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
|}&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;vertical-align:top; background:#faf5ff; color:#000; text-align: center; width:100%; font-size:2em; font-weight:bold;&amp;quot;&lt;br /&gt;
 |[[File:Rsz_auroralastestmap.png|1100px|link=https://wiki.aurorastation.org/images/8/8a/Hugemap.png]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- To insert link add a break (&amp;lt;br&amp;gt;) and then insert the link --&amp;gt;&lt;br /&gt;
&amp;lt;!--        END NAVIGATION       --&amp;gt;&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=5912</id>
		<title>Guide to Paperwork</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Paperwork&amp;diff=5912"/>
		<updated>2017-07-29T08:15:07Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Removes any mentions of &amp;#039;Exodus&amp;#039; and replaces it with &amp;#039;Aurora&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you&#039;re gonna have to know how to write it.&lt;br /&gt;
&lt;br /&gt;
See the [[Example Paperwork]] page for standard forms and examples.&lt;br /&gt;
&lt;br /&gt;
To properly understand this, you need a basic grasp of BBCode or HTML. But don&#039;t worry, even if you don&#039;t know either, just try copy pasting the examples and replacing the text with your own! Once you&#039;re comfortable with that, try experimenting with what works together and how.&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
Writing is performed on paper using any standard writing utensil.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pens&#039;&#039;&#039; come in a few different colors, black or blue by default, and some departments are provided with red pens. Pens have a variety of functions!&lt;br /&gt;
*&#039;&#039;&#039;Crayons&#039;&#039;&#039; work much like pens, except that they are always bold, and lack the list, horizontal rule, and small tags.&lt;br /&gt;
&lt;br /&gt;
==Formatting Paper==&lt;br /&gt;
&lt;br /&gt;
===Signature===&lt;br /&gt;
To sign your name, use the [sign] tag. Remember that &#039;&#039;&#039;if you use the [sign] tag, your signature is unique and cannot be forged in most cases.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;Your signature: [sign]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Field===&lt;br /&gt;
To insert a field from which you can start writing (instead of just using the bottom of the paper), use the [field] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;Reason for Request: [field]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Lines===&lt;br /&gt;
New lines can be created by using the [br] tag. Without this, anything you write will continue on the same line until it reaches the end of the page.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[br]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bold===&lt;br /&gt;
To make text bold, enclose it within the [b] and [/b] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[b]This text is going to be bold.[/b] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Italics===&lt;br /&gt;
To italicize text, enclose it within the [i] and [/i] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[i]This text is italicized.[/i] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underlining===&lt;br /&gt;
To underline text, enclose it within the [u] and [/u] tags.&lt;br /&gt;
&amp;lt;pre&amp;gt;[u]This text is underlined.[/u] This text is not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Centering===&lt;br /&gt;
To center text, enclose it with the [center] and [/center] tags.&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;[center]Type the center tags onto the paper like this![/center]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lists===&lt;br /&gt;
Create a list by using the [list] and [/list] tags. For every entry in your list, add a [*] in front of your entry.&lt;br /&gt;
For example;&lt;br /&gt;
 [list][*]Bullet one.[*]Bullet two.[/list]&lt;br /&gt;
&lt;br /&gt;
===Large Text===&lt;br /&gt;
Make text larger, enclose it within the [large] and [/large] tags. Large text like this can be used for emphasis or for titles.&lt;br /&gt;
&amp;lt;pre&amp;gt;[large]This text is much larger[/large] than this text.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Small Text===&lt;br /&gt;
To shrink text, enclose it with the [small] and [/small] tags.&lt;br /&gt;
Shrunken text can be used to fit more information onto your paper.&lt;br /&gt;
&amp;lt;pre&amp;gt;[small]This text is very small![/small] This text is normal-sized.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Horizontal rules===&lt;br /&gt;
To add a horizontal rule, use the [hr] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;text above&lt;br /&gt;
[hr]&lt;br /&gt;
text below&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NT Logo===&lt;br /&gt;
To add the NT logo, use the [logo] tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;NanoTrasen Logo: [logo]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Forms==&lt;br /&gt;
These are some samples of possible paperwork that might be used around the station. You can use these, or make your own, as well. It&#039;s not required to use any of these, or anything like it, but many players will.&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Additional Access===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is a form for a Head of Personnel to give to a crewmember who is requesting additional access.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][b][i]Additional Access Application Form[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Requested Access: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason(s): [field][br][br]&lt;br /&gt;
Signature: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign here, [field], and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]The department in which the requester is requesting access must first be contacted, and the chief (acting or otherwise) must have been talked to and have authorized this request.[*]If any criminal activity is done with the help of this extra access, this form will be immediately void and unlawful.[*]If the chief of the affected department wishes this form void, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Job Transfer===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is for a Head of Personnel to give to a crewmember who is requesting that their job be changed.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Transfer Request Form[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[i][b]NanoTrasen Science Station Aurora[/b][/i][/center]&lt;br /&gt;
[hr][br]&lt;br /&gt;
From department: [field][br]&lt;br /&gt;
To department: [field][br][br]&lt;br /&gt;
Requested Position: [field][br][br]&lt;br /&gt;
Reason(s): [field][br][br]&lt;br /&gt;
Signature: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Transferring department head: [field][br]&lt;br /&gt;
Receiving department head: [field][br]&lt;br /&gt;
Head of Personnel: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign above and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]All department heads must agree to the transfer before transfer can take place.&lt;br /&gt;
[*]If the transferred has been transferred for an invalid or illegal reason, this form is immediately void and unlawful.&lt;br /&gt;
[*]In the event a relevant head of staff retracts his or her approval for this transfer, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Head of Personnel: Demotion Record===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This if for a Head of Personnel to give to a crewmember who has been summarily demoted by a head of staff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Termination of Assignment Record[/b][/i][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Position: [field][br]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Terminated Employee: [field][br]&lt;br /&gt;
Terminated from the assignment of: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for Termination: [field][br][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][b]Authorization[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br][br][/center]&lt;br /&gt;
If authorized, please sign here, [field], and stamp the document with the Department Stamp.[br][br]&lt;br /&gt;
Guidelines that must be followed. If they are not followed, this form is void and illegal.[br]&lt;br /&gt;
[list][*]The department in which the terminated has been terminated must first be contacted, and the chief (acting or otherwise) of the department must have been consulted and have authorized a termination.&lt;br /&gt;
[*]If the terminated has been removed from his or her position for an invalid or illegal reason, this form is immediately void and unlawful.&lt;br /&gt;
[*]In the event a relevant head of staff retracts his or her approval for this assignment termination, this form is immediately void and unlawful.[/list]&lt;br /&gt;
[br][hr][br]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Robotics: Cyborgification===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is for a cyborgification or AI assimilation procedure on a living crewmember. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][b]Cyborgification Contract[/b][br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Rank: [field][br]&lt;br /&gt;
[b][i] NanoTrasen Science Station Aurora [/b][/i][/center][hr]&lt;br /&gt;
I, undersigned, hereby agree to willingly undergo a Regulation Lobotimization with intention of cyborgification or AI assimilation, and I am aware of all the consequences of such act. I also understand that this operation may be irreversible, and that my employment contract will be terminated.[hr]&lt;br /&gt;
Signature of Subject: [field][br][br]&lt;br /&gt;
Signature of Captain or Commanding Officer: [field][br][br]&lt;br /&gt;
Stamp below with the Captains or Commanding Officers stamp:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Medical: Prescription===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
A form for prescribing patients medicines that they can then pick up later.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[center][large][b]NSS Aurora Medical Department[/b][/large][/center]&lt;br /&gt;
[br]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field]&lt;br /&gt;
[br][br][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field] [br]&lt;br /&gt;
[u]Date[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Pharmacist[/u]: [field] [br][br]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Research: Equipment Loan===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is a form for the loaning of prototypes from R&amp;amp;D to other departments, usually equipment or experimental weapons.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[b]Equipment Loan[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
The following item(s) are considered experimental. NanoTrasen can not be held responsible for injury sustained during the use of the item(s). The receiver must use the following item(s) only for their intended purpose. The receiver must not share these items with any other person(s) without direct approval of NanoTrasen command staff. [br]&lt;br /&gt;
[br]&lt;br /&gt;
Item(s) loaned:[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of receiver: [field][br]&lt;br /&gt;
Name of crew member loaning the item(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. [br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Security: Incident Report===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is for security to use after making an arrest or fining a crew member for a crime, usually given to the warden after being filled out.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][u]Security Incident Report[/b][/u][/center][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]To be filled out by Officer on duty responding to the Incident. Report must be signed and submitted until the end of the shift![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Offense/Incident Type: [/b][field][br]&lt;br /&gt;
[b]Location: [/b][field][br]&lt;br /&gt;
[b]Reporting Officer: [/b][field][br]&lt;br /&gt;
[b]Assisting Officer(s): [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Personnel involved in Incident: [/b][br]&lt;br /&gt;
[small][i](V-Victim, S-Suspect, W-Witness, M-Missing, A-Arrested, RP-Reporting Person, D-Deceased)[/i][/small][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Description of Items/Property: [/b][br]&lt;br /&gt;
[small][i](D-Damaged, E-Evidence, L-Lost, R-Recovered, S-Stolen)[/i][/small][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Narrative: [/u][/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Reporting Officer&#039;s Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security: Armory Inventory===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This is to be used by the warden to count up the armory contents in the case they receive new gear or the original copy gets lost.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][large]NSS Aurora[/large][/b][br]&lt;br /&gt;
[small]Armoury Inventory[/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[/center][br][b]Weaponry[/b][br]&lt;br /&gt;
[field] Energy Gun(s)[br]&lt;br /&gt;
[field] Laser Gun(s)[br]&lt;br /&gt;
[field] Ion Rifle(s)[br]&lt;br /&gt;
[field] Pistol(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Armour[/b][br]&lt;br /&gt;
[field] Bulletproof Vest(s)[br]&lt;br /&gt;
[field] Ablative Vest(s)[br]&lt;br /&gt;
[field] Biohazard Suit(s)[br]&lt;br /&gt;
[field] Bomb Suit(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Auxiliary Equipment[/b][br]&lt;br /&gt;
[field] Gasmask(s)[br]&lt;br /&gt;
[field] box(es) of Flashbangs[br]&lt;br /&gt;
[field] box(es) of Handcuffs[br]&lt;br /&gt;
[field] box(es) of R.O.B.U.S.T. Cartridge[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Riot Equipment[/b][br]&lt;br /&gt;
[field] Stun Baton(s)[br]&lt;br /&gt;
[field] Riot Suit(s)[br]&lt;br /&gt;
[field] Riot Shield(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Tactical Equipment[/b][br]&lt;br /&gt;
[field] Amour Vest(s)[br]&lt;br /&gt;
[field] Shotgun(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Implants[/b][br]&lt;br /&gt;
[field] Tracking Implant Box(es)[br]&lt;br /&gt;
[field] Chemical Implant Box(es)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Defense Systems[/b][br]&lt;br /&gt;
[field] Deployable Barrier(s)[br]&lt;br /&gt;
[field] Portable Flasher(s)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Other[/b][br]&lt;br /&gt;
[field] Holobadge Box(es)[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Warden&#039;s Signature: [/b]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Internal Affairs: Agent Report===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Internal Affairs Agent report.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][i]Internal Affairs Report[/b][/i]&lt;br /&gt;
Agent: [field]&lt;br /&gt;
Subject in Question: [field]&lt;br /&gt;
[i][b] NanoTrasen Science Station Aurora [/i][/b][/center][hr]&lt;br /&gt;
[b]Incident: [/b][field]&lt;br /&gt;
[b]Location(s): [/b][field]&lt;br /&gt;
[b]Personnel involved in Incident: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Narrative: [/b]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Agent Signature: [/b][field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Notes: [/b][field]&lt;br /&gt;
&lt;br /&gt;
Stamp below:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Internal Affairs: Complaint===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Internal Affairs Agent report version 2.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[large][b][center]NANOTRASEN STATION AURORA[/b][/center][/large]&lt;br /&gt;
[i][center]INTERNAL INVESTIGATION REPORT[/i][/center][hr]&lt;br /&gt;
Type of Complaint: [field]&lt;br /&gt;
Complainant: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location of occurrence: [field]&lt;br /&gt;
Employee(s) involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Complaint: [field][hr]&lt;br /&gt;
How received: [field]&lt;br /&gt;
Complaint investigated by: [field]&lt;br /&gt;
Reviewed by: [field]&lt;br /&gt;
&lt;br /&gt;
Reviewer Comment: [field]&lt;br /&gt;
&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security: Sol Government Paperwork===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Sol Government Crime Report&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Sol. Gov Official Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN STATION AURORA[/i][/center]&lt;br /&gt;
[center][small]Sol Government Crime Report[/small][/center][hr]&lt;br /&gt;
&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
Evidence of Crime: [field]&lt;br /&gt;
Arresting officer: [field]&lt;br /&gt;
Arresting officer Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sol Government High Crime Report&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Sol. Gov Official Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN STATION AURORA[/i][/center]&lt;br /&gt;
[center][small]Sol Government High Crime Report[/small][/center][hr]&lt;br /&gt;
&lt;br /&gt;
Suspect name: [field]&lt;br /&gt;
Crimes committed: [field]&lt;br /&gt;
Time of occurrence: [field]&lt;br /&gt;
Location(s) of occurrence: [field]&lt;br /&gt;
Persons involved: [field]&lt;br /&gt;
&lt;br /&gt;
Details of Crime: [field]&lt;br /&gt;
Evidence of Crime: [field]&lt;br /&gt;
Arresting officer: [field]&lt;br /&gt;
Reviewing officer: [field]&lt;br /&gt;
&lt;br /&gt;
Reviewer Comment: [field]&lt;br /&gt;
&lt;br /&gt;
Arresting officer Signature: [field]&lt;br /&gt;
Reviewing officer Signature: [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
{{Gameplay Guides}}&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=5855</id>
		<title>Supermatter Reactor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Supermatter_Reactor&amp;diff=5855"/>
		<updated>2017-07-27T01:47:07Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Step one to my MULTI-STEP ENGINE SETUP REFORM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
The supermatter engine is primary source of power for the station. While solar arrays may provide enough power to keep critical systems operational, they won&#039;t keep the whole station running at full power. This is where Supermatter steps in. This guide will explain basics of supermatter engine operation. Refer to the Contents tab if you wish to read only specific part of this guide.&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
If you have never attempted to set up the supermatter before, and you&#039;re completly riddled with questions, it is best to ask any fellow engineers for tips either IC&#039;ly or OOC&#039;ly with LOOC, and if you have anymore burning concerns, please feel free to ahelp it any staff will assist you.&lt;br /&gt;
&lt;br /&gt;
