NanoTrassens legal department has compiled these following list of objects and items to enable local security forces to more easily and uniformly enforce the variing posession and theft charges across NT controlled space.
While these lists are not neccarily exhaustive, they should be seen as guides for which charge is appropriate for possesion or theft of said controlled objects and items.
Modifiers such as elevated sentancing can still apply if appropriate to the situation.
Common sense needs to be used in their application - while a tank of plasma is certainly approiate for possesion charge on a Janitor, its not at all concerning or worth charing as crime when found on an Atmospheric Technician.
In some occasions, contraband may be lent out to people who would not normaly be in possesion of them. To avoid trouble with the law, signed and stamped permission slips should be given out in these situations.
For instance, if the CE wishes to lend out their blueprints to an engineer, said engineer should be given written permission to posses the item, so that no issues arrise.
High Risk Items
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Item/Object Name
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Description
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Captain's Antique Laser Gun
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This is a special, engraved gun, made with real Assistant leather (which is odd because human skin makes terrible leather).
This gun is kept in a glass case in the Captain's Quarters, but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.
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X-01 MultiPhase Energy Gun
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Unique weapon held only by the Head of Security. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. If it's not in Head of Security's locker where it spawns, it's likely carried by the Head of Security.
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Portable Teleportation Devices
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Any and all portable teleportation devices, including but not limited to the hand teleporter.
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A functional AI unit
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A functional AI unit, held either in an intellicard or whole with case.
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Plutonium Core
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The payload of the station's on-board nuke. Highly radioactive.
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Supermatter Sliver
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A shard from the station's Supermatter Engine. Highly dangerous to most materials upon touch.
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Nuclear Authentication Disk
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This disk contains the codes needed to unlock nuclear devices used to destroy the entire station.
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Reactive Teleport Armor
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Experimental blue-space armor. While active, will attempt to protect it's wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use.
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Illegal Inherently dangerous equipment
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Item/Object Name
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Description
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Krav Maga Gloves
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These gloves can teach you to perform Krav Maga using nanochips.
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More than 27 moles of plasma
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Plasma mined by NanoTrasen is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research. It is also highly toxic when spilled.
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Energy swords
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Energy Swords, including sabers and other variants, are not permissible equipment for any local force, though Central Command may issue them to Commanders, Admirals or Emergency Response Teams
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Stechkin Pistols
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These Syndicate manufactured Pistols are standart issue for many Syndicate forces and not permissible for carry my NanoTrasen employees.
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Throwing stars
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Having a primary purpose of causing harm in a cowardly way, these are not toys and highly regulated.
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.357 revolver
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This extremely deadly type of revolver is not permissible equipment for any local force, though similar (but technicaly diffrent) revolvers may in some cases be issued to ranking CentralCommand forces.
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Explosive Devices
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Having a primary use of causing destruction any Explosives are not permited on station outside of research or mining purposes.
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Unused slime extracts with dangerous or severe effects
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Extracts that can stop time, serve as explosives or similar fall here. Not those that just materialise food.
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EMP devices
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Since large parts of the stations equipment and its synthetics are vulnerable to harm by Electromagnetic Pulse, These types of devices can be considerd destructive and dangerous.
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Unauthorized implants which have a sole purpose of injuring others
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Equipment which has a primary purpose of causing harm to others, or large amounts of destruction
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This is a catch all for dangerous equipment that is not explicitly listed elsewhere. Primary use is the deciding factor here, not capability. This means that a spear falls here, but not a butchers knife - since the knifes purpose is not to harm but to cut meats in the kitchen
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Contraband Equipment
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Object/Item Name
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Description
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Captain’s Jetpack
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The Captains Jetpack is a special model not cleared for lesser ranking crew
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Medal of Captaincy
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The Captains medal is a sign of his legitmacy and thereby not to be possesed by anyone that isnt the captain.
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Advanced Magnetic Boots
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The advanced MagBoots are not intended for use by anyone besides the Chief Engineer due to their advanced technology
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Station Blueprints
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The Station Blueprints are not meant to be carried by anyone besides the Chief Engineer due to the large potential for Buerocratic Nightmares involved with messing up Station designations
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Secret Documents
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These are not be held by anyone unauthorised since they are secret. Please note that Possesion of these by personell not cleared for their level of Secrecy is also reason to charge for Corporate Espionage if appropriate.
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Station blackbox recorders
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These are meant to remain in place so they can record the events that lead to a Stations possible downfall for analysis. Y'know, like a blackbox. Please note that Possesion of these by personell not cleared for their level of Secrecy is also reason to charge for Corporate Espionage if appropriate.
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Unused slime extracts with benign or supperficial effects
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Crew should not be carrying these without a good reason to. Anything begin like spawning food goes here - more dangerous extracts like those that explode are considerd Inherently Dangerous Equipment.
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Hypospray
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This cutting edge technolgy should only be held by the assigned CMO untill it can become widespread.
