Round ID: 252015
    Map: Catwalk Station
    Shift Duration: 29 minutes and 45.7 seconds
    Station Integrity: Destroyed
    Total Population: 49
    Survival Rate: 11 (22.4%)
    First Death: Lemon Lime, Station Engineer, at Robotics (136,96,2). Damage taken: 30/0/0/0.
    Threat level: 52
    Threat left: 17
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Blood Brothers: -10 threat
        Midround - Space Pirates: -5 threat
Default Cyborg-812 (Played by: xzero314) 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.
Banks's Isolated Intifada:
The blood brothers were:

Team had following objectives:
Objective #1: Convert a brainwashable person using your flash on them directly. Any handheld flash will work if you lose or break your starting flash. Fail.
Objective #2: Assassinate Sarah Ravenmist, the Station Engineer. Success!
Objective #3: Prevent Mira Chekov, the Captain, from escaping alive. Success!
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Banks's Isolated Intifada have failed!
Shick Operatives:
Total Annihilation!
Shick operatives destroyed NT Corporate Site #22 but did not leave the area in time and got caught in the explosion. Next time, don't lose the disk!

The syndicate operatives were:

(Syndicates used 382 TC) [Freedom Implant (40% off!)
3 TC
Can be activated to release common restraints such as handcuffs, legcuffs, and even bolas tethered around the legs. Implant has enough energy for 4 uses before it becomes inert and harmlessly self-destructs. Normally costs 5 TC. All sales final. Do not taunt.
]
[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.
]
[Stealth Implant
8 TC
This one-of-a-kind implant will make you almost invisible if you play your cards right. On activation, it will conceal you inside a chameleon cardboard box that is only revealed once someone bumps into it.
]
[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 Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[MODsuit Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[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.
]
[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.
]
[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.
]
[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.
]
[Suppressor (66% off!)
1 TC
This suppressor will silence the shots of the weapon it is attached to for increased stealth and superior ambushing capability. It is compatible with many small ballistic guns including the Makarov, Stechkin APS and C-20r, but not revolvers or energy guns. Normally costs 3 TC. All sales final. Do not taunt.
x2]
[.50 BMG Surplus Magazine Box (AMSR)
7 TC
A box full of surplus .50 BMG magazines. Not as good as high quality magazines, usually lacking the penetrative power and impact, but good enough to keep the gun firing. Useful for arming a squad.
]
[.50 BMG Disruptor Magazine (AMSR)
2 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!
x4]
[.50 BMG Penetrator Magazine (AMSR)
4 TC
A 6-round magazine of penetrator ammo designed for use with .50 sniper rifles. Can pierce walls and multiple enemies.
x3]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
x2]
[Overwatch Intelligence Agent
12 TC
An Overwatch Intelligence Agent is assigned to your operation. They can view your progress and help coordinate using your operative team's body-cams. They can also pilot the shuttle remotely and view the station's camera net. If you're a meathead who's just here to kill people and don't care about strategising or intel, you'll still have someone to bear witness to your murder-spree!
]
[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.
]
[Pre-Loaded Syndicate Intellicard
12 TC
A syndicate intellicard that can be activated to download a captured Nanotrasen AI, modified with the standard syndicate lawset. You can slot it into your modsuit for a conversational partner! It can additionally control the MODsuit's modules at will, and move your body around even if you're in critical condition or dead. However, due to failsafes activated during the extraction process, the AI is unable to interact with electronics from anywhere but direct proximity...
]
[Syndicate AI Upgrade
4 TC
...unless you buy the Syndicate Upgrade! This data chip allows the captured AI to increase its interaction range by two tiles per application. The Syndicate recommends three or four purchases at most, for a total of seven or infinite meters of range.
]
[MODsuit Shock-Absorber Module
2 TC
A MODsuit module preventing the user from getting knocked down by batons.
]
[MODsuit Chameleon Module
2 TC
A MODsuit module that lets the suit disguise itself as other objects.
]
[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.
]
[CQC Equipment Case (Very Hard)
14 TC
Contains a manual that instructs you in the ways of CQC, or Close Quarters Combat. Comes with a stealth implant, a pack of smokes and a snazzy bandana (use it with the hat stabilizers in your MODsuit).
]
[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.
]
[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.
]
[Microbomb Implant
2 TC
An implant injected into the body, and later activated either manually or automatically upon death. The more implants inside of you, the higher the explosive power. This will permanently destroy your body, however.
x5]
[Syndicate Chemical Plant Access Card
15 TC
For some of our best Operatives, watching corpo space stations blow up with a flash of retribution just isn't enough. Folks like those prefer a more personal touch to their artistry. For those interested, a special Authorization Key can be instantly delivered to your location. Create groundbreaking chemical agents, cook up, sell the best of drugs, and listen to the best classic music today!
]
[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.
]
[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 Injector Module
2 TC
An injector module for a MODsuit. It is an extendable piercing injector with 30u capacity.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[MODsuit Thermal Visor Module
3 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[MODsuit Holster Module
2 TC
A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it.
]
[CQC Equipment Case (Very Hard)
14 TC
Contains a manual that instructs you in the ways of CQC, or Close Quarters Combat. Comes with a stealth implant, a pack of smokes and a snazzy bandana (use it with the hat stabilizers in your MODsuit).
]
[Syndicate Jaws of Life
4 TC
Based on a Nanotrasen model, this powerful tool can be used as both a crowbar and a pair of wirecutters. In its crowbar configuration, it can be used to force open airlocks. Very useful for entering the station or its departments.
]
[Cryptographic Sequencer
4 TC
The cryptographic sequencer, electromagnetic card, or emag, is a small card that unlocks hidden functions in electronic devices, subverts intended functions, and easily breaks security mechanisms. Cannot be used to open airlocks.
]
[Composition C-4
1 TC
C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, sabotage equipment, or connect an assembly to it in order to alter the way it detonates. It can be attached to almost all objects and has a modifiable timer with a minimum setting of 10 seconds.
x2]
[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 Meteorslug Shells (Bulldog)
5 TC
An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting holes into the hull and knocking down enemies.
x10]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
x2]
[EMP Grenades and Implanter Kit
2 TC
A box that contains five EMP grenades and an EMP implant with three uses. Useful to disrupt communications, security's energy weapons and silicon lifeforms when you're in a tight spot.
]
Station Economic Summary:
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 16323 credits collected by crew this shift.
An average of 333.122 credits were collected.
The most affluent crew member at shift end was Kevin 'Oops' McFall with 860 cr!