In the long run, People hate it when the supermatters acts up and is at risk of exploding, generally pissing most of the crew IC&#039;ly and OOC&#039;ly. Hence if you&#039;re lost at some point when starting it up, feel free to ask people.&lt;br /&gt;
&lt;br /&gt;
In the mean time, here&#039;s a simple guide an engine setup that most engineers use now-a-days!&lt;br /&gt;
&lt;br /&gt;
== The Basic &#039;Phoron Engine&#039; Setup ==&lt;br /&gt;
Most engineers who play usually run a simple, easy to use setup that allows for a high output, as well as being reliable and safe.&lt;br /&gt;
&lt;br /&gt;
As a starter, you are going to want to get your safety gear (Read below for more information), as well as three canisters of Phoron. (There will be one in Hard Storage outside of the engine room, but you will need to get the other two from Atmospherics.)&lt;br /&gt;
&lt;br /&gt;
Now that you have the things that are needed, you are ready to set up the engine!&lt;br /&gt;
&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
&lt;br /&gt;
* Firstly, you’re going to want to add one Can of Phoron in the ‘Hot Loop’ (Color is blue, it is called the hot loop because it is the gas that directly meets the engine)&lt;br /&gt;
You are also going to want to put two Cans of Phoron into the ‘Cold Loop’ (Pipe color is green, it is called the cold loop because it is the gasses that will be cooling.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example1.gif]]&lt;br /&gt;
&lt;br /&gt;
* You are going to want to turn on both of the pumps that are connected to the ports, and set them to max so they will draw from the cans.&lt;br /&gt;
&lt;br /&gt;
[[File:Example2.gif]]&lt;br /&gt;
&lt;br /&gt;
* You should go south, over to the cool loops pump is, you are going to want to set that to max as well, and turn it on.&lt;br /&gt;
&lt;br /&gt;
[[File:Example3.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Waste Handling ====&lt;br /&gt;
&lt;br /&gt;
* Next, you should head all the way north to Waste handling, There’s going to be two filters there, you are going to want to change the settings from Nitrogen to Phoron, and turn them on.&lt;br /&gt;
&lt;br /&gt;
* After that, you will want to head past the blast doors into the waste handling room, this is where you are going to want to put your Empty Canister onto the port, and enable the Waste pump (Setting it to max like the other pumps, and turning it on)&lt;br /&gt;
&lt;br /&gt;
[[File:Example4.gif]]&lt;br /&gt;
&lt;br /&gt;
* There are a few coolers in the waste room, you should head inside and turn them on so that the heated SM gas can be cooled for the canister!&lt;br /&gt;
&lt;br /&gt;
==== Emitter Shots ====&lt;br /&gt;
&lt;br /&gt;
* Finally, all you have left is putting some shots into the Engine. Usually the amount of shots that are put into a 1-2 Phoron engine is around 25, but because the engine is using phoron, it absorbs a lot of heat, so it’s fine if it’s a little more or a little less, you’re still going to get good power output. (Just be in the ballpark of around 25 shots.)&lt;br /&gt;
&lt;br /&gt;
[[File:Example5.gif]]&lt;br /&gt;
&lt;br /&gt;
And there you are, you have setup an engine that&#039;s pretty efficient, and runs at a cool temperature!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Operating Principle ==&lt;br /&gt;
Before any modifications are made to the engine, it operates as four distinct loops of colored pipes; the engine hot loop (cyan+yellow), the engine cold loop (green+purple), and the waste hot and cold loops (solid purple, opposite side from the engine cold loop). While the engine hot and engine cold loops are physically connected to each other, there are valves preventing them from mixing during normal operation. When energized, the supermatter heats the engine hot loop which flows into the ThermoElectric Generators. The heat transfers through the TEGs, generating electricity, and passes into the engine cold loop. The engine cold loop flows out into a massive radiator in space, providing the actual cooling for the system; without it temperature will run wild until everything melts, which becomes very apparent when a wild space rock [[Traitor|or something]] takes a chunk out of said radiator.&lt;br /&gt;
&lt;br /&gt;
While not denoted by different colored pipes like the engine side, the waste loop can be considered two loops as well, separated by a heat exchanger; one side contains hot engine waste and the other is another cold loop that flows through a small radiator in space. As the supermatter does its job, it generates potentially dangerous gasses which end up circulating into the engine&#039;s hot loop. These gasses are then separated from the desired coolant by the filters and pumped into the waste loop&#039;s hot side. Heat is transferred from the waste, through the heat exchanger, and into the waste cold loop which uses separate coolant to transfer the heat out to the radiator. All of this is done to cool the waste gases and in turn raise their density making them easier to pump and store in the waste container, which should periodically be emptied by your friendly local [[Atmospheric Technician]].&lt;br /&gt;
&lt;br /&gt;
== Important Information ==&lt;br /&gt;
This section covers most information you require when operating near active supermatter core.&lt;br /&gt;
=== Safety Gear ===&lt;br /&gt;
Supermatter is highly radioactive, and safety gear should be equipped when operating near the engine. It is also recommended to wear protective gear when operating in adjacent rooms, for your safety.&lt;br /&gt;
* [[File:Radiation_Suit.png]]Radiation Suit&lt;br /&gt;
* [[File:Radiation_Hood.png]]Radiation Hood&lt;br /&gt;
* [[File:MGlasses.png]]Optical Meson Scanners&lt;br /&gt;
* [[File:Gas_mask.png]] (Optional) Gas Mask (when manipulating gas cans)&lt;br /&gt;
* [[File:Yellowgloves.png]] (Optional) Insulated Gloves (when manipulating wiring or [[SMES]] units.)&lt;br /&gt;
=== Setup Gear ===&lt;br /&gt;
In addition to previous safety gear, following tools are recommended for setup&lt;br /&gt;
* [[File:Utilitybelt.png]]Tool Belt (stocked with all standard tools and multitool)&lt;br /&gt;
=== Supermatter Interaction ===&lt;br /&gt;
Please note that supermatter is very dangerous, and touching it will instantly reduce you to pile of radioactive ashes. If it is absolutely necessary to physically interact with supermatter core, genetic backup is highly reccomended. The only safe way of moving supermatter (without killing yourself) is pulling (right click on supermatter and select Pull)&lt;br /&gt;
&lt;br /&gt;
== Engine Setup ==&lt;br /&gt;
This section covers the most basic supermatter engine setup.&lt;br /&gt;
=== Engine Section Map ===&lt;br /&gt;
This map shows engine section layout&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[file:Engine_1 17_layout.png|540px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Click the image for full resolution.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Coolant Choice ===&lt;br /&gt;
Multiple theories on which gas to use as Supermatter coolant exist. This section will provide information on all commonly used coolant types.&lt;br /&gt;
==== Nitrogen ====&lt;br /&gt;
[[File:N2_canister.png]] (Standard) Nitrogen is optimal coolant choice for basic setups. It is inert gas with average heat capacity. Engine Room contains four nitrogen canisters, which means it is easy to obtain. Engine filtering system is also preconfigured for Nitrogen coolant, making setup slightly faster&lt;br /&gt;
==== Oxygen ====&lt;br /&gt;
[[File:O2_canister.png]] (Hardcore Mode) Oxygen both results in lower engine output, is extremely flammable, and induces runaway chain reaction in the core. In other words - do not use oxygen. It&#039;s only correct use is cold start as described in &amp;quot;Emergency Procedures&amp;quot; section of this guide.&lt;br /&gt;
==== Carbon Dioxide ====&lt;br /&gt;
[[File:CO2_canister.png]] CO2 is slightly better than Nitrogen, due to it&#039;s 50% larger heat capacity. This means engine cooled by CO2 transfers heat to [[TEG]]&#039;s more efficiently - resulting in slightly lower operating temperature and higher power output. It has no disadvantages over N2.&lt;br /&gt;
==== Phoron ====&lt;br /&gt;
[[File:Plasma_canister.png]] Phoron is superior coolant type in terms of heat capacity. With 1000% larger heat capacity than nitrogen only small amount of coolant is required to transfer generated heat to TEGs. This results in significant increase of power output when compared to N2 or CO2. Unlike these, however, Phoron is not inert. Phoron based engines are very susceptible to oxygen, as Oxygen + Phoron mix is extremely flammable. It is recommended to ensure filtration operates properly, as oxygen buildup and few sparks can quickly reduce the engine into pile of radioactive slag. Please note that occasional flash fires may occur. Those are generally not dangerous, but it is recommended to leave the core shutters closed.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Injection ===&lt;br /&gt;
# Obtain four canisters of coolant you selected in previous section. Nitrogen canisters are available in Engine Room, other types can be obtained in Atmospherics or Engineering Storage. Four canisters are recommended, two are absolute minimum.&lt;br /&gt;
# Transport these canisters into engine room.&lt;br /&gt;
# Wrench one canister to each of injection ports. Enable pumps, set them to 15 000kPa (MAX setting)&lt;br /&gt;
# Wait until canisters are fully injected, then swap them for second pair of filled ones. Amount of gas left in the canister is visible in it&#039;s UI, accessible by clicking the canister.&lt;br /&gt;
&lt;br /&gt;
=== Intercooler Setup ===&lt;br /&gt;
Intercooler cools waste produced by engine. It is located behind shutters in western side of engine room. It has to be filled by coolant gas, in similar way the engine is filled. While Oxygen is safe here (as it won&#039;t reach Supermatter), it is still very bad coolant and therefore not recommended. Two nitrogen canisters or one phoron canister is available in Engineering Storage. Alternatively you may obtain any other coolant type from atmospherics depending on your preference, however impact of different coolant is much lower here than it is with engine core itself.&lt;br /&gt;
# Obtain one canister of coolant gas&lt;br /&gt;
# Move coolant canister to intercooler injection port, wrench it in place and turn the pump on. Set the pump pressure to MAX setting.&lt;br /&gt;
# Wait until canister is fully injected. Unwrench it. Relabel the canister to &amp;quot;CAUTION&amp;quot; (Click canister, and use the Relabel button, if it&#039;s gray the canister isn&#039;t empty).&lt;br /&gt;
# Wrench the canister on waste output port inside the intercooler room.&lt;br /&gt;
&#039;&#039;NOTE: The waste output port is NOT the port in the main engine room next to the button for controlling the radiation shutters; wrenching a can there will just drain the good coolant straight back out of the engine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Filtration Setup ===&lt;br /&gt;
# Locate two Omni filters in western side of engine room. These filter out waste from engine core. Click each of them to open the control UI.&lt;br /&gt;
# If the engine coolant is Nitrogen, skip to step four. &lt;br /&gt;
# Click the Configure button, and change the &amp;quot;Nitrogen&amp;quot; entries to your coolant type. Then click Configure button again to confirm the changes.&lt;br /&gt;
# Turn the filters on.&lt;br /&gt;
# Locate filter output pump and turn it on (MAX pressure setting).&lt;br /&gt;
&lt;br /&gt;
=== SMES Setup ===&lt;br /&gt;
Engine has two [[file:SMES.png]] [[SMES]] units. SMESs are complex power storage devices. They may be controlled with [[RCON]] console located in engine control room, or operated manually by standing next to them. Depending on engine setup, engine produces between 800 to 1200+ kilowatts of energy. Full functionality of SMESs is described on [[SMES]] page.&lt;br /&gt;
Engine Room SMES should be set to 250 000 Input (Auto) and 250 000 Output (Online). You always want this SMES to be fully charged, as it powers engine cooling systems, and without these cooling system the engine tends to fail rapidly.&lt;br /&gt;
Main SMES should be set to ~750 000 Input (Auto) and similar Output (Online). This is very variable, depending on your current engine output level. Ideally you want to use all power generated by the engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;NOTE: You may always check engine output by clicking one of the engine output cables with multitool. Remember to wear safety gear!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are clever, and will partially charge when there is not enough available power on input wire. Having slightly higher input settings than actual power generation is okay!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: SMES units are capable of balancing loads. When there is not enough power, the SMESs will charge at same percentage of input setting (example: Two SMESs are set to input at 100kW and 200kW, available power is only 200kW, so the SMESs will charge at 66% of input setting)&#039;&#039;&lt;br /&gt;
=== Radiator Setup ===&lt;br /&gt;
# Locate the engine radiator circulation pump.&lt;br /&gt;
# Turn the pump on (MAX setting)&lt;br /&gt;
=== Startup ===&lt;br /&gt;
==== Pre-Start Checklist ====&lt;br /&gt;
It is a good idea to go through this pre-start checklist before you energise the core, in order to ensure that you didn&#039;t skip any critical steps.&lt;br /&gt;
# Is there sufficient amount of coolant? You can tell by looking at the TEGs. Left side should be spinning slowly.&lt;br /&gt;
# Is the radiator pump enabled? Once again, you can find out by looking at the TEGs. Right side should be slowly spinning too.&lt;br /&gt;
# Is there an empty canister on waste port?&lt;br /&gt;
# Are the waste filters and pump enabled and set correctly?&lt;br /&gt;
# Is there coolant gas in the intercooler? This might not be necessary if you installed a freezer.&lt;br /&gt;
==== Emitter Activation ====&lt;br /&gt;
# You are already wearing your standard safety gear, &#039;&#039;&#039;&#039;&#039;right?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
# Before proceeding ensure all previous steps have been properly completed. Checklist above is good for this.&lt;br /&gt;
# Open core charging port with apropriate button located either in engine control or next to the core room.&lt;br /&gt;
# Click [[File:Emitter.png]] emitter to turn it on. Emitters fire series of four high powered laser blasts. Do not walk in front of active emitter unless you want a nice new hole in your chest (often instant kill). You may also use apropriate button in engine control room to turn emitter on/off.&lt;br /&gt;
# Count carefully. You want to fire at least eight shots. Depending on coolant type you may want to use more emitter shots in order to get more power. Table below describes how many emitter shots may be fired depending on coolant type. &lt;br /&gt;
# Close the shutters. This is recommended as rare flash fires may damage the core windows, eventually breaking them and causing core breach.&lt;br /&gt;
&#039;&#039;NOTE: If emitter failed to start check the SMES unit in engine room. If it is completely discharged read &amp;quot;[[Supermatter Engine#Cold Start|Cold Start]]&amp;quot; part of Emergency Situations section.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coolant Type !! Recommended Shots !! Maximal (Safe) Shots !! Average Output (Recommended Shots) !! Average Output (Maximal Shots)&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen (N2) || 8-9 || 10 || 1 MW || ~1.1 MW&lt;br /&gt;
|-&lt;br /&gt;
| Carbon Dioxide (CO2) || 10-11 || 12 || ~1.2 MW || ~1.2-1.3MW&lt;br /&gt;
|-&lt;br /&gt;
| Phoron (PH) || 20 || ? 50+ ? || 1.6-1.8 MW || ~2-3MW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
Upgrades are optional setup steps which may significantly increase engine performance.&lt;br /&gt;
&lt;br /&gt;
=== Waste Freezer ===&lt;br /&gt;
Waste processing uses radiator to cool engine waste. When engine operates at high temperatures (3000K+) this waste takes lots of time to cool. It is possible to install a freezer on waste line to help with this.&lt;br /&gt;
# Obtain a manifold from Atmospherics&lt;br /&gt;
# Install the manifold next to the the waste canister port, by replacing one of the straight/bent pipes.&lt;br /&gt;
# Construct a freezer that connects to this manifold. Parts for one freezer may be found in Tech Storage.&lt;br /&gt;
# Enable the freezer. Setting temperature below zero is not necessary, and will help you save some power. Twenty celsius (default value) should be enough.&lt;br /&gt;
&lt;br /&gt;
=== Coolant Selection ===&lt;br /&gt;
As outlined above, other coolant types than Nitrogen exist. Advantages and disadvantages of other coolant types were already described above. Experiment with different coolant choice to find optimal solution for your engine. As a side note, hybrid setups (different coolant type for hot and cold loops) generally bring minimal increase in output, while complicating use of emergency cooling valves, should you ever require to use them.&lt;br /&gt;
&lt;br /&gt;
=== Coolant distribution ===&lt;br /&gt;
Experiment with different amounts of your favorite coolant. &amp;quot;More coolant == better&amp;quot; is not true! The radiator loop (right side of TEGs) works better at higher pressure (denser gas is better at radiating heat), while core loop (left side of TEGs) generally works better with lower amount of coolant. 1:3 ratio is one possibility, but feel free to use any ratio you want.&lt;br /&gt;
&lt;br /&gt;
=== SMES Upgrade ===&lt;br /&gt;
Engineering Storage contains some spare parts for [[SMES]] units. Refer to page [[SMES]] for information on how to upgrade existing units. This will increase energy storage and/or input/output capacity depending on used coils.&lt;br /&gt;
&lt;br /&gt;
=== Adding more TEGs ===&lt;br /&gt;
This is very rarely seen, but it is possible. You can order parts for another TEG in cargo. Each TEG is rated for 500kW stable output. It is possible to output more but TEGs generally get less and less efficient as their power output increases. 1MW/TEG is entirely possible, 2MW/TEG is quite hard, and 3MW/TEG is nearly impossible for prolonged duration.&lt;br /&gt;
&lt;br /&gt;
=== Customize ===&lt;br /&gt;
Engine was designed to be easily customizable. Other upgrades than those outlined in this section exist. Remember that you should get permission from Chief Engineer before you install any larger modifications. Always try to run practice simulation before testing things on live engine.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;OOC NOTE: For larger modifications, try testing it on local server first. We are not to be held responsible if any of following occurs: Radiation spikes, core overheat, core structural failure, lynch mobs attempting to hunt you down, supermatter delamination, death. Warranty void when any of previously mentioned incidents occurs. Good Luck.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Maintenance ==&lt;br /&gt;
