Space Law

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Space Law
Space Law
This page contains in-character laws, and is used by both staff and players for reference. It's important to read if you wish to be an antagonist, member of command, or a member of security.
Looking for the Standard Operating Procedure?

Space law is the name given to the set of corporate regulations approved by the Nanotrasen Board of Directors for use on their space stations. It applies to all NT employees, authorized visitors, and generally anyone that is legally aboard the station. These individuals are both protected by, and expected to follow, space law. Any individuals that board the station with hostile intent are not protected by space law. Central Command can authorize pardons for any named or unnamed crimes as they see fit.

Interpretation of the law

A rough understanding of space law is important in order to ensure workplace productivity for Nanotrasen employees, and to prevent any accidental crimes from being committed without one's knowledge. Furthermore, more in-depth knowledge of space law is recommended, if not required for intensive positions such as captain, head of personnel, warden, head of security, security officer, and lawyer.

For certain crimes, the intention of the accused is important. The difference between murder and manslaughter can be hard to ascertain. When in doubt, you should default to the lesser crime.

Charging someone with multiple counts of the very same crime is completely disallowed; even if someone steals every toolbox on the station, you may only charge them with one count of minor theft.

Knowingly aiding a criminal is aiding and abetting. Offenders are to be charged with the same sentence as the person they helped, with a minimum charge of at least five minutes.

Crime stacking

The rules regarding crime stacking (charging someone with multiple crimes simultaneously) are:

Criminals with crimes of the same tier (eg, 403 and 406) should be charged with the most relevant, single crime to the actions they committed.

If a person commits the same crime three or more times, they may be charged one tier up from their current crime. For example, three counts of 307 leads to 407. Space Law is laid out in such a way that this typically makes a great deal of sense.

If a person commits crimes of the same severity five or more times, they be charged one tier up from the most relevant of their current crimes. For example, two counts of 105, two counts of 108, and one count of 109 could be charged as 206.

Arrest and brig procedures

Now found here, in the standard operating procedure. Members of Security and Command are advised to review this.

There are some special precautions to be noted here for quick and easy reference:

  • Ask Plasmamen prisoners where their internals tank is located. Do not remove this tank, as it will kill them. In such a case where their clothes have to be changed, expedience is mandatory. The same applies for species that do not breathe standard air mixes, such as Vox, or crew members with exotic or unique respiration.
  • All contraband is to be confiscated and placed in evidence storage, including tools used in a crime. These items are not to be returned afterwards.
  • Make routine checks on the permabrig, solitary and labor camp areas if they happen to be occupied; this is especially important for the warden.

Legal representation and trials

While prisoners are permitted to seek legal representation, security is under no obligation to provide or allow it for crimes that do not warrant specifically permanent confinement or execution.

Lawyers exist to serve as a guiding hand and voice of reason within the sentencing process; however, lawyers have zero authority over the brig, security personnel, prisoners, or sentencing, and any attempt to throw their weight around may be ignored.

Prisoners have a right to a trial for cases of permabrig or execution, but this is subject to the availability of willing counsel and approval by the Captain, Nanotrasen Representative, or Head of Personnel.

Disruptive lawyer - If the lawyer is asked to leave the brig by the head of security, warden or captain, they must do so, and cannot return until one of those people allow it. If they return without permission, or are otherwise disruptive, they may be charged with the appropriate crimes.

Sentencing Conflicts - In instances where a conflict of opinion arises over the sentence of a prisoner, the chain of command should be followed, with additional respect to security ranks:

Captain -> Head of Security -> Warden -> Security Officers, Detective, Brig Medics

Use of deadly force

As a member of the station's security force, you are one of the best armed and protected people on the station and are equipped with the latest in non-lethal weaponry.

Situations that warrant the use of deadly force are few and far between. In the vast majority of cases, you will be expected to use your non-lethal tools, which are often many times more effective than lethal options when it comes to defusing a situation. In general, if it is possible to capture personnel non-lethally, you should. If you do not, expect to justify yourself to command to not get fired and to staff to not be punished.

There are however certain circumstances where deadly force is permissible and usually granted when someone is hostile (attacking crew without reason):

Non-EoCs / petty criminals
Lethal force should never be used against a target that is not an EoC or is not set to execute/kill on sight via lawful order. If they end up dead, the person in question has to be revived and sentenced/deconverted as soon as possible. Petty criminals met with lethal force are to be given immediate medical attention when captured.
Lethals authorized - post-combat treatment/revival required
Armed and dangerous
(Stun weapons, lethal weaponry, stolen security weapons/equipment (not clothing) etc.)
Multiple assailants
(Armed or otherwise)
Possessing explosives
(Grenades, TTVs, etc.)
Revolutionaries
(Non-heads)
Armoury trespassers
(Armed or otherwise)
Enhanced individuals
(Stimulants, implants, bio-chips, etc.)

Escape, escape attempts & in-cell vandalism

Remember: As non-antagonist, you must ahelp to escape cells or permabrig.