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Contraband posters
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Posters not authorised by NanoTrassen are prone to causing thoughts that NT would rather their employees avoid, and are as such strictly regulated.
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Ablative Armor Vest “reflector vest”
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Cryptographic Sequencer
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While not inherently Dangerous, these devices are intended to bypass various security features of station equipment and can cause harm or serve to make breaking and entering a breeze. Naturaly this is not aprechiated by NT.
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Blood-red syndicate hardsuit
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The natural sign of the Synicates elite forces, NanoTrassen does not aprechiate their Employees possesing these. Please note that non-spaceworthy Replicas are exempt from regulation.
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Syndicate space suit
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While not as striking as the Syndicates Hardsuits, NanoTrassen still does not aprechiate their Employees possesing these. Please note that non-spaceworthy Replicas are exempt from regulation.
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PDA cartridges of non-nanotrasen origins
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NanoTrassen issued PDAs are not cleared for use with any foreign equipment.
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Radio encryption keys
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Most Radiochannels are encrpted for good reason, and bypassing encryption for channels one is not meant to have acces to is not authorised.
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Power sink
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Causing Massive Issues Stationwide, these devices cost evryone time and money and lower work efficency Massively.
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Radio jamming equipment
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The Stations Comunication Equipment should not be disrupted without serious reason. Devices to do this, be it by direct jamming or filling the channels with uselss noise, are not permited.
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Standard security equipment
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Only member of Security or Deputys should posses security equipment. Thats why it is called "security" equipment.
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Equipment of non-nanotrasen origin.
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This is a catch-all for all equipment not produced by NanoTrassen or its subsidarys. Brand loyaly is not optional.
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Captain's Antique Laser Gun
Description
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This is a special, engraved gun, made with real Assistant leather (which is odd because human skin makes terrible leather).
This gun is kept in a glass case in the Captain's Quarters, but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.
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X-01 MultiPhase Energy Gun
Description
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Unique weapon held only by the Head of Security. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. If it's not in Head of Security's locker where it spawns, it's likely carried by the Head of Security.
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Hand Teleporter
Hand Teleporter
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Found in: Teleporter Room, Captains Office Used for: Teleporting About
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Description
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This is a miniaturized counterpart to the larger one in the Teleporter Room. It can be found on a table in the Teleporter room. The Captain also has one in his quarters.
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the Teleporter room, Derelict or the Abandoned Satellite).
If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advised without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.
Unlike large teleporter devices, the hand teleport makes two-way portals. There is a portal both at the hand teleporter's location, and the destination, meaning that it can also be used to extract people from high risk locations, as well as numerous other interesting uses.
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Captain's Jetpack
Captain's Jetpack
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Found in: Captain's Quarters Used for: Propelling yourself in space, usable as oxygen supply
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Description
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The Captain has a unique oxygen-filled jetpack that can fit in a backpack while containing more gas than typical jetpacks.
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A Functional AI
A Functional AI
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Found in: Intellicards can be found in EVA, AIs are found in the AI core. Used for:
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Description
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An InteliCard must be used to take the AI from its chamber. InteliCards can be found on the Bridge and Tech Storage. Research and Development can also produce more, assuming they have the prerequisite research levels.
Be careful! If you are the Traitor and your objective is to steal a functional AI, remember that AIs can be traitors too, and even regular Asimov AIs will not want to be carded without reason.
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Advanced Magboots
Advanced Magboots
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Found in: Chief Engineer's Office Used for: Not getting stuck when the gravity goes out.
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Description
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These magboots work similarly to normal magboots. The only difference is that they don't slow down the wearer.
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Station Blueprints
Station Blueprints
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Found in: Chief Engineer's Locker Used for: Naming every room PRIMARY FART STORAGE
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Description
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These are the plans to make every part of the station, including the gravitational singularity engine.
Using these you can rename existing areas into whatever you want, and create new areas that can have APCs and Air Alarms in them. You can also view the wire coloring scheme for Nanotrasen made devices.
You can not take photocopies of these in a photocopier, but you can take an ordinary photo of them with a camera, and that photo will count for the "steal the station blueprints" objective. A photo of the blueprints laying on the ground will work. A photo of blueprints held by someone will not.
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Secret Documents
Secret Documents
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Found in: The filing cabinet in the Vault Used for: ???
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Description
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Containing sensitive intelligence, research data, and other corporate secrets, these Top Secret documents are always in high demand by competitors. Nanotrasen keeps some of theirs in the filing cabinet in the Vault, however the Syndicate will also accept secret documents from rival Syndicate factions.
Just remember that it's the papers inside that's valuable, not the folder that carries it. Photocopies of these are also valid for the objective's completion.
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Plutonium Core
Plutonium Core
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Found in: Vault Used for: The blowing up of shit.
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Description
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The payload of the station's on-board nuke. Highly radioactive.
Every Nanotrasen station is outfitted with an on-board self-destruct device, for those highly unlikely scenarios in which CentCom or the Captain nukes the station to hell. This nuke is powered by highly radioactive, extremely rare weapons-grade plutonium, which the Syndicate would love to get their hands on for their own nuclear purposes. They've even provided you with a special box to store the thing.