While engine is designed to be mostly self sustaining, minor maintenance is needed to keep it running at optimal efficiency.&lt;br /&gt;
=== Core Reenergisation ===&lt;br /&gt;
Supermatter constantly loses small amount of energy. This, over time, results in drop of temperature, and power output. Depending on used coolant you will, eventually, have to re-energise the core if you want to maintain certain output level. This involves application of additional emitter shots, as already described in engine start section. However, please note that you should only fire one or two emitter blasts at most, otherwise the core may overheat.&lt;br /&gt;
=== Waste Canister Replacement ===&lt;br /&gt;
Engine produces Oxygen and Phoron as byproducts. Filters (if set up properly) remove every gas except coolant one. This waste gas is piped into waste canister. While pumps can pressurise gas up to 15 000kPa, they lack ability to go any further. For this reason, waste canister should be replaced every few hours (depending on fill level). Usually anything below 7 500kPa is fine even with large reserve. Anything above means the canister should probably be replaced. Obtain new, empty canister and replace the current one on waste port. Then dispose of waste gas canister. Usually [[Atmospheric Technician]]s will be able to handle it easily.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
This section contains information on how to handle dangerous situations that may occur during engine operation.&lt;br /&gt;
=== Important Information ===&lt;br /&gt;
This subsection will cover basic information on engine behavior&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
Core temperature is shown by core monitoring computer in engine control room. Temperature is critical for two reasons.&lt;br /&gt;
* Supermatter core begins taking integrity damage above ~5000 Kelvins&lt;br /&gt;
* High temperature may result in fire risk (if other conditions are met, ie: Fuel and Oxygen are present)&lt;br /&gt;
&#039;&#039;&#039;Optimal temperature for engine operation is at most 3500 Kelvins. Safety cap is 4000 Kelvins. Core meltdown begins at 5000 Kelvins.&#039;&#039;&#039; This may be different depending on Chief Engineer&#039;s preferences and used coolant. However, 5000 Kelvins is maximal safe temperature. After exceeded core begins taking damage. Also do note that the core windows begin breaking around ~4300 Kelvins!&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature may be dropped by adding more TEG units, expanding the cooling radiator, operating core at lower energy level, or (temporarily) by injecting more coolant. Please note that if you inject too much coolant, pressure will begin negatively affecting coolant flow, which may in fact result in increase of temperature.&lt;br /&gt;
==== Integrity ====&lt;br /&gt;
Integrity is numerical value used to determine core status. When integrity reaches 0% core delamination occurs. Currently, only two ways of damaging crystal integrity exist. Usually, this is caused by too large temperature, however very fast, sharp objects (such as bullets) may cause surface fractures which also result in integrity damage. Supermatter, however, can regenerate itself. This takes some time, and requires temperature to be below 5000 Kelvins. Low temperatures speed this up.&amp;lt;br&amp;gt;&lt;br /&gt;
To make monitoring easier, Supermatter has an integrated monitoring circuit and emergency transmitter. If integrity drops below 90% automated warnings will be broadcasted on engineering radio channel. If core passes critical point an alert will be sent to main channel. Integrity damage also results in phase shift in emitted light, described by eyewitnesses as &amp;quot;searing light that burns your eyes&amp;quot;. This light intensifies with integrity damage, until integrity reaches zero. Firmware update 1.19.0 changed crystal&#039;s monitor software to allow remote monitoring by station AI or other synthetic lifeforms that are in range. This monitoring shows core temperature, pressure and integrity.&lt;br /&gt;
==== Delamination ====&lt;br /&gt;
Supermatter crystal is held together by well balanced tension and gravitation forces. Should integrity be damaged too much, these forces will be disbalanced, causing delamination. First, the external gravity force intensifies to massive level, causing almost everything nearby to be pulled to supermatter. This quickly annihilates the outer layer. When outer layer is annihilated (after ~15 seconds) gravitation force disappears. This will allow tension to shatter the crystal, resulting in massive release of all remaining energy (which is approximately 42,9 TJ depending on age of your specific core) This energy will be released in form of:&lt;br /&gt;
* 3% Radiation - Massive radiation pulse, usually large enough to give dangerous dosage of radiation to everyone onboard.&lt;br /&gt;
* 6-8% Psionic Shockwave - This effect isn&#039;t completely understood yet. Delamination releases massive amount of multispectral tetra radiation, which is known to have negative effect on neurological tissue. This may cause hallucinations.&lt;br /&gt;
* 0.2% - 0.6% Photons - Delamination results in large flash of light, which may result in eye damage if you stand near it.&lt;br /&gt;
* 90.8% - 88.4% Thermal/Kinetic energy - Crystal shatters, resulting in massive explosion.&lt;br /&gt;
&#039;&#039;OOC NOTE: Delamination is very laggy, and usually takes up to 1-2 minutes to fully process. During this time server will be completely lagged. Simply wait until it finishes exploding.&#039;&#039;&lt;br /&gt;
=== Diagnostics ===&lt;br /&gt;
Previous section explained effects of engine failure. This section will explain failure diagnostics. Engine consists of large amount of components that cooperate to generate power. If one of the components fails whole engine or parts of it may cease to function.&lt;br /&gt;
# Obtain all protective gear.&lt;br /&gt;
# Visually check the emitter from engine control room. Wasn&#039;t it left online unattended? If yes, immediately disconnect it. If the emitter was left on by malfunctioning computer system it might be worthwhile to cut the cable to it, to prevent reactivation.&lt;br /&gt;
# Check core monitoring console. If core temperature is very high, but coolant pressure very low (lower than 100-200 kPa) coolant leak may have occured. Verify that both inpump and outpump are enabled (NOT in &amp;quot;on hold&amp;quot; state). If coolant circulation is confirmed while pressure remains low it is suggested to proceed &amp;quot;Coolant Injection&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Check cameras in engine room. If there is any structural damage present proceed to &amp;quot;Core Breach&amp;quot; section. Otherwise continue.&lt;br /&gt;
# Enter engine room. Verify piping and power supply. If any pipes were removed/damaged determine if current piping is sufficient to ensure cooling. This usually means core output leads to TEGs, and back into input. If this is not the case, repair pipes in a way which connects input, output and TEGs. If TEGs are damaged connect the cold and hot loops together. Filtering is not mandatory, as system can operate for limited amount of time even without it.&lt;br /&gt;
# Begin checking all machinery. Is APC receiving enough power to run circulation? If not, either replace the APC cell, or ensure sufficient amount of power for it to operate (usually done by adjusting SMES settings or, if SMESs are damaged, by installing an emergency PACMAN generator)&lt;br /&gt;
# Check TEGs. Are they operating properly? Are they wrenched down properly?&lt;br /&gt;
# Is all machinery behaving as it should? If machine appears to be malfunctioning, attempt to bypass it or otherwise resolve the situation depending on machine which is causing failure.&lt;br /&gt;
&#039;&#039;OOC NOTE: Remember that bugs exist, if you confirm that machine is working in very abnormal way, adminhelp it for immediate help, and if possible submit bug report. Thank you.&#039;&#039;&lt;br /&gt;
# If you didn&#039;t manage to find the issue and core integrity dropped below 30% emergency core ejection is reccomended to ensure preservantion of station structure. After this, full investigation is recommended to determine cause of failure. Appropriate actions (at Heads of Staff discretion) should be taken.&lt;br /&gt;
=== Actions ===&lt;br /&gt;
This list shows list of possible actions that may be done to resecure overloaded core.&lt;br /&gt;
==== Coolant Injection ====&lt;br /&gt;
Very quick and quite efficient &amp;quot;first aid&amp;quot; method to help stabilize the core. Remember that newly injected coolant will combine with old coolant, so it usually won&#039;t drop temperature to normal level. Still, it buys you more time to act and begin working on other methods of core stabilization.&lt;br /&gt;
==== Injection Of Different Coolant (IODC) ====&lt;br /&gt;
With how current filtering works, this may greatly help mitigate overheat depending on amount of coolant used. This is most efficient with N2 as engine coolant. With how gases share heat capacity, you may inject canister of different gas (Phoron works best, CO2 is good too. It has to be &#039;&#039;&#039;different&#039;&#039;&#039; gas than main coolant type!). Gas will pass through chamber, equalizing heat with other gases If gas with high heat capacity is used (such as Phoron or CO2) it will soak up large portion of heat from existing coolant. With how filtering works, this gas will be quickly filtered out into waste loop, where it may be processed. While this is somewhat harder from logistical point of view, when used properly it helps secure even critically damaged core.&lt;br /&gt;
==== Coolant Replacement ====&lt;br /&gt;
Most efficient yet slightly wasteful method, if given enough time to do it. First obtain two canisters of fresh coolant (pre-cooled is good, but it can be room temperature too). Activate Core Vent button to begin venting all coolant into space. This quickly purges the coolant. Wait until coolant is vented, then close the vent shutters and begin injecting new coolant from prepared canisters. This will almost entirely eliminate any overheat (enough to return the core into safe mode below 5000K).&lt;br /&gt;
&#039;&#039;&#039;NOTE: This will temporarily increase the rate at which supermatter takes damage, until new coolant is injected. Do not proceed if the core already took severe damage!&#039;&#039;&#039;&lt;br /&gt;
==== Emergency Cooling Valves (EC) ====&lt;br /&gt;
Engine is fitted with two digital EC valves. Opening these valves bypasses the TEGs and connects the engine output directly to the main radiator. This results in rapid cooling, but almost completely shuts down power generation. This also equalizes pressure between cold and hot loop, which may be undesired when specific ratio is used. Yet, it is very effective measure that resolves almost any overload. It is not advised to use this measure if you used different coolant gases for hot and cold loops!&lt;br /&gt;
==== Emergency Core Ejection ====&lt;br /&gt;
If core integrity drops below 30% activation of emergency core ejection is reccomended. Emergency core ejection is last resort function that uses mass driver to fire overloaded supermatter core away from station. However, core remains in station&#039;s SOI (Sphere Of Influence) and small probability exists that it will fly around the station and collide with different part of it. Alternatively it may impact Telecommunications or another valuable installation. This risk is however better than delamination inside engine room. Switch for emergency core ejection is located in [[Chief Engineer]]s office. If necessary, ask the station&#039;s [[AI]] to let you in, or hack in.&lt;br /&gt;
# Break protective glass cover on emergency core ejection button.&lt;br /&gt;
# Press core vent button&lt;br /&gt;
# Confirm that core vent is open, either by asking AI, other engineer, or checking the camera. There is a telescreen that allows you to check this in the office.&lt;br /&gt;
# Press the emergency core ejection button.&lt;br /&gt;
# Pray it worked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: Please note that if core ejection fails death is inevitable. Your PDA may be used as portable recorder for your last testament. Have a nice day.&#039;&#039;&lt;br /&gt;
&#039;&#039;NOTE2: If core ejection is activated when vent doors are closed, core will be displaced from mass driver. Manual repositioning will be needed. This is very dangerous and likely to get you killed. You might want to find some poor [[Cyborg]] to do it instead of you. Good luck.&#039;&#039;&lt;br /&gt;
=== Other Situations ===&lt;br /&gt;
This last section describes possible situations that may occur during engine operation.&lt;br /&gt;
==== Core Breach ====&lt;br /&gt;
Core breach is very dangerous situation, during which core room is compromised. We have two kinds of core breach, each is handled in slightly different way.&lt;br /&gt;
===== Inner Breach =====&lt;br /&gt;
Inner breach occurs when walls, windows or doors between engine core and engine room are breached. This situation is very dangerous as coolant will merge with engine room atmosphere. Also, since engine room atmosphere contains oxygen, it will begin reacting with supermatter core inducing possible runaway reaction. First step should be repairing the breach, using any means possible. If repair is not immediately possible it is suggested to close the core shutters to prevent further contact with engine room atmosphere. If large amount of core coolant was lost it is suggested to use Coolant Replacement procedure or inject appropriate amount of coolant to restore standard levels.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at too high temperature levels. While reinforced borosilicate windows are highly resistant to high temperatures, they will, eventually, break. Maximal safe temperature is approximately 4300 Kelvins. Above this temperature you risk damage to the windows.&lt;br /&gt;
===== Outer Breach =====&lt;br /&gt;
Outer breach occurs when walls (or blast doors) between engine core and space are damaged to degree that causes coolant leak. If this occurs, coolant levels very quickly reach zero. However emergency solution exists. Immediately disable core input via control console. If you manage to do this in time you may save enough coolant to operate the core until wall is repaired. If more engineers are available (Engineering/Construction [[Cyborg]]s are great for this, as they are resistant to both low pressure and radiation) send someone EVA to repair breached core. Notify [[medbay]] that radiation treatment will be needed, engineering hardsuits are partially shielded, but won&#039;t offer 100% protection. Until core damage is repaired obtain more coolant. Inject it into coolant loop, but don&#039;t enable core input. When core breach is repaired re-enable injecting to ensure core is cooled. Remember that when core remains in low pressure heat builds up rapidly and integrity begins taking damage at much higher rate. Due to this reason you have to act quickly. If the core already reached dangerous integrity level you may want to briefly enable the core input. This will briefly cool the core, buying a little more time.&lt;br /&gt;
&lt;br /&gt;
This type of breach is mostly caused by operating the engine at extreme temperatures. Reinforced plasteel walls can handle only temperatures up to 6000 Kelvins. Meteors, space dust, and similar things may also cause this type of breach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE: ALWAYS repair engine core walls with plasteel. Any wall other than reinforced plasteel one will have much lower melting temperature, which will most likely result in another core breach!&#039;&#039; &lt;br /&gt;
==== Cold Start ====&lt;br /&gt;
When SMES in engine room is completely depleted emitter won&#039;t have enough energy to fire. Therefore you need to do cold start. There are few methods on how to do this. Possible methods (sorted from best to worst):&lt;br /&gt;
* PACMAN assisted jump start - This is simplest way. Disable charging on main SMES, and enable charging on engine SMES at full power. Connect PACMAN portable generator with wrench to input cable of engine room SMES. Turn on the PACMAN generator and wait a while. After one minute turn output to Online in UI of engine room SMES. Emitter should briefly regain power, which should be enough to fire at least one blast. After this some energy will be produced, which is enough to charge the SMES normally. Remember that PACMAN generator needs solid Phoron as fuel.&lt;br /&gt;
* PACMAN out of fuel? Use the [[Solars]]. You will need wiring knowledge for this. Connect Engine Room SMES input to main power grid and charge it a bit with solars. Then continue with startup.&lt;br /&gt;
* [[Solars]] gone? Don&#039;t worry, other way exists. Ask one of your friendly security officers/heads of staff with access to Energy Gun to come to Engineering with one. While lasers are weaker than emitters they are enough to slightly energize the core. Fire few laser blasts at supermatter core and it should be enough to start weak reaction which generates small amount of power. Do not use ballistic weapons, they would cause core damage!&lt;br /&gt;
* No weapons on board? You may also use Oxygen. Large enough concentration of oxygen causes runaway chain reaction inside Supermatter, which should be enough to generate small amount of power. Doing this with Phoron cooling is extremely dangerous, however, due to involved fire risks. This is also somewhat unpredictable and oxygen should be filtered out as soon as possible.&lt;br /&gt;
* No oxygen on board? (What are you breathing?!) Throw random objects at supermatter to energize it. If no objects are available throw yourself and die knowing you helped restoring station&#039;s power supply. Good job!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Engineering}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Engineering]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=5759</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=5759"/>
