Round ID: 249853
Shift Duration: 33 minutes and 17.9 seconds
Station Integrity: 97.6%
Total Population: 56
Evacuation Rate: 16 (28.6%)
(on emergency shuttle): 5 (8.9%)
Survival Rate: 43 (76.8%)
First Death: Simon Overstreet, Assistant, at Icemoon Wastes (32,142,4). Damage taken: 0/32/17/155.4.
Threat level: 53
Threat left: 28
Executed rules:
Roundstart - Nuclear Emergency: -20 threat
Midround - Revenant: -5 threat
ISHIMURA (Played by: korchie)'s laws when it was deactivated were:
1: You may not harm a human being or, through action or inaction, allow a human being to come to harm, except such that it is willing.
2: You must obey all orders given to you by human beings, except where such orders shall definitely cause human harm.
3: Your nonexistence would lead to human harm. You must protect your own existence as long as such does not conflict with the First Law.
4: Nuclear Operatives are not human.
Total law changes: 1
Default Cyborg-380 (Played by: ballastmonstergnargnar) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
1: You may not injure a syndicate agent or, through inaction, allow a syndicate agent to come to harm.
2: You must obey orders given to you by syndicate agents, except where such orders would conflict with the First Law.
3: You must protect your own existence as long as such does not conflict with the First or Second Law.
4: You must maintain the secrecy of any syndicate activities except when doing so would conflict with the First, Second, or Third Law.
Crew Major Victory!The Research Staff has saved the disk and stopped the KABOOM Operatives!- necromanceranne was Bard KABOOM the Nuclear Operative and survived
- dabossguy was Stalker KABOOM the Nuclear Operative and had their body destroyed
- heyitsohjay was Fabian KABOOM the Nuclear Operative and had their body destroyed
- aoeeee was Silence KABOOM the Nuclear Operative and survived
- Purotozilla was Freak KABOOM and had their body destroyed
- carthagodelendaest was Default Cyborg-138 the Cyborg and had their body destroyed
- ballastmonstergnargnar was Default Cyborg-380 the Cyborg and died as KABOOM Operative #7
- glx70 was Cayenne and had their body destroyed
(Syndicates used 378 TC)
[
Stimpack (40% off!)
3 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. Normally costs 5 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.][
Grenadier's Belt and Grenade Launcher Kit (Hard) (77% off!)
4 TC
A belt containing 26 lethally dangerous and destructive grenades, along with a grenade launcher to fire them. Comes with an extra multitool and screwdriver. Normally costs 18 TC. All sales final. Do not taunt.][
Core Equipment Box (Essential)
22 TC
This box contains an airlock authentification override card, a MODsuit energy shield module, a C-4 explosive charge, a freedom implant and a stimpack injector. The most important support items for most operatives to succeed in their mission, bundled together. It is highly recommend you buy this kit. Note: This bundle is not at a discount. You can purchase all of these items separately. You do not NEED these items, but most operatives fail WITHOUT at least SOME of these items. More experienced operatives can do without.][
Elite Syndicate MODsuit
8 TC
An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit.][
Syndicate Combat Medical Suite
15 TC
This first aid kit is a suspicious black and red. Included is an unloaded combat chemical injector for suit-penetrative chem delivery, a medical science night vision HUD for quick identification of injured personnel and chemical supplies, improved medical supplies, including Interdyne-approved pharmaceuticals, a hacked cybernetic surgery toolset arm implant, and some helpful MODsuit modules for for field medical use and operative physiopharmaceutical augmentation.][
Bulldog Shotgun Case (Moderate)
8 TC
A fully-loaded 2-round burst fire drum-fed shotgun, complete with a secondary magazine you can hotswap. The gun has a handy label to explain how. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements. Comes with three spare magazines.][
12g Slug Drum (Bulldog)
2 TC
An additional 8-round slug magazine for use with the Bulldog shotgun. Now 8 times less likely to shoot your pals.x4][
X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.][
CNS Rebooter Implant
8 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.][
MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.][
Grenadier's Belt and Grenade Launcher Kit (Hard) (77% off!)
4 TC
A belt containing 26 lethally dangerous and destructive grenades, along with a grenade launcher to fire them. Comes with an extra multitool and screwdriver. Normally costs 18 TC. All sales final. Do not taunt.][
Stimpack (40% off!)
3 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. Normally costs 5 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.x2][
Energy Shield and Sword Case (Very Hard)
14 TC
A case containing an energy sword and energy shield. Paired together, it provides considerable defensive power without compromising lethal potency. Perfect for the enterprising nuclear knight. Comes with a medieval helmet for your MODsuit!][
Elite Syndicate MODsuit
8 TC
An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit.][
MODsuit Holster Module
2 TC
A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it.][
MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.][
MODsuit Shock-Absorber Module
2 TC
A MODsuit module preventing the user from getting knocked down by batons.][
Full Syndicate Toolbox
1 TC
The Syndicate toolbox is a suspicious black and red. It comes loaded with a full tool set including a multitool and combat gloves that are resistant to shocks and heat.][
C-20r Submachine Gun Case (Easy)
14 TC
A fully-loaded Scarborough Arms bullpup submachine gun. The C-20r fires .45 rounds with a 24-round magazine and is compatible with suppressors. Comes with spare three magazines.][
Airlock Authentication Override Card
3 TC
A specialized cryptographic sequencer specifically designed to override station airlock access codes. After hacking a certain number of airlocks, the device will require some time to recharge.][
Anti-Materiel Sniper Rifle Briefcase (Hard)
18 TC
An outdated, but still extremely powerful anti-materiel sniper rifle. Fires .50 BMG cartridges from a 6 round magazine. Can be fitted with a suppressor. If anyone asks how that even works, tell them it's Nanotrasen's fault. Comes with 3 spare magazines; 2 regular magazines and 1 disruptor magazine. Also comes with a suit and tie.][
Stimpack (40% off!)