  • Escape is defined as leaving the area they're confined to, without permission from security; breaking internal windows, without leaving the space they are confined to, does not count. E.g. : temporary brig prisoners must be outside their own cell, permabrig prisoners must be outside of the prisoner-accessible area of the permabrig, and isolation cell prisoners must be outside of their specific isolation cell.
  • Attempted escape is defined as attempting to break the barriers that keep the prisoner contained (e.g. : cell windows, airlocks), or attacking any member of security in their cell. Temporary prisoners guilty of this can have their timer reset at the discretion of security. Permanent prisoners guilty of this should be moved to isolation temporarily. If permanent prisoners attempt escape, contact Central Command with a full report on the incident.
  • Vandalizing their cell is defined as breaking things in their environment in a way that does not help them escape. In cases of vandalism from a permanent prisoner you should isolate them temporarily, or remove privileges such as, jukebox, PDA, etc... If it escalates further, put the prisoner in a straitjacket.
  • Temporary prisoners who escape are to be re-brigged for the full timer they had before, plus an additional 5 minutes.

Space law

Keep in mind Crimes with low amounts of time can always be fined rather than jailed as well; you are encouraged to roleplay things out and make them fun for both the officer and the criminal.

Crime Code Reference

Use this to quickly find the Crime Code Numbers, or communicate with other Officers about crimes happening.

Crime codes are made up of Category Codes (_XX), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__)

Crime Code Reference
Code Minor - 1XX Moderate - 2XX Major - 3XX Grand - 4XX Exceptional - 5XX Capital - 6XX Special - SXX
X01 Assault Battery Manslaughter Attempted Murder Murder Multiple Homicide Malpractice
X02 Harassment Threatening Rioting Inciting a Riot Subterfuge Bioterrorism Excessive Force
X03 Refusal to Identify Obstructing Justice Sabotage Grand Sabotage Terrorism Destruction of Station Abusing Authority
X04 Disturbing the Peace Omnidepartment Aiding & Abetting Unlawful Abduction Civil Service Insubordination Mutiny Conspiracy
X05 Civil Disobedience Resisting Arrest Escaping Arrest Escaping Jail Escaping Perma Facilitating Escapes Corporate Disobedience
X06 Improper Procedures Negligence Cruelty to Life Criminal Negligence Gross Negligence Unsanctioned Execution Incompetence
X07 Contraband Moderate Contraband Major Contraband Grand Contraband Exceptional Contraband Hostile Enemy of The Corporation Contraband Usage
X08 Jesting Vigilantism Impersonation Evidence Tampering Corporate Espionage Complaint Retaliation
X09 Loitering Trespass Major Trespass Grand Trespass CC Trespass Dereliction of Duty
X10 Minor Theft Theft Major Theft Grand Theft Capital Theft Favoritism
X11 Vandalism Failure to Pay Bribery Embezzlement Corruption Accepting a Bribe
Punishment Fine - 100-250 Credits,

Alt. Punishment

Brig - 5-10 Minutes,
Labor - 250-500 Points,
Fine - 250-500 Credits

Alt. Punishment

Brig - 10-15 Minutes,
Labor - 500-1000 Points,
Fine - 500-1500 Credits

Alt. Punishment

Brig - 15-20 Minutes,
Labor - 1000 Points,
Fine - 1500-2000 Credits

Alt. Punishment

Permabrig,
Exile,
Implantation,
Cyborgification
Execution,

Permabrig,

Cyborgification

Demotion

Permabrig

Code Punishment

Modifiers quick reference

Use this to quickly find Modifiers and their values. You can click on the name of a modifier to immediately navigate to it.

Some modifiers have special clauses and conditions that should be fulfilled.

Situation Modifier
Central Command Directive Modified or charged per executive directive.
Meaningful Harm to a Head (HTH) Eligible for all 4XX punishments with original charge.
Meaningful Harm to a Captain (HTC) Eligible for all 5XX punishments with original charge.
Cooperation with Security 25-75% reduction at the arresting officer's discretion.
Hostile Brainwashing Deconversion and release.
Medical Attention Running timer.
Parole Paroled until sentence expires.
Alternative Punishment Release when completed
Repeat Offender Increase in crime severity to next applicable level (110 > 210).
Self Defence Immediate release and pardon.
Immediate Threat to Prisoner Release or relocation at the discretion of the Head of Security

Minor Crimes


All of these crimes are punishable by a fine of 100-250 credits, or alternative punishment.

Code Crime Description
101 Battery Unwanted physical contact with another person, including shoving, stunning, harmful grabbing, throwing, etc., but not including actual physical harm.
102 Loitering Lingering outside or near a Class-2+ restricted area for a period of time in excess of 30 minutes. For example, the bridge.
103 Refusal to Identify A refusal or failure to identify oneself on amber alert or above.
104 Disturbing the Peace Causing unnecessary noise, spectacle, or commotion with no due cause.
105 Civil Disobedience Ignoring lawful orders issued by security or command in a non-violent manner.
106 Improper Procedures To violate the Standard Operating Procedures, referred to security by a Head of Staff, and to be fined or alternatively punished instead of demoted.
107 Contraband The possession of minor contraband as listed in the contraband list.
108 Jesting A blanket crime to charge mimes or clowns with if they have technically broken the law, but did so in a way that demands a minimum sentence.
109 Harassment Multiple (3+) instances of unwanted physical or verbal contact, including via electronic methods (PDA, Communications, etc.)..
110 Minor Theft Theft of items, with or without force, worth 100 credits or less.
111 Vandalism Defacing or Dismantling of non-essential station assets.