		<updated>2017-07-24T04:48:29Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: ditto with security officer link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_hos.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Medbay|medbay]], All of [[Security|security]], All of [[Research Division|research and development]], Brig Timers, [[Bridge]], [[Teleporter]], [[Hydroponics]], [[Atmospherics]], [[Custodial Closet|Janitor&#039;s closet]], [[Kitchen]], [[Bar]], [[Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Security]] forces on the station. They command the [[Warden]], [[Detective]], and [[Security Officer|Security Officers]] and make sure that they [[Bad Security|don&#039;t ruin everything]].&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Technician|The Forensic Technician]]: The job of the Forensic Technician is to investigate crimes, conjointly with the Detective. They specialize in analyzing evidence procured at a crime scene, and dispose of their own lab to do so.&lt;br /&gt;
&lt;br /&gt;
* [[Internal Affairs]]: Should security or anyone else be acting out of their job description Internal Affairs can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Guide to Security|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[Bad Security|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves, which non-engineering personnel should not have.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can either be executed, or kept in the secure holding cell or prison wing. These should only be done after a trial however.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Head of Security would theoretically be one of the easiest traitor jobs on station. You are the most heavily armed and armoured person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station. However, don&#039;t count on ever becoming a traitor by normal means, as you are loyalty implanted. But there can be situational exceptions to this rule, but it&#039;s unlikely it&#039;ll ever happen.&lt;br /&gt;
&lt;br /&gt;
Even the Head of Security is not above the law and it can be very easy to be ousted as a traitorous element if the antagonist Head of Security isn&#039;t treading carefully.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=5758</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=5758"/>
		<updated>2017-07-24T04:47:56Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Fixes error with &amp;#039;Security Officers&amp;#039; not linking to Security Officer page like it wanted to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_hos.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Medbay|medbay]], All of [[Security|security]], All of [[Research Division|research and development]], Brig Timers, [[Bridge]], [[Teleporter]], [[Hydroponics]], [[Atmospherics]], [[Custodial Closet|Janitor&#039;s closet]], [[Kitchen]], [[Bar]], [[Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Security]] forces on the station. They command the [[Warden]], [[Detective]], and [[Security Officer|Security Officers]] and make sure that they [[Bad Security|don&#039;t ruin everything]].&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Technician|The Forensic Technician]]: The job of the Forensic Technician is to investigate crimes, conjointly with the Detective. They specialize in analyzing evidence procured at a crime scene, and dispose of their own lab to do so.&lt;br /&gt;
&lt;br /&gt;
* [[Internal Affairs]]: Should security or anyone else be acting out of their job description Internal Affairs can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Guide to Security|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[Bad Security|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves, which non-engineering personnel should not have.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can either be executed, or kept in the secure holding cell or prison wing. These should only be done after a trial however.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Head of Security would theoretically be one of the easiest traitor jobs on station. You are the most heavily armed and armoured person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station. However, don&#039;t count on ever becoming a traitor by normal means, as you are loyalty implanted. But there can be situational exceptions to this rule, but it&#039;s unlikely it&#039;ll ever happen.&lt;br /&gt;
&lt;br /&gt;
Even the Head of Security is not above the law and it can be very easy to be ousted as a traitorous element if the antagonist Head of Security isn&#039;t treading carefully.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=5757</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=5757"/>
		<updated>2017-07-24T04:41:18Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: removes sop again, for the millionth time :^)))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = Internal Affairs&lt;br /&gt;
|access = Internal Affairs Office, Brig, Security Office, Bridge&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 12 years experience in security and management related fields. Bachelors degree in Business/Management preferred.&lt;br /&gt;
|superior = NanoTrasen officials and Corporate Regulations&lt;br /&gt;
|duties = Interdepartmental Relations, Observing Proper Procedure, Launching Investigations, &amp;lt;s&amp;gt;be creepy&amp;lt;/s&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Internal Affairs]]&#039; task is to remain impartial at all times, conduct investigations, and then summarize your findings in reports and deliver them to the relevant [[Head of Staff]] of the affected department. It is your job to make sure that the station&#039;s staff is working efficiently and following [[Corporate Regulations]] at all times.&lt;br /&gt;
&lt;br /&gt;
== Duties of Internal Affairs Agents ==&lt;br /&gt;
* &#039;&#039;&#039;Remain Impartial.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow Procedure.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Trust the Facts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Do Nots of Internal Affair Agents ==&lt;br /&gt;
* &#039;&#039;&#039;Do Not Threaten&#039;&#039;&#039; While a well written and damning report can lead to someone&#039;s demotion, or outright contract termination, it is not your job to wave it around like some kind of club. SEC actually has clubs and fill that niche nicely.&lt;br /&gt;
* &#039;&#039;&#039;Do Not Be a Film Noir&#039;&#039;&#039; Criminals and other threats to the station are under the purview of the SEC team, and you shouldn&#039;t have much of a cause to interfere with them.&lt;br /&gt;
* &#039;&#039;&#039;Do Not Be a Vigilante&#039;&#039;&#039; Have a legitimate suspicion to start an investigation before you attempt to do so. Consulting a head of staff for more information is always a good idea when starting an investigation. &lt;br /&gt;
* &#039;&#039;&#039;Do Not Take Sides&#039;&#039;&#039; Just don&#039;t. See line two of previous paragraph.&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
Crewman X would like to register a complaint about Crewman Y&#039;s behavior/conduct.&lt;br /&gt;
&lt;br /&gt;
It is your task to learn &#039;&#039;Who&#039;&#039;, &#039;&#039;What&#039;&#039;, &#039;&#039;Where&#039;&#039;, &#039;&#039;When&#039;&#039;, and &#039;&#039;Why&#039;&#039; when launching a new investigation.&lt;br /&gt;
* &#039;&#039;&#039;Who&#039;&#039;&#039; is involved in the incident&lt;br /&gt;
* &#039;&#039;&#039;What&#039;&#039;&#039; happened&lt;br /&gt;
* &#039;&#039;&#039;Where&#039;&#039;&#039; it happened &lt;br /&gt;
* &#039;&#039;&#039;When&#039;&#039;&#039; it happened&lt;br /&gt;
* &#039;&#039;&#039;Why&#039;&#039;&#039; it happened&lt;br /&gt;
&lt;br /&gt;
Interview each and every crewman involved before summarizing your findings into a report that you present to the offending party&#039;s department&#039;s head of staff. The matter at hand can range from obvious prisoner abuse to simply leaving the [[Xenobiology|Xenobiology]] pens open or refusing to serve drinks at the bar.&lt;br /&gt;
&lt;br /&gt;
Do not worry if people are loathe to answer your questions or outright refuse to.&lt;br /&gt;
&lt;br /&gt;
=== Staff Reviews ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you will want to do a Staff Review. This is a form available in the request console. To do a proper staff review, you will need to do the following:&lt;br /&gt;
&lt;br /&gt;
*Inform the employee in question that they are under review.&lt;br /&gt;
&lt;br /&gt;
*Gather the medical, employment, and security records of the employee. For medical records, make sure you receive consent of the employee, the CMO, or the Captain. If they refuse just mark that down in your review and move on.&lt;br /&gt;
&lt;br /&gt;
*Look through the records. Is anything out of place? Are qualifications lacking? If necessary, summon the individual for an interview to gain the facts.&lt;br /&gt;
&lt;br /&gt;
*With all that done, fax your review to the department Head (or Central Command if you are reviewing a Head of Staff) including any action that you believe may need to be taken, or asking for clarification. Records can sometimes be messed up at the records office, so try to not immediately consider maliciousness. &lt;br /&gt;
&lt;br /&gt;
*Congratulations on completing your review, enjoy some bland water in celebration.&lt;br /&gt;
&lt;br /&gt;
=== Department Audit ===&lt;br /&gt;
&lt;br /&gt;
You can also preform department audits from time to time, using the Internal Affairs Audit form from the request console. When preforming an audit, you need to:&lt;br /&gt;
&lt;br /&gt;
*Inform the department&#039;s head of staff (or general staff if they lack one) that they are being audited.&lt;br /&gt;
&lt;br /&gt;
*Take a tour of the department and take note of how they are doing their jobs, their procedures, and the general state of the department. (Try to not actively interfere in department functions, you should be a passive observer.)&lt;br /&gt;
&lt;br /&gt;
*Write down your findings, and take photographs of anything noteworthy for more evidence.&lt;br /&gt;
&lt;br /&gt;
*Thank any staff giving you a tour and inform the department your audit has now ended. Take time to consolidate your findings and present them to relevant members of Command.&lt;br /&gt;
&lt;br /&gt;
=== Security and You ===&lt;br /&gt;
Internal Affairs Agents should be a quiet observer of [[Security|security officers]]. When a prisoner is being brigged it&#039;s a good idea to try and observe the processing and brigging process. Ensure that prisoners are:&lt;br /&gt;
*Informed of their charges.&lt;br /&gt;
*Properly handled in processing.&lt;br /&gt;
*Given the correct time allowed by [[Corporate Regulations]].&lt;br /&gt;
*Not abused or mistreated.&lt;br /&gt;
&lt;br /&gt;
If security is mistreating a prisoner or otherwise mishandling a prisoner you are within your rights to voice your concern with the security officer, or failing that, taking your concerns to the Head of Security. &#039;&#039;&#039;You should not try to physically interfere with security processing!&#039;&#039;&#039; Take your concerns up the chain of Command.&lt;br /&gt;
&lt;br /&gt;
Remember, you are not a lawyer, but you must still ensure security is following regulations.&lt;br /&gt;
&lt;br /&gt;
More often than not, [[Security Officer|security officers]] and heads of staff will ignore your complaints. The best course of action in this scenario is to take your complaint to the Head of Security, and failing that, the Captain. If nobody on the station is listening to you, it is within your power to inform Central Command about the station crew&#039;s (lack of) cooperation. [[NanoTrasen|NanoTrasen Command]] usually takes the side of Internal Affairs Agents because they are loyal and trained in [[Corporate Regulations|procedure]] and [[Corporate Regulations]]. A single Internal Affairs Agent has the power to make a crewmember&#039;s life miserable; &#039;&#039;&#039;it is a bad idea to mess with Internal Affairs!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commonly asked questions ==&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;Exactly which departments/positions is IA allowed to investigate?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; All departments fall under the purview of Internal Affairs. That is the point of Internal Affairs, to act as a check and balance system, as well as a non-partisan investigator into departmental and inter-departmental issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What exactly does investigation entail, and how should it be prioritized in accordance with other station operations?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; IA takes little direct action in all but the most extreme cases, advising the next in command over the affected departments of their findings, and offers suggestions of actions to be taken. However, if the chain of command is unable or unwilling to participate in the investigation, then a breach of integrity has occurred, and IA has been entrusted by CentComm to take whatever actions necessary to ensure the sanctity of the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What actions can they take to &#039;resolve&#039; issues?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; Internal Affairs conducts thorough and unbiased investigations of all involved parties if possible. If impossible due to death, incapacitation, SSD, or insanity, then a detective&#039;s or suitable security personnel&#039;s documented findings along with verbal interview as well as witnesses will suffice. Their findings, once compiled into a cohesive summary, will then be presented to the applicable head of staff along with suggested actions to be taken. However, if a head of staff is involved, then the captain is utilized as the next go-to person for judgement to be passed. If the captain is involved in a potentially negligent, harmful, or otherwise destructive manner, then IA &amp;lt;s&amp;gt;can and should summarily dismiss the captain&amp;lt;/s&amp;gt; should confer with the heads of staff for a vote for the Captain&#039;s removal. IA cannot, at any time, break the station&#039;s [[Chain of Command|chain of command]] nor make any decisions that would fall under a head of staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;At what point are their actions considered exceeding their authority?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; At any point that an IA agent is conducting illicit or unwarranted interviews with any crew that is unrelated to an incident that is being investigated, or if there is no investigation to be performed, then an IA agent may be reprimanded, relieved of post, or otherwise made fully in-line with Internal Affairs integrity guidelines (additional loyalty implant, checking of current implant for defects). Internal Affairs agents are not exempt from the law, and as such may be arrested by Security in the case that an agent exceeds his or her official power. Demotions and/or arrests of an IA agent can only be authorized by the Captain or a majority vote by all Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;Under which circumstances (if any) is the IA allowed to be completely ignored / sidelined?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039;: If the IA agent is performing illegal investigations, or otherwise impeding lawful procedures of the security department in apprehending or sentencing a suspected criminal. This is not to say that an arrestee is not able to call for investigation into their bringing into custody, but the IA agent should not be present in any way if possible for the arrest and detaining of the suspected criminal. Only after the defendant has been placed into custody, searched, and investigated by the security team in a lawful manner will the defendant be able to call for an internal investigation into the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What exactly is the minimum level of activity to mandate IA participation in an issue?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; Any inter-departmental issue that cannot be settled peaceably or willingly by any constituents, or any in-department issue that cannot be handled by that head of staff can be referred to an Internal Affairs agent for investigation. During that time, Internal Affairs agents are only allowed to speak of the case to those involved, and only information that is need-to-know, I.E. why they are being investigated, and if non-criminal, assuring that they are not being arrested or detained in any way. However, failure to cooperate with an Internal Affairs investigation is considered insubordination with a NanoTrasen official and is a briggable offense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What happens if a claim of abuse or malpractice is levied against the IA (including circumstances where there is disagreement with their decision)?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; All decisions made by IA are finalized by the head of staff or captain, and are considered suggested courses of action rather than set-in-stone judgments. If the IA agent is acting in a malicious or seditious way, then he or she can be handled accordingly by following the previous codes.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Considering all Internal Affair agents are scrutinized to a higher degree than even captains are, as well as subjected to mandatory loyalty implantation, creating a IA enabled traitor would require some extensive and invasive surgery... And would still be next to impossible because there are always two IA agents, one to watch the other one for any funny business.&lt;br /&gt;
&lt;br /&gt;
To clarify: It is impossible to be a traitor IA. You&#039;d be physically forced to turn yourself in.&lt;br /&gt;
&lt;br /&gt;
Addendum: The loyalty implants are patently less reliable than the server code is currently, and doesn&#039;t actually do shit. So the previous paragraph can probably be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Lone Ranger ===&lt;br /&gt;
Remember that you are to remain completely impartial in your investigations. To do this, it may (and probably will) be necessary to isolate yourself from most of the crew outside of an investigation. In simple terms, you should not be &#039;buddy-buddy&#039; with any crew members. If a case comes up in which your opinion could be potentially biased, it&#039;s recommended that you transfer the case to another IA Agent.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
Be impartial, be detached emotionally, you deal with reports of every idiot ever conceived in the history of ever, &amp;lt;s&amp;gt;and nobody ever listens to your recommendations&amp;lt;/s&amp;gt;, your soul is crushed, there is no god, and at the end of it all, people hate you for trying to do your job.&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally accepted that Internal Affairs Agents are sent directly from CentComm and are located in a different department altogether. Most IA Agents are usually loyalty implanted and are, more often than not, extremely loyal to NanoTrasen. Extensive knowledge in [[Corporate Regulations]] are a must.&lt;br /&gt;