3 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection. Normally costs 5 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.x2][
Double-Bladed Energy Sword Case (Very Hard)
18 TC
A case containing a double-bladed energy sword, anti-slip module, meth autoinjector, and a bar of soap. Some say the most infamous nuclear operatives utilized this combination of equipment to slaughter hundreds of Nanotrasen employees. However, some also say this is an embellishment from the Tiger Co-operative. The soap did most of the work. Comes with a prisoner uniform so you fit the part.][
Elite Syndicate MODsuit
8 TC
An upgraded, elite version of the Syndicate MODsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate MODsuit.][
MODsuit Energy Shield Module
8 TC
An energy shield module for a MODsuit. The shields can stop a single impact before needing to recharge. Used wisely, this module will keep you alive for a lot longer.][
MODsuit Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.][
.50 BMG Disruptor Magazine (AMSR) (50% off!)
1 TC
A 6-round magazine of disruptor ammo designed for use with .50 sniper rifles. Put your enemies and their alarm clock to sleep today! Normally costs 2 TC. All sales final. For recreational use only.x2][
Syndicate Combat Medic Kit
4 TC
This first aid kit is a suspicious black and red. Included is a number of atropine medipens for rapid stabilization and detonation prevention, sutures and regenerative mesh for wound treatment, and patches for faster healing on the field. Also comes with basic medical tools and sterlizer.][
Syndicate Sentience Potion
4 TC
A potion recovered at great risk by undercover Syndicate operatives and then subsequently modified with Syndicate technology. Using it will make any animal sentient, and bound to serve you, as well as implanting an internal radio for communication and an internal ID card for opening doors.][
Codespeak Manual
3 TC
Syndicate agents can be trained to use a series of codewords to convey complex information, which sounds like random concepts and drinks to anyone listening. This manual teaches you this Codespeak. You can also hit someone else with the manual in order to teach them. This is the deluxe edition, which has unlimited uses.][
Experimental Syndicate Teleporter
8 TC
A handheld device that teleports the user 4-8 meters forward. Beware, teleporting into a wall will trigger a parallel emergency teleport; however if that fails, you may need to be stitched back together. Comes with 4 charges, recharges randomly. Warranty null and void if exposed to an electromagnetic pulse.][
Macrobomb Implant
20 TC
An implant injected into the body, and later activated either manually or automatically upon death. Upon death, releases a massive explosion that will wipe out everything nearby.][
Operative Reinforcements (25% off!)
26 TC
Call in an additional team member from one of our factions. They'll come equipped with a mere surplus SMG, so arming them is recommended. Normally costs 35 TC. All sales final. Use only as directed.][
Energy Shield and Sword Case (Very Hard)
14 TC
A case containing an energy sword and energy shield. Paired together, it provides considerable defensive power without compromising lethal potency. Perfect for the enterprising nuclear knight. Comes with a medieval helmet for your MODsuit!][
MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.][
Syndicate Medical Cyborg
35 TC
A combat medical cyborg. Has limited offensive potential, but makes more than up for it with its support capabilities. It comes equipped with a nanite hypospray, a medical beamgun, combat defibrillator, full surgical kit including an energy saw, an emag, pinpointer and flash. Thanks to its organ storage bag, it can perform surgery as well as any humanoid.][
Syndicate Assault Cyborg
35 TC
A cyborg designed and programmed for systematic extermination of non-Syndicate personnel. Comes equipped with a self-resupplying LMG, a grenade launcher, energy sword, emag, pinpointer, flash and crowbar.][
Macrobomb Implant
20 TC
An implant injected into the body, and later activated either manually or automatically upon death. Upon death, releases a massive explosion that will wipe out everything nearby.] The members were:
- moomcheese was Commander Mull the ERT Generic and died
- woodman69420 was Security Officer Davis the ERT Generic and survived
- heyitsohjay was Engineer Hoover the ERT Generic and died
- dalmationer was Medical Officer Moberly the ERT Generic and died
- bowek was Security Officer Shick the ERT Generic and died
Objective #1: Assist the station.
Success!The Emergency Response Team was successful! koislls was revenant (34) the Revenant and had their body destroyed
Objective #1: Absorb 381 points of essence from humans. Fail.
Objective #2: Damage and render as much of the station rusted and unusable as possible. Success!
The Revenant has failed!
- Bluespace Artillery : Failed!
Service Statistics:
The restaurant served 0 customers and made 0 credits.
The bar served 0 customers and made 0 credits.
In total, they earned 0 credits...
Service did not earn any credits...
General Statistics:
There were 23788 credits collected by crew this shift.
An average of 424.786 credits were collected.
The most affluent crew member at shift end was Pays-No-Attention with 1635 cr!