Medium Crimes


All of these crimes are punishable by a temporary brig sentence of 5-10 minutes, 250-500 labour points, a fine of 250-500 credits, or alternative punishment.

Code Crime Description
201 Assault Unwanted physical contact with another person that causes actual physical harm but does not lead to the grave injury or death of the victim (see 301, 401, 501).
202 Threatening The credible threat of physical or mental harm, or the credible threat to property.
203 Obstructing Justice Impeding security in conducting a lawful arrest or otherwise administering justice
204 Omnidepartment Performing, or attaining the means to perform the duties of another department. For example, construction exosuit fabricators outside of robotics.
205 Resisting Arrest Refusal to submit to a lawful arrest either through attempted evasion or physical resistance. For suspects that successfully flee from the arrest, see 305.
206 Negligence Acting without due regard, or failing to act, in a manner that leads to damage or injury to station equipment or personnel.
207 Moderate Contraband The possession of moderate contraband as listed in the contraband list.
208 Vigilantism Pursuing criminals, or persons the criminal deems to have committed a wrong in a manner that attempts to harm or administer justice.
209 Trespass The unlawful entry of a Class-1 Restricted area. (see trespass table below.)
210 Theft Theft of items, with or without force, worth 101-499 credits.
211 Failure to Pay Failing to pay a fine within an orderly timeframe (20 minutes).

Major Crimes


All of these crimes are punishable by a temporary brig sentence of 10-15 minutes, 500-1000 labour points, a fine of 500-1000 credits, or alternative punishment.

Code Crime Description
301 Manslaughter To cause the death of a crewmate or cyborg, either through negligence or inaction.
302 Rioting To wilfully participate in rioting.
303 Sabotage To disable or destroy a Class-2 Restricted area (see trespass table), or to otherwise impede station communication or travel (telecoms, shuttles and pods).
304 Aiding & Abetting To assist and aide (either medically, physically, or verbally) the escape and wellbeing of a fugitive or criminal.
305 Escaping Arrest To escape from a lawful arrest by a member of security, or a lawful detainment by a departmental guard.
306 Cruelty to Life To willingly show overt cruelty to another living organism, including the killing of station pets, or the consumption or serving of the meat of another crewmember.
307 Major Contraband The possession of major contraband as listed in the contraband list.
308 Impersonation To masquerade as another crewmember via chameleon technology, modified ID cards, or otherwise shapeshifting.
309 Major Trespass The unlawful entry of a Class-2 Restricted area. (see trespass table below.)
310 Major Theft Theft of items, with or without force, worth 500-999 credits.
311 Bribery To offer a member of security, command, or a crew member a bribe (of the flesh, or monetary or material in nature) to either not perform their duties, improperly perform their duties, fail to administer justice, or to commit a crime on the criminal's behalf.

Grand Crimes


All of these crimes are punishable by a temporary brig sentence of 15-20 minutes, 1000 labour points, a fine of 1500-2000 credits, or alternative punishment.

  • Only the Captain, Head of Security, and Warden can authorize a Permanent Sentence.
  • If a prisoner requests an Exile, they may be given one.
  • Pacification must be done according to the pacification Standard Operating Procedure.
Code Crime Description
401 Attempted Murder To, with intent, attack another crewmember with a lethal weapon (firearms, blades, pyrotechnics, or chemicals); or to otherwise place a crewmember into hard critical condition with any other weapon.
402 Inciting a Riot Being the one responsible for inciting a riot either through organization or provocation.
403 Grand Sabotage To destroy or disable a Class-3 Restricted area (see trespass table), or to otherwise impede station function, or power, or travel (solar panels, RBMK-2, sabotaging the supermatter, or sabotaging the emergency shuttle).
404 Unlawful Abduction The action of abducting a crew member or cyborg with no due reason, including wrongful arrest, kidnapping for ransom, or hostage-taking.
405 Escaping Jail To escape from confinement while either being processed for time-sentencing by security, or from a temporary cell itself.
406 Criminal Negligence Acting without due regard, or failing to act, in a manner that leads to damage to station equipment otherwise constituting 303 - Sabotage, or the death of a crewmember or cyborg.
407 Grand Contraband The possession of grand contraband as listed in the contraband list.
408 Evidence Tampering To either take from the evidence storages in security, or to destroy, relocate, or frame another crew member using evidence implicated in a crime.
409 Grand Trespass The unlawful entry of a Class-3 Restricted area. (see trespass table below.)
410 Grand Theft The theft of items, with or without force, worth 1000-4999 credits; or the theft of secure station equipment, such as the hand teleporter, armory weapons, confidential papers (in the vault), the captain's spare ID, head of staff IDs, and any equipment inside a head of staff's locker not otherwise acquirable elsewhere.
411 Embezzlement To take funds for personal gain or use from a departmental budget, the vault, or to sell station materials in summary excess of 5,000 credits.