&lt;br /&gt;
Basically, be a moderator without the benefits and super-secret moderator chat.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=5756</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=5756"/>
		<updated>2017-07-24T04:40:15Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Removes SOPs, refer to Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = ChiefMedicalOfficer.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Medbay|Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience in medical-related field, PhD (several preferred).&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Infections|Virology 101]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the foremost medical expert on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop &#039;cures&#039; for viral infection. You should allow your subordinates to handle the bulk of the work, but don&#039;t be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you&#039;ve lost your own place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assign jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. &lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have [[Medical_items#First_aid_kit|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Mechs#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, shout them into line.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It&#039;s a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of Tricordrazine. You need to get rid of the chemicals inside before you can fill it with different medicine, and the only way to get anything out is to inject it into somebody. It&#039;s considered very bad form to just go around injecting people however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are Tricordrazine or Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cultist|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for sedation purposes. You have access to [[Chemistry]], so you can sneak in there and make some space lube or similar. You can pretend to &amp;quot;heal&amp;quot; hurt targets brought in, and even disrupt some targets getting cloned.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a bad doctor.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you can absorb genomes quite easily. The spray bottle and hypospray can both be used to knock out victims, and you can lure many humans on the pretense on healing them. CMOlings are best played stealthily. Try not to get anyone too suspicious with you, and see if you can snag an Assistant&#039;s card early for maintenance access (or ask the HoP for it.)&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Warden&amp;diff=5755</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Warden&amp;diff=5755"/>
		<updated>2017-07-24T04:39:43Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Removes SOPs, refer to Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Warden.png&lt;br /&gt;
|jobtitle = Warden&lt;br /&gt;
|access = [[Armory]], [[Security Office|Security]], [[Brig]] Timers, [[Warden&#039;s Office]], [[Prison Wing]], [[Maintenance]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 25 years of age, applicable criminal forensics degree or 7 years experience in Prisoner Management field.&lt;br /&gt;
|duties = Ensure the arrested prisoners don&#039;t escape, issue weapons to security, command the Brig.&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Warden&#039;&#039;&#039; is a member of the security staff and is responsible for the brig and the prisoners. He also has access to the armoury and is responsible for handing out equipment. He has control over the [[Brig]] and the [[Prison Wing]]&lt;br /&gt;
&lt;br /&gt;
==Watch Hound==&lt;br /&gt;
Half of your job is to look after the prisoners; make sure they [[Shitcurity|aren&#039;t abused]] or given [[Corporate Regulations|unfair sentences]] and that they [[Traitor|don&#039;t escape]]. The other half of your job is to arm security with weapons in [[Code Red| emergencies]]. You are not a [[Security Officer]] and should not leave the brig if possible. However, you may operate as an officer shall the need arise, under the permission of your [[Head of Security|HoS]].&lt;br /&gt;
&lt;br /&gt;
If you have no prisoners to watch out for, you should be coordinating your officers over your radio channel, checking cameras when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a roll call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine.&lt;br /&gt;
&lt;br /&gt;
Also make sure you keep track of what&#039;s in the armory. You start with a list of everything in the armory and should keep track of who and what is being taken and their reason why. Moreoever, make sure the armory stock is well-balanced. Sometimes, the people at Central forget to stock a certain type of weaponry, whether lethal or non-lethal; and it is your job to make sure the [[Cargo Crates|situation is remedied]] before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
Remember to follow [Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
== Things to Know ==&lt;br /&gt;
As a Warden, you have full control over the entirety of the [[Brig]]. Other than that, you are on the same level as [[Detective|everyone else]] [[Security Officer|in Security]]. You report to the [[Head of Security]] just like every other officer. &lt;br /&gt;
&lt;br /&gt;
Have an advanced knowledge of [[Corporate Regulations]]. There aren&#039;t many people who want to be brigged for no reason, and &#039;&#039;nobody&#039;&#039; wants to be held until transfer without due cause. If necessary, you might even need to release a prisoner for being held unlawfully.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
To help your wardening ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a [[stun baton]]. You already have a taser and a pair of sunglasses. Several portable flashers are in the armory. These CAN and will be useful in securing the brig during attacks. Make sure no one gets your ID, and you know who the [[Head of Security]] is, as you need to defend your equipment from would-be thieves. Nobody other than yourself, the Head of Security, and the [[Captain]] are allowed into the armory; walking into the armory without authorization is considered trespassing.&lt;br /&gt;
&lt;br /&gt;
===Don&#039;t Sit Around===&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the Head of Security comes. Remember, talk first, disarm second, kill if that&#039;s your only option (it never is).&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, it may be worthwhile to update the security records for your prisoners. Seriously. Update the security records.&lt;br /&gt;
&lt;br /&gt;
===Clearance Level Check===&lt;br /&gt;
You need to make sure any and all crew that the [[Head of Personnel]] authorizes comes with a stamped form, or the Head of Security. Nothing is worse than a [[Traitor]] breaking in, and you foolishly giving them armor or a gun.&lt;br /&gt;
&lt;br /&gt;
==Traitor==&lt;br /&gt;
You start with gloves, an energy gun, armor, and sunglasses. You have access to a ton of guns, and a ton of other things no station member could dream of. Problem is, you have poor access to the station, but you have a whole brig to play with. You are less likely to be &amp;quot;needed&amp;quot; compared to a Head of Security, and less likely to be expected to respond to call than a security officer. Yet, running about station will attract attention, so get done what you need to, do it fast, and remain in the safety of the brig.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=5754</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Head_of_Security&amp;diff=5754"/>
		<updated>2017-07-24T04:38:29Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Removes SOPs, refer to Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_hos.png&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = All of [[Medbay|medbay]], All of [[Security|security]], All of [[Research Division|research and development]], Brig Timers, [[Bridge]], [[Teleporter]], [[Hydroponics]], [[Atmospherics]], [[Custodial Closet|Janitor&#039;s closet]], [[Kitchen]], [[Bar]], [[Maintenance]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 10 years experience in security-related field and a relevant Bachelors or Masters degree.&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security, maintain order.&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Head of Security]] is in charge of the [[Security]] forces on the station. They command the [[Warden]], [[Detective]], and [[Security Officers]] and make sure that they [[Bad Security|don&#039;t ruin everything]].&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
* [[Forensic Technician|The Forensic Technician]]: The job of the Forensic Technician is to investigate crimes, conjointly with the Detective. They specialize in analyzing evidence procured at a crime scene, and dispose of their own lab to do so.&lt;br /&gt;
&lt;br /&gt;
* [[Internal Affairs]]: Should security or anyone else be acting out of their job description Internal Affairs can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Guide to Security|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[Bad Security|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves, which non-engineering personnel should not have.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can either be executed, or kept in the secure holding cell or prison wing. These should only be done after a trial however.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Head of Security would theoretically be one of the easiest traitor jobs on station. You are the most heavily armed and armoured person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station. However, don&#039;t count on ever becoming a traitor by normal means, as you are loyalty implanted. But there can be situational exceptions to this rule, but it&#039;s unlikely it&#039;ll ever happen.&lt;br /&gt;
&lt;br /&gt;
Even the Head of Security is not above the law and it can be very easy to be ousted as a traitorous element if the antagonist Head of Security isn&#039;t treading carefully.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=5753</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=5753"/>
		<updated>2017-07-24T04:37:43Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Adds link that I forgot :^)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = Internal Affairs&lt;br /&gt;
|access = Internal Affairs Office, Brig, Security Office, Bridge&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 12 years experience in security and management related fields. Bachelors degree in Business/Management preferred.&lt;br /&gt;
|superior = NanoTrasen officials and Corporate Regulations&lt;br /&gt;
|duties = Interdepartmental Relations, Observing Proper Procedure, Launching Investigations, &amp;lt;s&amp;gt;be creepy&amp;lt;/s&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Internal Affairs]]&#039; task is to remain impartial at all times, conduct investigations, and then summarize your findings in reports and deliver them to the relevant [[Head of Staff]] of the affected department. It is your job to make sure that the station&#039;s staff is working efficiently and following [[Corporate Regulations]] at all times.&lt;br /&gt;
&lt;br /&gt;
== Duties of Internal Affairs Agents ==&lt;br /&gt;
* &#039;&#039;&#039;Remain Impartial.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow Procedure.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Trust the Facts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Do Nots of Internal Affair Agents ==&lt;br /&gt;
* &#039;&#039;&#039;Do Not Threaten&#039;&#039;&#039; While a well written and damning report can lead to someone&#039;s demotion, or outright contract termination, it is not your job to wave it around like some kind of club. SEC actually has clubs and fill that niche nicely.&lt;br /&gt;
* &#039;&#039;&#039;Do Not Be a Film Noir&#039;&#039;&#039; Criminals and other threats to the station are under the purview of the SEC team, and you shouldn&#039;t have much of a cause to interfere with them.&lt;br /&gt;
* &#039;&#039;&#039;Do Not Be a Vigilante&#039;&#039;&#039; Have a legitimate suspicion to start an investigation before you attempt to do so. Consulting a head of staff for more information is always a good idea when starting an investigation. &lt;br /&gt;
* &#039;&#039;&#039;Do Not Take Sides&#039;&#039;&#039; Just don&#039;t. See line two of previous paragraph.&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
Crewman X would like to register a complaint about Crewman Y&#039;s behavior/conduct.&lt;br /&gt;
&lt;br /&gt;
It is your task to learn &#039;&#039;Who&#039;&#039;, &#039;&#039;What&#039;&#039;, &#039;&#039;Where&#039;&#039;, &#039;&#039;When&#039;&#039;, and &#039;&#039;Why&#039;&#039; when launching a new investigation.&lt;br /&gt;
* &#039;&#039;&#039;Who&#039;&#039;&#039; is involved in the incident&lt;br /&gt;
* &#039;&#039;&#039;What&#039;&#039;&#039; happened&lt;br /&gt;
* &#039;&#039;&#039;Where&#039;&#039;&#039; it happened &lt;br /&gt;
* &#039;&#039;&#039;When&#039;&#039;&#039; it happened&lt;br /&gt;
* &#039;&#039;&#039;Why&#039;&#039;&#039; it happened&lt;br /&gt;
&lt;br /&gt;
Interview each and every crewman involved before summarizing your findings into a report that you present to the offending party&#039;s department&#039;s head of staff. The matter at hand can range from obvious prisoner abuse to simply leaving the [[Xenobiology|Xenobiology]] pens open or refusing to serve drinks at the bar.&lt;br /&gt;
&lt;br /&gt;
Do not worry if people are loathe to answer your questions or outright refuse to.&lt;br /&gt;
&lt;br /&gt;
=== Staff Reviews ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you will want to do a Staff Review. This is a form available in the request console. To do a proper staff review, you will need to do the following:&lt;br /&gt;
&lt;br /&gt;
*Inform the employee in question that they are under review.&lt;br /&gt;
&lt;br /&gt;
*Gather the medical, employment, and security records of the employee. For medical records, make sure you receive consent of the employee, the CMO, or the Captain. If they refuse just mark that down in your review and move on.&lt;br /&gt;
&lt;br /&gt;
*Look through the records. Is anything out of place? Are qualifications lacking? If necessary, summon the individual for an interview to gain the facts.&lt;br /&gt;
&lt;br /&gt;
*With all that done, fax your review to the department Head (or Central Command if you are reviewing a Head of Staff) including any action that you believe may need to be taken, or asking for clarification. Records can sometimes be messed up at the records office, so try to not immediately consider maliciousness. &lt;br /&gt;
&lt;br /&gt;
*Congratulations on completing your review, enjoy some bland water in celebration.&lt;br /&gt;
&lt;br /&gt;
=== Department Audit ===&lt;br /&gt;
&lt;br /&gt;
You can also preform department audits from time to time, using the Internal Affairs Audit form from the request console. When preforming an audit, you need to:&lt;br /&gt;
&lt;br /&gt;
*Inform the department&#039;s head of staff (or general staff if they lack one) that they are being audited.&lt;br /&gt;
&lt;br /&gt;
*Take a tour of the department and take note of how they are doing their jobs, their procedures, and the general state of the department. (Try to not actively interfere in department functions, you should be a passive observer.)&lt;br /&gt;
&lt;br /&gt;
*Write down your findings, and take photographs of anything noteworthy for more evidence.&lt;br /&gt;
&lt;br /&gt;
*Thank any staff giving you a tour and inform the department your audit has now ended. Take time to consolidate your findings and present them to relevant members of Command.&lt;br /&gt;
&lt;br /&gt;
=== Security and You ===&lt;br /&gt;
Internal Affairs Agents should be a quiet observer of [[Security|security officers]]. When a prisoner is being brigged it&#039;s a good idea to try and observe the processing and brigging process. Ensure that prisoners are:&lt;br /&gt;
*Informed of their charges.&lt;br /&gt;
*Properly handled in processing.&lt;br /&gt;
*Given the correct time allowed by [[Corporate Regulations]].&lt;br /&gt;
*Not abused or mistreated.&lt;br /&gt;
&lt;br /&gt;
If security is mistreating a prisoner or otherwise mishandling a prisoner you are within your rights to voice your concern with the security officer, or failing that, taking your concerns to the Head of Security. &#039;&#039;&#039;You should not try to physically interfere with security processing!&#039;&#039;&#039; Take your concerns up the chain of Command.&lt;br /&gt;
&lt;br /&gt;
Remember, you are not a lawyer, but you must still ensure security is following regulations.&lt;br /&gt;
&lt;br /&gt;