The nuke is located in the Vault. To deconstruct the nuke, follow these steps:
- Use a special screwdriver (with a thin tip, traitors get this with the objective) to open the front panel
- Crowbar to pry off the front panel
- Welding tool, to cut into the warhead
- Crowbar to expose the core
- Nuke core container, to store the core, unless you like dying of radiation
IF YOU'RE STEALING THE CORE, DISABLE THE VAULT CAMERAS. THE AI WILL CUCK YOU FOR BREAKFAST. Or just subvert the AI first.
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Supermatter Sliver
Supermatter Sliver
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Found in: Engineering Used for: The powering and dusting of shit.
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Description
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A shard from the station's Supermatter Engine. Highly radioactive.
The Supermatter Engine is a recent breakthrough in Nanotrasen technology that is both very effective at providing massive amounts of power to station machinery, and very effective at instantly destroying anything it touches, as well as stations whose crew looks at it wrong. Naturally, the Syndicate took a interest.
The Supermatter Engine is located in Engineering, and getting access to it will be a challenge in and of itself. To extract a sliver, a special toolkit is provided to Syndicate traitors containing special extraction tools and the following instructions:
- Protect yourself from radiation with radsuits and mesons, both of which should be located near the engine.
- Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.
- Use a supermatter scalpel (provided) to slice off a sliver of the crystal. DO NOT USE ANY OTHER TOOLS.
- Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off. AGAIN, DO NOT USE OTHER TOOLS
- In case it isn't clear, physical contact of any object with the sliver will dust the object, as well as yourself.
- Use the tongs to place the sliver into the provided container, which will take some time to seal.
- Get the hell out before the crystal delaminates and/or you are caught.
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28 Moles of Plasma (Full Tank)
28 Moles of Plasma (Full Tank)
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Found in: Atmos, Engineering, Science Used for: Carrying plasma.
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Description
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Plasma mined by NanoTrasen is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research.
As Plasma is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage Plasma Tanks.
These tanks are obtained from a Tank Storage Unit found in Toxins research, Engineering, Atmospherics, or ordered at the Cargo Bay. They must be filled (>1000 kPa) with Plasma Gas to successfully complete the "Steal a full plasma tank" Traitor objective. From a syndicate's point of view, failing to get these is almost impossible, much less accepted.
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Unused Slime Extract
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Found in: Xenobiology Used for: Slime magic
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Description
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Slimes are new rare alien lifeforms that NanoTrasen managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities.
Slime Extract need to be extracted from baby Slimes, typically held in Xenobiology. Once subdued, use the slime processor to extract the goo. Be warned, extract cannot be taken from adult Slimes!
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Medal of Captaincy
Medal of Captaincy
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Found in: The Captain's jumpsuit, Captain's
Quarters Used for: Validating your claim as captain
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Description
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Nothing is more disgraceful than a Captain losing their symbol of command.
And because enemy agents love to discredit and shame NanoTrasen, the theft of station command medals are on the rise for just this reason.
There are two Medals of Captaincy on each station, Captain starts with one attached to his jumpsuit and second can be found in the medal box in his office.
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Hypospray
Hypospray
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Found in: Chief Medical Officer's locker Used for: Injecting people with chemicals
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Description
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An experimental high-end chemical injector which allows for instant injections into any organism. Given to the station's Chief Medical Officer to field test, who is usually very protective of it.
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Nuclear Authentication Disk
Nuclear Authentication Disk
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Found in: Captain's Quarters Used for: Blowing up the station
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Description
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GET DAT FUKKEN DISK
This disk contains the codes needed to unlock nuclear devices used in Nuclear Emergency and Blob to destroy the entire station.
If you are the Captain, for the love of all that is good in this world protect the disk with your life. Don't leave the damn thing lying in your office. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Its location can be tracked with a pinpointer, so merely hiding it won't help you.
Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the station. Also, syndicates love getting their grubby little red space suited hands on this. If the object gets in their hands, call all hands on deck and say "We're fucked", as a syndicate team with the disk is a good team at that.
If the disk is left idle for too long, a visitor from the Newton Corporation may visit your station. This chance increases the longer it is left alone.
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Ablative Armor Vest
Ablative Armor Vest
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Found in: Armory, Cargo Bay Used for: Deflecting energy weaponry
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Description
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An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts.
One of these is given to station security in the Armory, but more can be ordered from Cargo Bay in experimental gear crates.
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Reactive Teleport Armor
Reactive Teleport Armor
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Found in: RD's Office Used for: Warping into space
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Description
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Experimental blue-space armor. While active, will attempt to protect it's wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use. Can be found in the Research Director's Office.
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Krav Maga Gloves
Krav Maga Gloves
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Found in: Warden's Office Used for: Taking down criminals
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Description
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These gloves can teach you to perform Krav Maga using nanochips. This item is reserved for the Warden in the Brig
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