Exceptional Crimes


All of these crimes are punishable by exile, permanent imprisonment, implantation, or cyborgification.

  • If a prisoner requests their own execution, you may honor this request.
  • A prisoner must consent to cyborgification.
Code Crime Description
501 Murder The malicious, premeditated end of life or service of a crewmember or silicon, either through objective, desire or directive.
502 Subterfuge To, through deception, attempt to subvert the control of the station in a manner that disrupts the rule of law. For example, a criminal being the cause of a red security level.
503 Terrorism The detonation of an explosive or chemical weapon that significantly disrupts station-wide atmospherics or causes injury to three or more crewmembers.
504 Civil Service Insubordination To disobey a lawful order issued by a Terran Marshall or Private Security Company contracted by Nanotrasen; or disobeying the lawful orders of a Nanotrasen Representative assigned as a mediator.
505 Escaping Permabrig To escape, either through force or deception, from permanent imprisonment.
506 Gross Negligence Acting without due regard, or failing to act, in a manner that leads to damage to station equipment otherwise constituting 403 - Grand Sabotage, or two or more deaths of crewmembers or cyborgs.
507 Exceptional Contraband The possession of exceptional contraband as listed in the contraband list.
508 Corporate Espionage The act of attempting to steal Nanotrasen secrets, research. Or information regarding space station construction, valuable research practices. Or otherwise any vital information pertaining to Nanotrasen.
509 CC Trespass To trespass on Central Command naval, transport, or emergency ships, including the Emergency Response Team ship. Typically charged at the request of Central Command or Emergency Response Team members.
510 Exceptional Theft To steal items from Nanotrasen officers or dignitaries, including members of ERT and equipment issued thereof; or the theft of items, with or without force, worth 5000 credits or more.
511 Corruption To abuse power, position, or trust in a manner that results in the monetary gain of 5000 credits, a promotion in rank, role, or duty, or to show willful ignorance of criminal wrongdoing.

Capital Crimes


All of these crimes can result in Execution or Permabrig.

  • Authorization from Central Command is not needed for execution for any Capital crimes.
  • If a prisoner requests their own execution, you may honor this request.
  • A prisoner must consent to cyborgification.
Code Crime Description
601 Multiple Homicide Three or more (3+) malicious, premeditated end of life(s) or services of crewmembers or silicons, either through objective, desire or directive.
602 Bioterrorism To release a biological agent, weapon, or lifeform against the station, including all bioweapons, diseases, xenomorphs, and kudzu.
603 Destruction of Station To create either a disease, biological hazard or atmospheric disruption to the point that life on station is no longer comfortably sustainable or viable.
604 Mutiny To attempt to overthrow the current Captain or Command team as a whole.
605 Facilitating Escapes To facilitate the escape of two or more prisoners currently permanently imprisoned.
606 Unsanctioned Execution To execute a crew member or silicon with no proper cause, or without due reason. This does not apply to field executions.
607 Hostile Enemy of The Corporation To be a member of the Wizard Federation, a Xenomorph, a Changeling, a Nuclear Operative, a heretic, a Voidwalker, a feral spider, a space dragon, or a cult leader, acting in a hostile manner toward Nanotrasen, its crew, or its assets.

Nuclear Operatives are automatically considered hostile. Non-hostile Enemies of The Corporation are a civil matter and they should be asked politely to leave.

Special crimes


The following crimes are the only crimes that may be charged on top of any other sentence or charge a criminal is experiencing. This means a person can be both demoted and temporarily brigged, or they may be charged for a higher code punishment than they were originally due.

Not all crimes are eligible for all punishments noted in the quick table.

Code Crime Description Notes
S01 Malpractice To improperly perform the duties prescribed by one's job in a manner that constitutes the violation of a crime. For example, an engineer having their emitters bounce through the halls to power the supermatter may be demoted.

Demotion-eligible only.

S02 Excessive Force To exert an excess level of force for the threat faced, including assaulting restrained or incapacitated individuals. The criminal may either be demoted, or charged for assault or manslaughter, or any other relevant crimes and may be administered the punishments thereof.

Demotion or Code Punishment eligible only.

S03 Abusing Authority To use the authority granted in a position of power in order to give illegal commands or perform improper procedures, either negligently or with malintent. The criminal may either be demoted, or charged for any relevant crimes and may be administered the punishments thereof.

Demotion or Code Punishment eligible only.

S04 Conspiracy To conspire to commit a crime, but unsuccessfully do so, or to plan but fail to enact said plan, a crime. The criminal may be either demoted, or charged for the crime they conspired to commit and administered the punishments thereof.

Demotion or Code Punishment eligible only.

S05 Corporate Disobedience To disobey the order of a Central Command Intern, Official, or Dignitary. Punishment at the will of the Central Command Intern, Official, or Dignitary.

Demotion, Permabrig, or Code Punishment eligible.