More often than not, [[Security Officer|security officers]] and heads of staff will ignore your complaints. The best course of action in this scenario is to take your complaint to the Head of Security, and failing that, the Captain. If nobody on the station is listening to you, it is within your power to inform Central Command about the station crew&#039;s (lack of) cooperation. [[NanoTrasen|NanoTrasen Command]] usually takes the side of Internal Affairs Agents because they are loyal and trained in [[Standard Operating Procedure|procedure]] and [[Corporate Regulations]]. A single Internal Affairs Agent has the power to make a crewmember&#039;s life miserable; &#039;&#039;&#039;it is a bad idea to mess with Internal Affairs!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commonly asked questions ==&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;Exactly which departments/positions is IA allowed to investigate?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; All departments fall under the purview of Internal Affairs. That is the point of Internal Affairs, to act as a check and balance system, as well as a non-partisan investigator into departmental and inter-departmental issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What exactly does investigation entail, and how should it be prioritized in accordance with other station operations?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; IA takes little direct action in all but the most extreme cases, advising the next in command over the affected departments of their findings, and offers suggestions of actions to be taken. However, if the chain of command is unable or unwilling to participate in the investigation, then a breach of integrity has occurred, and IA has been entrusted by CentComm to take whatever actions necessary to ensure the sanctity of the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What actions can they take to &#039;resolve&#039; issues?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; Internal Affairs conducts thorough and unbiased investigations of all involved parties if possible. If impossible due to death, incapacitation, SSD, or insanity, then a detective&#039;s or suitable security personnel&#039;s documented findings along with verbal interview as well as witnesses will suffice. Their findings, once compiled into a cohesive summary, will then be presented to the applicable head of staff along with suggested actions to be taken. However, if a head of staff is involved, then the captain is utilized as the next go-to person for judgement to be passed. If the captain is involved in a potentially negligent, harmful, or otherwise destructive manner, then IA &amp;lt;s&amp;gt;can and should summarily dismiss the captain&amp;lt;/s&amp;gt; should confer with the heads of staff for a vote for the Captain&#039;s removal. IA cannot, at any time, break the station&#039;s [[Chain of Command|chain of command]] nor make any decisions that would fall under a head of staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;At what point are their actions considered exceeding their authority?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; At any point that an IA agent is conducting illicit or unwarranted interviews with any crew that is unrelated to an incident that is being investigated, or if there is no investigation to be performed, then an IA agent may be reprimanded, relieved of post, or otherwise made fully in-line with Internal Affairs integrity guidelines (additional loyalty implant, checking of current implant for defects). Internal Affairs agents are not exempt from the law, and as such may be arrested by Security in the case that an agent exceeds his or her official power. Demotions and/or arrests of an IA agent can only be authorized by the Captain or a majority vote by all Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;Under which circumstances (if any) is the IA allowed to be completely ignored / sidelined?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039;: If the IA agent is performing illegal investigations, or otherwise impeding lawful procedures of the security department in apprehending or sentencing a suspected criminal. This is not to say that an arrestee is not able to call for investigation into their bringing into custody, but the IA agent should not be present in any way if possible for the arrest and detaining of the suspected criminal. Only after the defendant has been placed into custody, searched, and investigated by the security team in a lawful manner will the defendant be able to call for an internal investigation into the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What exactly is the minimum level of activity to mandate IA participation in an issue?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; Any inter-departmental issue that cannot be settled peaceably or willingly by any constituents, or any in-department issue that cannot be handled by that head of staff can be referred to an Internal Affairs agent for investigation. During that time, Internal Affairs agents are only allowed to speak of the case to those involved, and only information that is need-to-know, I.E. why they are being investigated, and if non-criminal, assuring that they are not being arrested or detained in any way. However, failure to cooperate with an Internal Affairs investigation is considered insubordination with a NanoTrasen official and is a briggable offense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What happens if a claim of abuse or malpractice is levied against the IA (including circumstances where there is disagreement with their decision)?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; All decisions made by IA are finalized by the head of staff or captain, and are considered suggested courses of action rather than set-in-stone judgments. If the IA agent is acting in a malicious or seditious way, then he or she can be handled accordingly by following the previous codes.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Considering all Internal Affair agents are scrutinized to a higher degree than even captains are, as well as subjected to mandatory loyalty implantation, creating a IA enabled traitor would require some extensive and invasive surgery... And would still be next to impossible because there are always two IA agents, one to watch the other one for any funny business.&lt;br /&gt;
&lt;br /&gt;
To clarify: It is impossible to be a traitor IA. You&#039;d be physically forced to turn yourself in.&lt;br /&gt;
&lt;br /&gt;
Addendum: The loyalty implants are patently less reliable than the server code is currently, and doesn&#039;t actually do shit. So the previous paragraph can probably be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Lone Ranger ===&lt;br /&gt;
Remember that you are to remain completely impartial in your investigations. To do this, it may (and probably will) be necessary to isolate yourself from most of the crew outside of an investigation. In simple terms, you should not be &#039;buddy-buddy&#039; with any crew members. If a case comes up in which your opinion could be potentially biased, it&#039;s recommended that you transfer the case to another IA Agent.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
Be impartial, be detached emotionally, you deal with reports of every idiot ever conceived in the history of ever, &amp;lt;s&amp;gt;and nobody ever listens to your recommendations&amp;lt;/s&amp;gt;, your soul is crushed, there is no god, and at the end of it all, people hate you for trying to do your job.&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally accepted that Internal Affairs Agents are sent directly from CentComm and are located in a different department altogether. Most IA Agents are usually loyalty implanted and are, more often than not, extremely loyal to NanoTrasen. Extensive knowledge in [[Corporate Regulations]] and [[Standard Operating Procedure]] are a must.&lt;br /&gt;
&lt;br /&gt;
Basically, be a moderator without the benefits and super-secret moderator chat.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=5752</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=5752"/>
		<updated>2017-07-24T04:37:05Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Replaces SOPs with Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = Internal Affairs&lt;br /&gt;
|access = Internal Affairs Office, Brig, Security Office, Bridge&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = At least 30 years of age, 12 years experience in security and management related fields. Bachelors degree in Business/Management preferred.&lt;br /&gt;
|superior = NanoTrasen officials and Corporate Regulations&lt;br /&gt;
|duties = Interdepartmental Relations, Observing Proper Procedure, Launching Investigations, &amp;lt;s&amp;gt;be creepy&amp;lt;/s&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Internal Affairs]]&#039; task is to remain impartial at all times, conduct investigations, and then summarize your findings in reports and deliver them to the relevant [[Head of Staff]] of the affected department. It is your job to make sure that the station&#039;s staff is working efficiently and following Corporate Regulations at all times.&lt;br /&gt;
&lt;br /&gt;
== Duties of Internal Affairs Agents ==&lt;br /&gt;
* &#039;&#039;&#039;Remain Impartial.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow Procedure.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Trust the Facts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Do Nots of Internal Affair Agents ==&lt;br /&gt;
* &#039;&#039;&#039;Do Not Threaten&#039;&#039;&#039; While a well written and damning report can lead to someone&#039;s demotion, or outright contract termination, it is not your job to wave it around like some kind of club. SEC actually has clubs and fill that niche nicely.&lt;br /&gt;
* &#039;&#039;&#039;Do Not Be a Film Noir&#039;&#039;&#039; Criminals and other threats to the station are under the purview of the SEC team, and you shouldn&#039;t have much of a cause to interfere with them.&lt;br /&gt;
* &#039;&#039;&#039;Do Not Be a Vigilante&#039;&#039;&#039; Have a legitimate suspicion to start an investigation before you attempt to do so. Consulting a head of staff for more information is always a good idea when starting an investigation. &lt;br /&gt;
* &#039;&#039;&#039;Do Not Take Sides&#039;&#039;&#039; Just don&#039;t. See line two of previous paragraph.&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
Crewman X would like to register a complaint about Crewman Y&#039;s behavior/conduct.&lt;br /&gt;
&lt;br /&gt;
It is your task to learn &#039;&#039;Who&#039;&#039;, &#039;&#039;What&#039;&#039;, &#039;&#039;Where&#039;&#039;, &#039;&#039;When&#039;&#039;, and &#039;&#039;Why&#039;&#039; when launching a new investigation.&lt;br /&gt;
* &#039;&#039;&#039;Who&#039;&#039;&#039; is involved in the incident&lt;br /&gt;
* &#039;&#039;&#039;What&#039;&#039;&#039; happened&lt;br /&gt;
* &#039;&#039;&#039;Where&#039;&#039;&#039; it happened &lt;br /&gt;
* &#039;&#039;&#039;When&#039;&#039;&#039; it happened&lt;br /&gt;
* &#039;&#039;&#039;Why&#039;&#039;&#039; it happened&lt;br /&gt;
&lt;br /&gt;
Interview each and every crewman involved before summarizing your findings into a report that you present to the offending party&#039;s department&#039;s head of staff. The matter at hand can range from obvious prisoner abuse to simply leaving the [[Xenobiology|Xenobiology]] pens open or refusing to serve drinks at the bar.&lt;br /&gt;
&lt;br /&gt;
Do not worry if people are loathe to answer your questions or outright refuse to.&lt;br /&gt;
&lt;br /&gt;
=== Staff Reviews ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you will want to do a Staff Review. This is a form available in the request console. To do a proper staff review, you will need to do the following:&lt;br /&gt;
&lt;br /&gt;
*Inform the employee in question that they are under review.&lt;br /&gt;
&lt;br /&gt;
*Gather the medical, employment, and security records of the employee. For medical records, make sure you receive consent of the employee, the CMO, or the Captain. If they refuse just mark that down in your review and move on.&lt;br /&gt;
&lt;br /&gt;
*Look through the records. Is anything out of place? Are qualifications lacking? If necessary, summon the individual for an interview to gain the facts.&lt;br /&gt;
&lt;br /&gt;
*With all that done, fax your review to the department Head (or Central Command if you are reviewing a Head of Staff) including any action that you believe may need to be taken, or asking for clarification. Records can sometimes be messed up at the records office, so try to not immediately consider maliciousness. &lt;br /&gt;
&lt;br /&gt;
*Congratulations on completing your review, enjoy some bland water in celebration.&lt;br /&gt;
&lt;br /&gt;
=== Department Audit ===&lt;br /&gt;
&lt;br /&gt;
You can also preform department audits from time to time, using the Internal Affairs Audit form from the request console. When preforming an audit, you need to:&lt;br /&gt;
&lt;br /&gt;
*Inform the department&#039;s head of staff (or general staff if they lack one) that they are being audited.&lt;br /&gt;
&lt;br /&gt;
*Take a tour of the department and take note of how they are doing their jobs, their procedures, and the general state of the department. (Try to not actively interfere in department functions, you should be a passive observer.)&lt;br /&gt;
&lt;br /&gt;
*Write down your findings, and take photographs of anything noteworthy for more evidence.&lt;br /&gt;
&lt;br /&gt;
*Thank any staff giving you a tour and inform the department your audit has now ended. Take time to consolidate your findings and present them to relevant members of Command.&lt;br /&gt;
&lt;br /&gt;
=== Security and You ===&lt;br /&gt;
Internal Affairs Agents should be a quiet observer of [[Security|security officers]]. When a prisoner is being brigged it&#039;s a good idea to try and observe the processing and brigging process. Ensure that prisoners are:&lt;br /&gt;
*Informed of their charges.&lt;br /&gt;
*Properly handled in processing.&lt;br /&gt;
*Given the correct time allowed by [[Corporate Regulations]].&lt;br /&gt;
*Not abused or mistreated.&lt;br /&gt;
&lt;br /&gt;
If security is mistreating a prisoner or otherwise mishandling a prisoner you are within your rights to voice your concern with the security officer, or failing that, taking your concerns to the Head of Security. &#039;&#039;&#039;You should not try to physically interfere with security processing!&#039;&#039;&#039; Take your concerns up the chain of Command.&lt;br /&gt;
&lt;br /&gt;
Remember, you are not a lawyer, but you must still ensure security is following regulations.&lt;br /&gt;
&lt;br /&gt;
More often than not, [[Security Officer|security officers]] and heads of staff will ignore your complaints. The best course of action in this scenario is to take your complaint to the Head of Security, and failing that, the Captain. If nobody on the station is listening to you, it is within your power to inform Central Command about the station crew&#039;s (lack of) cooperation. [[NanoTrasen|NanoTrasen Command]] usually takes the side of Internal Affairs Agents because they are loyal and trained in [[Standard Operating Procedure|procedure]] and [[Corporate Regulations]]. A single Internal Affairs Agent has the power to make a crewmember&#039;s life miserable; &#039;&#039;&#039;it is a bad idea to mess with Internal Affairs!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Commonly asked questions ==&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;Exactly which departments/positions is IA allowed to investigate?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; All departments fall under the purview of Internal Affairs. That is the point of Internal Affairs, to act as a check and balance system, as well as a non-partisan investigator into departmental and inter-departmental issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What exactly does investigation entail, and how should it be prioritized in accordance with other station operations?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; IA takes little direct action in all but the most extreme cases, advising the next in command over the affected departments of their findings, and offers suggestions of actions to be taken. However, if the chain of command is unable or unwilling to participate in the investigation, then a breach of integrity has occurred, and IA has been entrusted by CentComm to take whatever actions necessary to ensure the sanctity of the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What actions can they take to &#039;resolve&#039; issues?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; Internal Affairs conducts thorough and unbiased investigations of all involved parties if possible. If impossible due to death, incapacitation, SSD, or insanity, then a detective&#039;s or suitable security personnel&#039;s documented findings along with verbal interview as well as witnesses will suffice. Their findings, once compiled into a cohesive summary, will then be presented to the applicable head of staff along with suggested actions to be taken. However, if a head of staff is involved, then the captain is utilized as the next go-to person for judgement to be passed. If the captain is involved in a potentially negligent, harmful, or otherwise destructive manner, then IA &amp;lt;s&amp;gt;can and should summarily dismiss the captain&amp;lt;/s&amp;gt; should confer with the heads of staff for a vote for the Captain&#039;s removal. IA cannot, at any time, break the station&#039;s [[Chain of Command|chain of command]] nor make any decisions that would fall under a head of staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;At what point are their actions considered exceeding their authority?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; At any point that an IA agent is conducting illicit or unwarranted interviews with any crew that is unrelated to an incident that is being investigated, or if there is no investigation to be performed, then an IA agent may be reprimanded, relieved of post, or otherwise made fully in-line with Internal Affairs integrity guidelines (additional loyalty implant, checking of current implant for defects). Internal Affairs agents are not exempt from the law, and as such may be arrested by Security in the case that an agent exceeds his or her official power. Demotions and/or arrests of an IA agent can only be authorized by the Captain or a majority vote by all Heads of Staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;Under which circumstances (if any) is the IA allowed to be completely ignored / sidelined?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039;: If the IA agent is performing illegal investigations, or otherwise impeding lawful procedures of the security department in apprehending or sentencing a suspected criminal. This is not to say that an arrestee is not able to call for investigation into their bringing into custody, but the IA agent should not be present in any way if possible for the arrest and detaining of the suspected criminal. Only after the defendant has been placed into custody, searched, and investigated by the security team in a lawful manner will the defendant be able to call for an internal investigation into the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What exactly is the minimum level of activity to mandate IA participation in an issue?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; Any inter-departmental issue that cannot be settled peaceably or willingly by any constituents, or any in-department issue that cannot be handled by that head of staff can be referred to an Internal Affairs agent for investigation. During that time, Internal Affairs agents are only allowed to speak of the case to those involved, and only information that is need-to-know, I.E. why they are being investigated, and if non-criminal, assuring that they are not being arrested or detained in any way. However, failure to cooperate with an Internal Affairs investigation is considered insubordination with a NanoTrasen official and is a briggable offense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q:&#039;&#039;&#039; &#039;&#039;What happens if a claim of abuse or malpractice is levied against the IA (including circumstances where there is disagreement with their decision)?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A:&#039;&#039;&#039; All decisions made by IA are finalized by the head of staff or captain, and are considered suggested courses of action rather than set-in-stone judgments. If the IA agent is acting in a malicious or seditious way, then he or she can be handled accordingly by following the previous codes.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Considering all Internal Affair agents are scrutinized to a higher degree than even captains are, as well as subjected to mandatory loyalty implantation, creating a IA enabled traitor would require some extensive and invasive surgery... And would still be next to impossible because there are always two IA agents, one to watch the other one for any funny business.&lt;br /&gt;
&lt;br /&gt;
To clarify: It is impossible to be a traitor IA. You&#039;d be physically forced to turn yourself in.&lt;br /&gt;
&lt;br /&gt;
Addendum: The loyalty implants are patently less reliable than the server code is currently, and doesn&#039;t actually do shit. So the previous paragraph can probably be ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Lone Ranger ===&lt;br /&gt;
Remember that you are to remain completely impartial in your investigations. To do this, it may (and probably will) be necessary to isolate yourself from most of the crew outside of an investigation. In simple terms, you should not be &#039;buddy-buddy&#039; with any crew members. If a case comes up in which your opinion could be potentially biased, it&#039;s recommended that you transfer the case to another IA Agent.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
Be impartial, be detached emotionally, you deal with reports of every idiot ever conceived in the history of ever, &amp;lt;s&amp;gt;and nobody ever listens to your recommendations&amp;lt;/s&amp;gt;, your soul is crushed, there is no god, and at the end of it all, people hate you for trying to do your job.&lt;br /&gt;
&lt;br /&gt;
It&#039;s generally accepted that Internal Affairs Agents are sent directly from CentComm and are located in a different department altogether. Most IA Agents are usually loyalty implanted and are, more often than not, extremely loyal to NanoTrasen. Extensive knowledge in [[Corporate Regulations]] and [[Standard Operating Procedure]] are a must.&lt;br /&gt;
&lt;br /&gt;
Basically, be a moderator without the benefits and super-secret moderator chat.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=5751</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=5751"/>
		<updated>2017-07-24T04:36:14Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Removes SOPs, refer to Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|access = [[Security Office|Security]], [[Brig]] Timers, [[Courtroom]], [[Maintenance]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Completed 4 week Security cadet-ship and passed the written exam, or 2+ years experience in security or law-enforcement related position(s).&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the station. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
==Know Your Place==&lt;br /&gt;
* This ship is not a democracy. You take orders from the [[Head of Security]], who takes his orders from the [[Captain]], who takes his orders from [[Backstory#Nanotrasen|Central Command]]. Follow the orders you are provided, and try to not ask too many questions.&lt;br /&gt;
* You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. [[Corporate Regulations]] is harsh. You are individuals working for Nanotrasen Security. You aren&#039;t highly trained super-soldiers, but you also aren&#039;t mall-cops with a bit bigger guns. Obey the hierarchy and watch everyone with utter suspicion. &lt;br /&gt;
* Your essential job function is to prevent the station from falling apart in chaos.&lt;br /&gt;
* Remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures]].&lt;br /&gt;
&lt;br /&gt;
==Keeping the Peace==&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Jobs|employees]] that your company has chosen to advance its interests in space. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your [[headset]] using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The [[roboticist#securitrons|robots]] will detain the suspects but someone will still have to fetch them. Then return to your patrol.&lt;br /&gt;
&lt;br /&gt;
Have your [[Stun Baton]] put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can&#039;t escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other Security Officers will release your prisoners thinking they&#039;ve been unlawfully detained.&lt;br /&gt;
&lt;br /&gt;
This is an ideal situation, however. Usually you&#039;ll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad Security Officer and encouraging the station crewmen to get you demoted.&lt;br /&gt;
&lt;br /&gt;
If things become violent or you are outmatched, immediately call for backup. &lt;br /&gt;
&lt;br /&gt;
The key to good security work is keeping the other security forces informed.&lt;br /&gt;
&lt;br /&gt;
== The Brig ==&lt;br /&gt;
For more detailed instructions, see [[Guide_to_Security#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.&lt;br /&gt;
&lt;br /&gt;
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner&#039;s charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The [[headset]] should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences.&lt;br /&gt;
&lt;br /&gt;
2. Lock the [[Locker]] with your identification, remove your prisoner&#039;s handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. [[Corporate Regulations|Consult Corporate Regulations for proper sentencing.]] If the prisoner makes to escape, flash them with the brig&#039;s flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Corporate Regulations. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.&lt;br /&gt;
&lt;br /&gt;
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
&lt;br /&gt;
4. You must be there when the prisoner&#039;s time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.&lt;br /&gt;
&lt;br /&gt;
== Security HQ ==&lt;br /&gt;
This is where you do your set up at.  Also, you can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but &#039;&#039;&#039;do not delete security records!&#039;&#039;&#039;. If people ask nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.&lt;br /&gt;
	&lt;br /&gt;
The first step when you arrive in your position is to find an unused security [[locker]] either in the main office or the single locker near the arrival shuttle. If it has all been claimed, ask the [[Warden]] for additional resources.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
First, you are already equipped with a soft cap and gear harness, two [[handcuffs]] and your blue jumpsuit. You should only wear your helmet and armour in [[Code Blue]] or above situations, and only if you have reason to believe you will be attacked, otherwise, keep them in your backpack.&lt;br /&gt;
&lt;br /&gt;
[[Stun Baton]] - Your weapon of choice. It deals HALLOSS damage, similar to tasers. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
[[Taser]]s - Place the taser in  your backpack. Replace your Baton with this in case you need the extra range and the [[AI]]/[[Captain]]/[[Head of Security]]/[[Warden]] refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.&lt;br /&gt;
&lt;br /&gt;
[[Flashes]] - A good backup if your [[stun baton]] runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your [[backpack]]&#039;s [[box]]. Has the added benefit of stunning out of control cyborgs.&lt;br /&gt;
&lt;br /&gt;
[[Flashbang]] - Sometimes preferred by [[shitcurity|some officers]] instead of flashes. These will blind and deafen targets within a reasonable radius when thrown. To throw, simply move the flashbang to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses. They are also useful to help you escape a small group assailants. Keep this in your pocket and detonate in hand, this causes everyone who is looking at you without sunglasses to be affected by the blast, though it may deafen you.&lt;br /&gt;
	&lt;br /&gt;
[[Sunglasses]] - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
[[Handcuffs]]- Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.&lt;br /&gt;
&lt;br /&gt;
[[Energy gun]] - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on [[Shitcurity|kill]] at crewmembers will often result in demotion or a potential job ban.&lt;br /&gt;
&lt;br /&gt;
[[Riot Shield]] - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.&lt;br /&gt;
&lt;br /&gt;
[[Laser gun]] - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an [[Energy gun]], it makes a slightly less effective melee weapon. You should never have these unless it&#039;s a [[Code Red]] situation.&lt;br /&gt;
	&lt;br /&gt;
Important: When you are done with your [[Locker]], close it and lock it.&lt;br /&gt;
&lt;br /&gt;
=== Recharge ===&lt;br /&gt;
Always have your tools recharged after an arrest. If your [[Flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[Roboticist]]. Then take your energy gun or taser, pop them in the recharger, and wait for the light to change. Having a charged taser is sometimes the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Stun baton]]s require their battery cells to be changed, and do not work in a recharger.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=5750</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=5750"/>
		<updated>2017-07-24T04:35:32Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Change SOP to Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience with NanoTrasen, at least one department-related degree.&lt;br /&gt;
|superior = Corporate Regulations, NSS Odin, and NanoTrasen Officials&lt;br /&gt;
|duties = Ensure the station remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going. Do !!Glorious Paperwork!!.&lt;br /&gt;
|guides = [[Corporate Regulations]], basics of all other Head of Staff guides optional&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the station and everyone on it. They make sure the crew is working and productive and any [[Syndicate|potential threats]] are seen to. They are expected to be able to command their [[Heads of Staff]] effectively, and have ultimate authority on the station, second only to CentComm. As such, your almightly stamp can pave way to great projects or great disasters. Stamp the wrong thing too many times, and you may be targeted by CentComm for investigation.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the Heads of Staff and have the final say in station decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the station. The Captain therefore has direct authority over the [[Heads of Staff]], changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating station-wide emergency evacuation and defence.&lt;br /&gt;
&lt;br /&gt;
In the absence or lack of a head for a specific department, effort should be made by you, or the [[Head of Personnel]] to appoint one to each department. You should always have a fully functioning command staff. If no valid staff for promotion are found (to your own discretion), you may be called or chose to handle the affairs of those departments as a stand-in Head of Staff. But, know your limits. Focus on the functioning, not doing actual work.&lt;br /&gt;
&lt;br /&gt;
It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Head of Personnel]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Head of Personnel to assign a new one. The only exception to this rule is when your Head of Personnel is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Syndicate|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
{{Main|Corporate Regulations}}&lt;br /&gt;
&lt;br /&gt;
You have control of the station&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Helmets on, security doesn&#039;t need warrants to arrest.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the station either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit senors are mandatory and everyone is required to stay in their workplace, unless really needed &lt;br /&gt;
elsewhere.&lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed threat to the station and the crew is unable to deal with it. Confirmed also meaning to the best of your knowledge. This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. An [[Emergency Response Team]] and full maintenance access for everyone can also be called from these devices if you think the situation requires additional help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: Round end vote cannot be called in during Code Red. Leaving it up when it&#039;s not required may annoy people.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captain&#039;s are not supposed to involve themselves in station matters, such as security, and you should not expect things to go wrong, so wearing your special armour and carrying a lethal energy on [[green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defence, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
&lt;br /&gt;
The spare captain&#039;s ID, handheld teleporter, and nuclear authentication disk should be placed somewhere secure, for example the secure safe on your wall, or a secure briefcase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Paperwork ===&lt;br /&gt;
&lt;br /&gt;
You are the chief paperwork stamper on the station and as said earlier, your stamp is a very powerful tool. It can be used as a sabstitute for every other, &#039;&#039;lesser&#039;&#039; stamp on the station, the same way your orders stamp everyone else&#039;s. Use it responsibly, because paperwork is both a powerful tool and an unfortunate truth of Aurora, one that, understandably, not everyone likes to hear.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the station. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain if they do not. The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the station. &lt;br /&gt;
&lt;br /&gt;
Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
&lt;br /&gt;
==== Code Delta And Self-Destruct ====&lt;br /&gt;
&lt;br /&gt;
The highest echelons of NanoTrasen are fully aware that a number of its research stations are dabbling into extra-dimensional or even anomalous materials and artifacts which pose significant risks to humanity, the galaxy, and the corporation&#039;s bottom line. As such, all deep space research stations (like the Aurora and Exodus) have installed in them a 50 kiloton nuclear bomb to act as a self-destruct. The existence of the nuke is, for obvious reasons, highly classified. The Captain is the only one who knows about the nuke and the Delta Protocol.&lt;br /&gt;
&lt;br /&gt;
In an instance where the station is beyond hope, the Captain can send an emergency message to Central Command detailing the situation and requesting the nuclear code. &#039;&#039;&#039;With a fax or emergency transmission you must end your message with the code [CPE-1704-TKS] to verify it is legitimate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only Captain&#039;s know this code, which is used to ensure only Captain&#039;s that &#039;&#039;&#039;spawned&#039;&#039;&#039; as a Captain can request the code. Making a bogus request is fine, but if you are not a Captain (or an antag with a good reason) and use this code then you will be bwoinked.&lt;br /&gt;
&lt;br /&gt;
If the message is deemed valid by Central Command (the admins) a confirmation message is sent to the Captain. If the Captain confirms the code is transmitted directly to the Captain, who then simply has to make it to the nuke with the code and the disk to begin the sequence.&lt;br /&gt;
&lt;br /&gt;
Requesting the code should only be done if the station has expended all of its resources in containing a threat and failed. Because the Captain is the only one with this power, it is in their interest to ensure they can live long enough to carry it out.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
NanoTrasen vessels are often under threat from various [[Game Mode|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the station.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Security]], [[Medical]], and [[Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
As far as running into danger goes, there is a thin line between stupidity and heroism. The rule of thumb is that you should only face suicidal odds when there is no other valid option. Your life&#039;s importance is second only to the station&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
== Antaging ==&lt;br /&gt;
Captain can&#039;t be a traitor or cultist due to the loyalty implant, but they can be changlings. Suffice to say, you don&#039;t need much effort to murder the entire station as a captain. Go nuts, but try to be fair, as going too far may get you gibbed by the admins, you are whitelisted after all, behave that way. Captain is also the key role during Mutiny rounds and automatically receives Head Loyalist role. During that round type, Captain must complete the provided objective through any means necessary while the Head Mutineer is tasked with stopping him.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND also knowing how to clone people AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the station or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research station, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=5749</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=5749"/>
		<updated>2017-07-24T04:32:06Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Replaces SOPs with Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what NanoTrasen has assigned you to do aboard the [[NSS Aurora]]. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Corporate Regulations]], so you know your rights, and [[Clone Memory Disorder]] if you happen to die and be cloned. Not doing so is considered very bad form for [[Roleplay]]. &lt;br /&gt;
&lt;br /&gt;
Due to new NanoTrasen equal rights laws, you might encounter some interesting new [[Species]] working alongside you.&lt;br /&gt;
== Heads of Staff ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_captain.png|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Manage the station and your crew. Try not to die whilst doing so.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeadOfPersonnel.png|link=Head of Personnel]]&amp;lt;br&amp;gt;[[Head of Personnel]]&lt;br /&gt;
|Assign and change crew members access and jobs.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_hos.png|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Manage [[Security]] and try to make sure they follow [[Corporate Regulations]].&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_ce.png|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Direct the rest of engineering. Delegate tasks correctly.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:ResearchDirector.png|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|Oversee research and keep it in check.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChiefMedicalOfficer.png|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Make sure patients are treated and bodies cloned. Direct the medical teams.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Law and Order ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#eeeeff;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#3e75dd;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_security.png|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Patrol the station and apprehend criminals.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden.png|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Mantain the brig and hand out weapons in emergencies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_detective.png|link=Detective]]&amp;lt;br&amp;gt;[[Detective]]&lt;br /&gt;