S06 Incompetence To fail to perform the basic duties of one's role, or to perform the duties of one's role in a manner that constitutes 206 - Negligence (including 406, 506). The criminal may either be demoted, or charged for any relevant crimes and may be administered the punishments thereof.

Demotion or Code Punishment eligible only.

S07 Contraband Usage To make use of prohibited items or assets for combat, technical, medical, or personal use. The criminal may either be demoted, or charged for any other relevant crimes and may be administered the punishments thereof if above the original contraband charge.

Demotion or Code Punishment eligible only.

S08 Complaint Retaliation To use the power given to an authority, or to act in a hostile or exclusionary manner toward a person who had made a complaint about oneself. Demotion or Code Punishment eligible only.
S09 Dereliction of Duty To abandon one's duties to perform either recreational activities or the duties of another station role. This can include activities of the flesh. The criminal may either be demoted, or charged for negligence or improper procedures, or any other relevant crimes and may be administered the punishments thereof.

Demotion or Code Punishment eligible only.

S10 Favoritism To sway from established procedure and fair judgement due to specific positive or negative relationships with the parties involved. The criminal may be demoted.

Demotion-eligible only.

S11 Accepting a Bribe To accept a monetary bribe, material bribe, or bribe of the flesh to either not perform one's duties, improperly perform one's duties, fail to administer justice, or to commit a crime on the criminal's behalf. For example, a security officer accepting a criminal's 500 credit bribe to release the criminal early. They may be either demoted, or charged for Corruption and administered the punishments thereof.

Demotion or Code Punishment eligible only.

"High Security Areas" and Trespassing


This is a list of areas considered high security, and the corresponding crime that they constitute.

Trespassing is constituted as an individual entering into, or existing inside "Any area (on-station) of which the trespassee does not have permission from a relevant party (with ID access) or ID access to enter; or has been requested to leave and does not work in the department they have been requested to leave."

It should be noted that ID access is not always permission. Abusing RETA access or abusing other forms of emergency access (such as a paramedic walking into cargo) can lead to accesses being revoked, but should not necessarily constitute a crime. All members of a department have a right to ask anyone not a member of the department being accessed to leave, even if the person is a head of staff. If the Research Director is trespassing into engineering, they must leave when asked, or may be found guilty of trespassing; or may be found guilty of trespassing if they lacked access to the area in question in the first place.

In circumstances where "permission" to enter an area conflicts, accept the highest ranking member's opinion, or the most pertinent member's opinion. For example, a roboticist would have higher authority on who enters robotics than a scientist, but the RD has authority over access to the entire science department.

Space Law Designation Trespass Classification Applicable Areas
209 Trespassing / Class I All areas in medical, cargo, security, science, and service, excluding areas otherwise covered by other trespassing charges; The Bridge.

All areas in engineering, excluding areas otherwise covered by other trespassing charges. The supermatter room is distinct from the supermatter chamber.

309 Major Trespass / Class II The Head of Security's Office; the Head of Personnel's Office; the Research Director's Office; the Chief Medical Officer's Office; the Quartermaster's Office; The Chief Engineer's Office; the Warden's Office; The Blueshield's Office; The Nanotrasen Consultant's Office/The Nanotrasen Crew Trainer's Office; The Supermatter chamber; EVA Storage; The Gravity Generator Room/Foyer; Permabrig
409 Grand Trespass / Class III The Armory; the Captain's Office; the Vault; the AI satellite; Telecommunications.
509 CentCom Trespass / Class IV The ERT Shuttle; the TerraGov Waystation; Central Command; the Central Command whiteship and other naval bodies without explicit permission from a person with the authority to grant access.


Modifiers & special situations


Situation Description Modifier
Central Command Directive To be issued a directive pertaining to a criminal's sentence, charge, or status. Modified or charged per executive directive.
Meaningful Harm to a Head (HTH) To commit 201 against a Head of Staff. Eligible for all 4XX punishments with original charge.
Meaningful Harm to a Captain (HTC) To commit 201 or 401 against the Captain. Eligible for all 5XX punishments with original charge.
Cooperation with Security To cooperate through wilful surrender, admittance of crimes, or any otherwise lack of resistance upon arrest with security. Only applicable to crimes with brig timers, fines, or labour point thresholds (1XX-4XX). 25-75% reduction at the arresting officer's discretion.
Hostile Brainwashing To have been brainwashed by a foreign hostile agent, including hypnosis, drugging, or immaterial coercion. Deconversion and release.
Medical Attention To require the need of medical attention while imprisoned. Running timer.
Parole To be released from permanent imprisonment as a parolee. Paroled until sentence expires.
Alternative Punishment To offer a prisoner a punishment alternative to the prescribed list of punishments. This can include consensual sexual acts. Release when completed
Repeat Offender To commit the same crime three times or more. Increase in crime severity to next applicable level (110 > 210).
Self Defence To have committed a crime (such as murder) in self defense. Immediate release and pardon.
Immediate Threat to Prisoner To be imprisoned permanently or temporarily where there is an active threat to life. This includes both hostile agents and engineering threats. Release or relocation at the discretion of the Head of Security

Contraband as a whole


Contraband can fall under many different categories and types. The following are the major types and classifications for common contraband. If you are unsure, request clarification from Central Command. Any contraband that is found on a search should be confiscated and stored away in the evidence storage of the security wing.