|Investigate crime scenes. Interview suspects. Solve cases.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_forensic.png|link=Forensic Technician]]&amp;lt;br&amp;gt;[[Forensic Technician]]&lt;br /&gt;
|Investigate crime scenes. Analyse evidence. Perform autopsies.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ia_consultant.png|link=Internal Affairs]]&amp;lt;br&amp;gt;[[Internal Affairs|Internal Affairs Agent]]&lt;br /&gt;
|Investigate internal issues. Attempt to be socially unbiased.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Maintenance and Supply ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FFFFDD;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_engineer.png|link=Station Engineer]]&amp;lt;br&amp;gt;[[Station Engineer]]&lt;br /&gt;
|Start up the engine, repair hull breaches and fix electronics.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_atmos.png|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Control the station&#039;s atmospherics. Re-pressurise rooms.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_janitor.png|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Clean and maintain the station. Put up wet floor signs.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_qm.png|link=Quartermaster]]&amp;lt;br&amp;gt;[[Quartermaster]]&lt;br /&gt;
|Order crates and make sure [[Shaft Miner|Mining]] and the [[Cargo Technician]]s do their jobs.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cargo_Technician.png|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|Deliver crates and send mail. Listen to your [[Quartermaster|boss]].&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaft_Miner.png|link=Shaft Miner]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Mine materials for the station.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist.png|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Grow food for the [[Chef]]. Experiment with plants.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science and Medical ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#EEEEFF;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:MedicalDoctor.png|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Heal people and deal with other ailments.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Paramedic.png|link=Paramedic|75 px]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Rescue, stabilize and transport dying crew members.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychologist.png|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Solve everyone&#039;s problems. &amp;lt;s&amp;gt;Go insane yourself.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chemist.png|link=Chemist]]&amp;lt;br&amp;gt;[[Chemist]]&lt;br /&gt;
|Create medicines and research chemical weaponry.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_virologist.png|link=Virologist]]&amp;lt;br&amp;gt;[[Virologist]]&lt;br /&gt;
|Create cures for, and research diseases.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Geneticist.png|link=Geneticist]]&amp;lt;br&amp;gt;[[Geneticist]]&lt;br /&gt;
|Researches powers, brings the [[Geneticist#Cloning|dead back to life]].&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Roboticist.png|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Create [[Cyborg]]s, robots and exosuits.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist.png|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Research plasma, aliens or technology.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#DCDCDC;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant.png|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant]]&lt;br /&gt;
|Assist the station. Or be reassigned.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender.png|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Mix and serve drinks. Entertain the crew.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef.png|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Cook food for the crew and keep them fed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_chaplain.png|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Be a source of spiritual support for the crew. Spread your equally valid religion.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_librarian.png|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Keep the Library stocked and well organized.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Human ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#D8BFD8;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Be the station. Serve the crew. [[Malfunction|Or don&#039;t]].&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Follow your laws and do your job.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be someone&#039;s constant companion. Act as a translator.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Observe the round and squeak. Actually act like a mouse.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:brown;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Compromise the Aurora as you look after the financial interests of your powerful employers.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cultist]]&amp;lt;br&amp;gt;[[Cultist]]&lt;br /&gt;
|Sing praises to Nar&#039;sie, the Geometer of Blood. Decorate your trophy rack with eyeballs. Sow panic and glorify in the cold darkness of the void as you crush the station in the bowels of the Machine.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ChangelingLarge2.gif|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be friendly, polite, and have a plan to consume everyone you meet. Revel in paranoia, panic, and terror as you turn good men and women on their own loved ones. Walk right into the Armory wearing the Warden&#039;s face.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:AlienLarge.png|link=Xenomorph]]&amp;lt;br&amp;gt;[[Xenomorph]]&lt;br /&gt;
|Grow. Spread. Repopulate.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Wizard.png|link=Wizard]]&amp;lt;br&amp;gt;[[Wizard]]&lt;br /&gt;
|Befuddle the minds of mortal men. Wield terrific arcane power and blow apart the cumulative efforts of the pathetic sciences. Charm gullible young personnel as you pick their pockets. Animate donuts and force them to fight Security for your amusement.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Heist]]&amp;lt;br&amp;gt;[[Heist|Raider]]&lt;br /&gt;
|Complete your objectives for your employer. Steal the station&#039;s paperwork and sell it back to them. Laugh merrily as you mock the crew while stealing the [[Supermatter Engine]] under gun point. Hang on tight, the hype train is leaving the station.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Cortical.gif|link=Cortical Borer]]&amp;lt;br&amp;gt;[[Cortical Borer]]&lt;br /&gt;
|Spread, thrive, and grow in the hostile human world. Crawl into peoples&#039; ears and whisper sweet, violent nothings. Create pandemonium as your glorious breeding ground bloats in size.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|link=Ninja]]&amp;lt;br&amp;gt;[[Ninja]]&lt;br /&gt;
|Uphold the ways of Bushido. Walk boldly through forbidden halls, and sever the hands of any man who would dare challenge you. Drink the station&#039;s power as surely as steel swallows lightning. Vanish into the shadows and emerge with your blade at their throats.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:silver;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#DAA520&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]&amp;lt;br&amp;gt;[[Emergency Response Team]]&lt;br /&gt;
|Deal with the Red Alert.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=5742</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guides&amp;diff=5742"/>
		<updated>2017-07-23T02:54:31Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Adds Advanced Construction link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{ToBay}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
*If you are unsure about something, read [[Misconceptions|this guide first.]]&lt;br /&gt;
*See also: [[Server_Rules|Server Rules]] and/or [[Rules]]&lt;br /&gt;
*And also: [[Main Page]] if you need to go back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
New to Aurora? Here&#039;s what you do!&lt;br /&gt;
&lt;br /&gt;
* Read our [[Server_Rules|Server Rules]] and/or [[https://aurorastation.org/rules.html rules]] to avoid unnecessary banning from the server.&lt;br /&gt;
* Browse our [[Background_summary| Lore]]. Aurora has it&#039;s own expanded lore maintained by a group of developers&lt;br /&gt;
* When you try out a new job, always look over the wiki page for that job. These are concentrated tips and how-to guides to get you started.&lt;br /&gt;
* If you are confused about something, read [[Misconceptions|this guide.]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re still confused, feel free to ask in-game over the OOC channel, an adminhelp (F1), or by creating a thread on [https://forums.aurorastation.org/ our forums]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
*[[Guide to Command]]&lt;br /&gt;
*[[File:Paper.png|link=Guide to Paperwork]] [[Guide to Paperwork]]&lt;br /&gt;
*[[File:Meteor.gif|link=Random events]] [[Random Events]]&lt;br /&gt;
*[[Station Directives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Job Guides|job guides page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Vegepizza.png|link=Guide to Food and Drinks]] [[Guide to Food and Drinks]]&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
*[[File:OreSatchel.png|link=Guide to Mining]] [[Guide to Mining]]&lt;br /&gt;
*[[File:GrayCrate.png|link=Guides/Cargo Items]] [[Guides/Cargo_Items| Ordable supply crates]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide to Construction]] [[Guide to Construction]]&lt;br /&gt;
*[[File:Wired_Frame.png|link=Guide to Advanced Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
*[[File:Singularity.gif|link=Singularity Engine]] [[Singularity Engine|How to Set up the Singularity Engine]] (NOT IN USE)&lt;br /&gt;
*[[File:CableCoils.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
*[[File:Wallradio.png|link=Telecommunications]] [[Telecommunications]]&lt;br /&gt;
*[[File:Multitool.png|link=Hacking]] [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]] / [[Guide to Xenobotany]]&lt;br /&gt;
*[[File:Generic borg.png|32px|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide to Xenoarchaeology]] / [[Guide to Anomalies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Genetics]]&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security|Guide to Security]]&lt;br /&gt;
*[[File:SpaceLaw.png|link=Corporate Regulations]] [[Corporate Regulations]] &lt;br /&gt;
*[[File:Mag glass.gif|link=Guide to Forensics]] [[Guide to Forensics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Antagonist Guides ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Wizard.png|link=Wizard|40px]] [[Wizard|Working for the Wizard Federation]]&lt;br /&gt;
*TBA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]][[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay_Guides}}&lt;br /&gt;
{{Special_Guides}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Circuit_Frame.png&amp;diff=5741</id>
		<title>File:Circuit Frame.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Circuit_Frame.png&amp;diff=5741"/>
		<updated>2017-07-23T02:53:10Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Wired_Frame.png&amp;diff=5740</id>
		<title>File:Wired Frame.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Wired_Frame.png&amp;diff=5740"/>
		<updated>2017-07-23T02:52:47Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Advanced_Construction&amp;diff=5739</id>
		<title>Guide to Advanced Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Advanced_Construction&amp;diff=5739"/>
		<updated>2017-07-23T02:51:35Z</updated>

		<summary type="html">&lt;p&gt;ToasterStrudel: Ported over Bays Advanced Construction guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is a grab from Baystations Guide, as its the same as what we use. All credit to them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The page details the construction of &amp;quot;machines&amp;quot;, a class of fairly complex objects used aboard the station. The basic process of construction is the same for all machines; only the parts used change.&lt;br /&gt;
*Build a machine frame by clicking metal sheets in-hand and selecting &amp;quot;Machine Frame&amp;quot; from the resulting menu [[File:Machine Frame.png]]&lt;br /&gt;
** If you want to build a gas cooler or gas heater, don&#039;t forget to face the direction in which you want the machine to connect.&lt;br /&gt;
*Add wires to the frame [[File:Wired Frame.png]]&lt;br /&gt;
*Add a circuit board [[File:Circuit Frame.png]]&lt;br /&gt;
*You will receive a prompt showing the items required for the machine. You can examine the frame to see what items it still requires, and add items to the machine by clicking on it with the items in-hand.&lt;br /&gt;
*When all the parts are added, screwdriver the machine frame to finish it [[File:Screwdriver_tool.png]]  &lt;br /&gt;
&lt;br /&gt;
Some machines can be [[Research_Director#Upgrading_the_station|upgraded by science]] to make them more efficient.&lt;br /&gt;
&lt;br /&gt;
=Machines=&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;margin-bottom:1em;&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|&lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Name &lt;br /&gt;
! style=&#039;background-color:#9c9c9c;&#039;|Parts needed&lt;br /&gt;
|-&lt;br /&gt;
![[File:Clone.gif|50px]]&lt;br /&gt;
![[Cloning Pod]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Scanning Modules &lt;br /&gt;
 1 Console screen &lt;br /&gt;
|-&lt;br /&gt;
![[File:Scanner.gif|50px]]&lt;br /&gt;
![[Cloning Scanner]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 1 Scanning Module &lt;br /&gt;
 1 Console screen &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Autolathe.gif|50px]]&lt;br /&gt;
![[Autolathe]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 3 Matter bins &lt;br /&gt;
 1 Console screen &lt;br /&gt;
|-&lt;br /&gt;
![[File:Protolathe.gif|50px]]&lt;br /&gt;
![[Protolathe]]&lt;br /&gt;
!&lt;br /&gt;
 2 Small beakers&lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Matter bins &lt;br /&gt;
|-&lt;br /&gt;
![[File:Destructive_analyzer.gif|50px]]&lt;br /&gt;
![[Destructive Analyzer]]&lt;br /&gt;
!&lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 1 Scanning Module &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Circuit_imprinter.gif|50px]]&lt;br /&gt;
![[Circuit Imprinter]]&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 2 Small beakers&lt;br /&gt;
|-&lt;br /&gt;
![[File:Broad.gif|50px]]&lt;br /&gt;
![[Subspace Broadcaster]]&lt;br /&gt;
!&lt;br /&gt;
 1 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 subspace crystal&lt;br /&gt;
 1 subspace filter&lt;br /&gt;
 2 High-powered Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sreceiver.gif|50px]]&lt;br /&gt;
![[Subspace Receiver]]&lt;br /&gt;
!&lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 Scanning Module &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
 1 subspace filter&lt;br /&gt;
 1 subspace ansible&lt;br /&gt;
|-&lt;br /&gt;
![[File:Exofab.png|50px]]&lt;br /&gt;
![[Exosuit Fabricator]]&lt;br /&gt;
!&lt;br /&gt;
 1 Manipulator &lt;br /&gt;
 2 Matter bins &lt;br /&gt;
 1 Console screen &lt;br /&gt;
 1 Micro laser&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rndserver.png|50px]]&lt;br /&gt;
![[RnD Scanner]]&lt;br /&gt;
!&lt;br /&gt;
 2 Cable coils&lt;br /&gt;
 1 Scanning module&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hub.gif|50px]]&lt;br /&gt;
![[Telecoms Hub]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Subspace filters &lt;br /&gt;
|-&lt;br /&gt;
![[File:Bus.gif|50px]]&lt;br /&gt;
![[Telecoms Bus]]&lt;br /&gt;
!&lt;br /&gt;
 1 Piece of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 Subspace filters &lt;br /&gt;
|-&lt;br /&gt;
![[File:Relay.gif|50px]]&lt;br /&gt;
![[Telecoms Relay]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 2 Subspace filters &lt;br /&gt;
|-&lt;br /&gt;
![[File:Server.gif|50px]]&lt;br /&gt;
![[Telecoms Server]]&lt;br /&gt;
!&lt;br /&gt;
 1 Piece of Cable &lt;br /&gt;
 2 Manipulators &lt;br /&gt;
 1 Subspace filter &lt;br /&gt;
|-&lt;br /&gt;
![[File:Pro.gif|50px]]&lt;br /&gt;
![[Telecoms Processer]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 3 Manipulators &lt;br /&gt;
 1 Subspace filter &lt;br /&gt;
 2 Subspace treatment&lt;br /&gt;
 1 Subspace analyzer&lt;br /&gt;
 1 Subspace amplifier&lt;br /&gt;
|-&lt;br /&gt;
![[File:pacman.png|50px]]&lt;br /&gt;
![[P.A.C.M.A.N.-type portable Generator]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Micro-laser &lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Capacitor&lt;br /&gt;
|-&lt;br /&gt;
![[File:superpacman.png|50px]]&lt;br /&gt;
![[S.U.P.E.R.P.A.C.M.A.N.-type portable Generator]]&lt;br /&gt;
!&lt;br /&gt;
 2 Pieces of Cable &lt;br /&gt;
 1 Micro-laser &lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Capacitor&lt;br /&gt;
|-&lt;br /&gt;
![[File:CyborgRecharger.png|50px]]&lt;br /&gt;
![[Cyborg Recharging Station]]&lt;br /&gt;
!&lt;br /&gt;
 2 Capacitors&lt;br /&gt;
 1 Power Cell&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
|-&lt;br /&gt;
![[File:Freezer.gif|50px]]&lt;br /&gt;
![[Gas Cooling System]]&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
 2 Capacitors&lt;br /&gt;
 2 Pieces of Cable&lt;br /&gt;
|-&lt;br /&gt;
![[File:Heater.png|50px]]&lt;br /&gt;
![[Gas Heating System]]&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
 2 Capacitors&lt;br /&gt;
 5 Pieces of Cable&lt;br /&gt;
|-&lt;br /&gt;
![[File:Biogenerator.gif|50px]]&lt;br /&gt;
![[Biogenerator]]&lt;br /&gt;
!&lt;br /&gt;
 1 Matter bin&lt;br /&gt;
 1 Manipulator&lt;br /&gt;
|-&lt;br /&gt;
![[File:Borgcharger.png|50px]]&lt;br /&gt;
![[Borg Recharger]]&lt;br /&gt;
!&lt;br /&gt;
 2 Capacitators&lt;br /&gt;
 2 Manipulators&lt;br /&gt;
 1 Power cell&lt;br /&gt;
 5 Pieces of cable&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
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{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides|Advanced Construction, Guide to]]&lt;/div&gt;</summary>
		<author><name>ToasterStrudel</name></author>
	</entry>
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