Item Type Contraband Level Notes and Examples
Unarmored unauthorized clothing Departmental None Any clothing (jumpsuit, overwear, boots, gloves) not permitted or belonging to the possessor's department. For example, an assistant with a security officer's jumpsuit.

Confiscate only - do not arrest or issue fines. Where a jumpsuit or jumpskirt is confiscated, you must issue a replacement authorized garment. This excludes all HUDs (Medical, Engineering, Chemistry, Science) except security HUDs, weapon permit HUDs, and any other HUDs that integrate anti-flash technology, which require a weapon permit or appropriate departmental access to possess.

Jaws of Life Engineering/EMT Only Minor Permission may be received from the Chief Engineer or their interim (Captain, Acting Captain) to carry this as non-approved personnel.
Syndicate Paraphenalia Syndicate Minor Posters, Banners, Balloons; anything that promotes the Syndicate over Nanotrasen
Type III+ Ballistic/Kinetic or Energy/Laser Armor Weapon Permit, Security Only, Command Only Minor Armor that has a rating of III or higher against ballistic or kinetic weaponry (not including melee, including security equipment). Armor typically restricted for usage by non-security personnel may be used during red alert.

The weapon permit means that crewmembers may wear and possess level 3 or below armor, unless where the armor possessed would require a crime to acquire (such as an armored head of staff coat).

Miners, or persons mining, may possess any level of armor. If the armor is utilized in a crime, only then may it be confiscated, but it should typically be returned to the cargo department for other use, in order to not waste Nanotrasen resources.

Unarmored Syndicate Apparel Syndicate Minor Any syndicate-branded or syndicate-produced apparel with an armor rating that would not typically constitute contraband (BELOW Level III Ballistic/Kinetic armor)
Possession (or Use) of Narcotics Controlled Substances Minor Chemicals that act as a stimulant or whose sole purpose is recreational use (i.e., cocaine, crack, methamphetamine, stimulants, fentanyl, space drugs). Weed is legal.

Substances with both a medicinal and recreational use may be permitted with a prescription or permission from a member of Medical (i.e., morphine, psicodeine, muscle stimulants). The Chief Medical Officer has final say on prescriptions and authorized narcotic substances.

Medicines are authorized equipment for all crew (i.e., libital). Toxic chemicals should instead be punished as "Harmful Substances".

Possession (or Use) of Harmful Substances Toxic Substances Moderate Chemicals that are harmful in nature and are considered toxic to most or all carbon individuals. Chemicals that are potentially toxic are exempted (such as chemicals only toxic to specific races). The Research Director has final say on authorized harmful substances for members of research. The Chief Medical Officer has final say on authorized harmful substances for members of Medical.

Exemptions can be made for chemists and members of R&D only if permitted by the relevant member of command. For example: Toxin, heparin, lexorin, zombie powder, carpotoxin.

Romerol should be punished under Space Law 512 (Bioterrorism). Alcoholic beverages are not included as a harmful or toxic substance, even if they have the potential to be lethal. If the bartender kills people with drinks that they serve (so long as they are following established recipes), this should be punished under manslaughter or negligence laws.

Individuals with unique biology (slime, plasmamen) are given exemptions to suit their needs. For example, slimes may possess chemicals that induce toxin damage in non-slime carbon individuals.

Incapacitating firearms Weapon, Security Only, Command Only Moderate Any weapon that is able to disable or impair another being via non-lethal means (disablers, pepperball pistol. The Warden's disabler shotgun is instead considered a specialized command asset).
Standard Combat Implants Weapon, Security Only Moderate Combat implants (Reviver, CNS rebooter/jumpstarter, mantis blade, anti-drop, razor claws) are considered contraband for security if implanted below Amber alert, and must be removed if this was done. If an implant was implanted on amber alert or above, it may remain for the rest of the shift; however, you can still be ordered to have implants removed by the Head of Security or Captain.

Crew may only utilize combat implants on red alert or higher, or with permission from the Head of Security or Captain. It is self-antagging to needlessly implant yourself as a roboticist with combat implants.

Stun Batons / Stunprods Security Only Moderate Including the detective's "police baton", bokken, and any hand-crafted batons capable of stunning.
General Security Equipment Security Only Moderate Bola, telescopic shields, riot shields, gorilla/guerrilla gloves, retrieval (tackle) gloves, etc.; any equipment available from the Armadyne Peacekeeper Equipment Vendor, a security locker (Officer's, Warden's, Head of Security's, etc.), or offensive equipment printed from the security lathe.

This excludes HUDs, flashes, pepperspray, and seclights which are free to possess.

Firearms Weapon, Security Only, Command Only Moderate The weapon permit means that non-security personnel may carry any firearm, subject to any imposed restrictions.

Exceptions to this are roles that spawn with a firearm (such as the bartender), who do not need to obtain a weapon permit.

Anti-Personnel Explosives/Devices* Weapon Major Hellfoams, fragmentation grenades, ion grenades, incendiary grenades, molotovs, gluon grenades, landmines, or hand-made grenades.

*The only anti-personnel device punishable under this contraband stipulation is the bear trap or reverse bear trap. Members of the service department are permitted to obtain and possess bear traps.

Occult Reference Material Occult Major Literature, iconography, or otherwise media sourced from non-Nanotransen-approved religions.
Occult Instruments Occult Major Non-offensive magically-enriched articles related to non-Nanotransen-approved religions. Those incoming from Lavaland or the Gateway may be permitted with Security approval.
Syndicate Utility Implants Syndicate Major Syndicate-sourced or produced implants that are not intended for combat use. (illegal toolset implants, storage implants, radio/uplink implants)
Electronic Subversive Equipment Syndicate Grand Equipment that has the capability to intrude or disrupt Nanotrasen systems. (Cryptographic Sequencers, AI Detectors, SyndEye, EMP flashlight, radio jammer)
High-Explosives / WMDs Weapon, Syndicate Grand The ONLY exception permitted is TTVs limited to Research, or Red Alert situations where they are absolutely necessary (Blob). WMDs include air freezing/burning and radiation.
Specialized Command Assets Command Only Grand Equipment specific to members of command, such as MODsuits, special weapons (X01, X02, antique laser gun, the Warden's disabler shotgun), etc.
Silicon Law Boards Command, Robotics Only Grand Boards used to reprogram the laws of silicons (AI, cyborgs).
Occult Weaponry Occult, Weapon Grand Magically-enriched articles that are able to be used in an offensive manner. Those incoming from Lavaland or the Gateway may be permitted with Security approval.
Syndicate Utility Implements (non-implants, non-electronic subversive equipment) Syndicate Grand Syndicate-sourced or syndicate-produced including, but not exclusive to: MODsuit modules (chamelon module, anti-slip module, shock-absorber module, plate compression module), GLA Brand Mail Counterfeit Devices, chameleon projectors, agent cards (except where Nanotrasen issued, such as the detective's ID card), Thermal Imaging Glasses, hypnotic flashes, power sinks.
The Captain's Spare Access ID Command Only Grand You'd better be a member of command.
Syndicate Weaponry Syndicate, Weapon Exceptional Syndicate-sourced or syndicate-produced firearms or melee weaponry; or implements used for combat (shields). This includes, but is not limited to: energy swords (include dual variant, unless Nanotrasen-manufactured), the Bulldog Shotgun, the Ansem pistol, the Makarov pistol, the C-20r Submachine gun, the "Badass Revolver", the M-90gl Carbine, the L6 Squad machine gun, the Anti-Material Sniper Rifle, the Abielle Smart SMG.
Psychologically Subversive Equipment Syndicate, Occult Exceptional Articles with which to subvert an employee's loyalty to Nanotrasen.
Armored Syndicate Apparel Syndicate Exceptional Any syndicate-branded or syndicate-produced apparel with an armor rating that would typically constitute contraband (Level III+ Ballistic/Kinetic armor)
Syndicate Combat Implants Syndicate Exceptional Syndicate-sourced or syndicate-produced implants that aid in combat. (freedom implant, energy armblade implant, micro or macro explosive implants, deniability implants, implanted arm-mounted weaponry)
The Nuclear Authentication Disk Command Only Exceptional You'd better be the Captain.

Implant Classification

Implant Type Implants Notes
Civilian All cybernetic limbs; botany arm implant; janitor arm implant; lighter arm implant; CNS skillchip connector implant; civilian HUD implant; diagnostic HUD implant; empathic sensor implant; night vision eyes; thrusters set implant; deathrattle implant; breathing tube implant; internal medical analyzer; nutrient pump implant (and variants); civilian HUD implant; medical HUD implant; tracking implant; all tier 1, 2, and 3 cybernetic organs excluding the volume-adjusting cybernetic ears (and variants); toolset arm implant (and all variants) May be possessed freely, regardless of alert. Permission is not necessary to possess. Members of command may revoke implants from members of their respective departments at-will. The Head of Security and Captain may revoke implants from any crew member at-will.
Medical strong-arm implant; surgical toolset implant (and variants); herculean gravitronic spinal implant Free to possess for medical staff and roboticists only. Other crew must receive permission from the Chief Medical Officer.
Security/Command Security HUD implant; mindshield implant; exile implant; chemical implant. Implants not necessarily combat implants, but are restricted to members of security or command (free to possess on any alert). Crew must receive permission from the Captain or Head of Security to possess‡.
Combat Volume-adjusting cybernetic ears; anti-drop implant; reviver implant*; CNS jumpstarter implant; CNS rebooter implant; mantis blade implant; photon projector implant; voltaic cybernetic combat heart; strong-arm implant. May be possessed by members of security on amber alert†. May only be possessed by crew on red alert.

*Miners may make use of the reviver implant on any alert.

Contraband Energy mantis blade implant; micro-bomb implant; macro-bomb implant; storage implant; tactical deniability implant; x-ray eyes implant (and variants); thermal eyes implant (and variants); freedom implant; syndicate radio implant; syndicate uplink implant; stealth implant. May only be used on red alert. Considered contraband (see contraband rules/laws for specific type of contraband)‡‡.

Duplicate entries indicate special permission to possess.

† May be possessed by the Blueshield also. When amber is reached once, security may keep these implants for the remainder of the shift. Crewmembers can be asked to remove implants when the alert lowers from red alert.

‡ Exile and chemical implants are not recommended to be used by members of command or security, and instead it is recommended that they are saved for implanting into others.

‡‡ Not exhaustive an exhaustive list. All syndicate implants apply.

Security Cyborgs

Security cyborgs are in a unique spot, and they are programmed as such. Security cyborgs are not beholden to space law, but enforce space law to all other crew, including fellow officers. Security cyborgs should:

  • Stay in brig, but may patrol with other officers.
  • Enforce space law equally to all crew.
  • Use their words to attempt to get criminals to surrender while being ready to defend themselves and other crew.

Security cyborgs should not:

  • Kill people unless doing so would save another life
    • You are expected to be exceptionally conservative about lethal force, and you should generally operate as if you're on safeguard until things get lethal themselves.
  • Enforce the Standard Operating Procedures (as this isn't security's job either)
  • Use their unique functionality to skirt traditional silicon rules.
  • Report malfunctioning AI or cyborgs unless they are breaking space law or harming crew.
    • You are to remain uninvolved in this situation for as long as you can.
  • Resort to violence immediately upon attempting to capture a criminal.

Criminal Guidelines

These guidelines exist to explain the relationship between the in-game rules and space law, so players can better understand what kinds of crime, criminal characters, etcetera, can safely be attempted without getting into any OOC trouble. With that said, these are NOT rules, they have NO weight on the decisions made by staff, and these do NOT overwrite any part of the in-game rules; attempting to quote ANY of these guidelines when a staff member is speaking with you will not help your case.

In-character motives versus out-of-character motives:

When committing any kind of crime, there are two possible reasons behind why your character would do such a thing; an in-character goal or motive, or an out-of-character goal or motive. In-character motives are, typically, more roleplay-oriented, or directly relate to the circumstances in the current shift; on the flipside, an out-of-character motive is a goal that does not relate to the character you are playing, and instead comes from your own, personal goals.

Out-of-character motives do not improve or foster roleplay in any way, so they are not tolerated by the rules nor staff. Examples of out-of-character motives include, but are not limited to; wanting to 'give security something to do', wanting to steal specific, powerful items for personal gain, being motivated by out of character information (such as information gained while ghosting), etcetera. Simply put, committing crime isn't an issue, but powergaming, metagaming, etcetera, IS, and will result in OOC punishment; crime, criminal characters, etcetera, can easily lead to meaningful roleplay if done right!

As such, you should not attempt to justify your character's in-character actions with your own, out of character goals. Obviously, you may create a criminal character due to your own interests and enjoyment, however, you should still give said character proper, in-character justification for their actions as well; simply put, you must have an in-character reason WHY your character would do such a thing to begin with. For example, perhaps your character is some sort of thief, whom sells stolen goods for some extra cash in maintenance- Or, maybe your character has turned to vandalism in protest of Nanotrasen's greedy, capitalistic policies, etcetera. Giving your character a good, in-character REASON to commit crime gives you a gimmick to roleplay with, and it offers an engaging opportunity for roleplay between your character and other crewmembers.

Round disruptions:

Any activities that negatively impact a large number of other players, or severely impacts a small group of players, violates rule two. As such, it is important to make sure your crimes do not ruin the round for other players in the process of committing them! Generally, your crimes should not lead to a very, very lengthy manhunt, they should not cause areas to become uninhabitable, nor should people die because of your character's actions. Furthermore, rule four protects ERP, and requires unrelated individuals to get LOOC permission before intervening; as such, your actions should avoid interrupting people who are clearly, actively roleplaying. The IMPACT your crimes have on the round will greatly impact whether or not you are punished by staff for your actions; for example, vandalizing a security checkpoint in protest of Nanotrasen likely will not result in staff intervention, but breaking into the vault or armory definitely will.

Resistance:

The first thing to do when committing a crime, or making a criminal character, is to accept that you WILL be arrested; obviously, you are not expected to turn yourself in after every crime, however, leading security on an excessively long manhunt will result in staff intervention. As such, attempting to EXTENSIVELY flee, or otherwise 'beat' security, generally will not go well, and likely violates the rules. Instead, your character's inevitable arrest should be seen as a chance to start an interaction with security themselves. After all, the arrest procedures (listed further above) REQUIRES security officers to request compliance from the suspect before using force; this gives you the perfect opportunity to interact with the security members present, as they should not turn to their weapons until your character either refuses to come willingly OR attempts to flee!

Better yet, your patience may even be rewarded; if the security officer fails to follow proper arrest procedures, they themselves will likely be arrested. Of course, you may still attempt to flee if that is what your character would logically do, however, you do not have to flee from the START; if you give the officer a chance to speak, you may get an enjoyable interaction out of the whole ordeal!