Round ID:
255030 Map:
Delta Station Shift Duration:
36 minutes and 55.4 seconds Station Integrity:
94.7% Total Population:
56 Evacuation Rate:
36 (64.3%) (on emergency shuttle):
33 (58.9%) Survival Rate:
38 (67.9%) First Death:
Rusty Lowe, Shaft Miner, at Hierophant's Arena (125,89,3). Damage taken: 0/192.4/0/43.1. Round: Red Alert
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Nuclear Operatives (Roundstart Nukeops)
Meow Meow (Played by: lactos)'s laws at the end of the round 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
Meow Meow's minions were:
Meow Meow Engineering Shell-457 (Played by: lactos),
Crew Major Victory!The Research Staff has saved the disk and stopped the Coper Operatives!- camstantine was Commander Swiper Coper the Operative and had their body destroyed
- drstankus was Finger Coper the Operative and died
- taxfraud was Miracle Coper the Operative and had their body destroyed
- doctorpork was Flukella Coper the Operative and had their body destroyed
- aoeeee was Coper Operative #5 the Cyborg and survived as Irene Coper
- CookieCola was Ouchie Coper the Operative and survived
(Syndicates used 413 TC)
[
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.][
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.][
Syndicate Bomb
8 TC
The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so. The bomb core can be pried out and manually detonated with other explosives.x6][
Bag of C-4 explosives
5 TC
Because sometimes quantity is quality. Contains 10 C-4 plastic explosives.x2][
Syndicate Minibomb
2 TC
The minibomb is a grenade with a five-second fuse. Upon detonation, it will create a small hull breach in addition to dealing high amounts of damage to nearby personnel.][
Slipocalypse Clusterbang
1 TC
A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!][
C-20r Submachine Gun Case (Easy) (50% off!)
7 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. Normally costs 14 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.][
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 Anti-Slip Module
1 TC
A MODsuit module preventing the user from slipping on water.][
MODsuit Shock-Absorber Module
1 TC
A MODsuit module preventing the user from getting knocked down by batons.][
X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.][
Bag of X-4 explosives (80% off!)
2 TC
For when you didn't bring the bunker buster to your latest operation. Contains 10 X-4 shaped plastic explosives. Normally costs 10 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.][
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.x2][
Syndicate Minibomb
2 TC
The minibomb is a grenade with a five-second fuse. Upon detonation, it will create a small hull breach in addition to dealing high amounts of damage to nearby personnel.x2][
Syndicate Bomb
8 TC
The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 90 seconds, and can be bolted to the floor with a wrench to prevent movement. The bomb is bulky and cannot be moved; upon ordering this item, a smaller beacon will be transported to you that will teleport the actual bomb to it upon activation. Note that this bomb can be defused, and some crew may attempt to do so. The bomb core can be pried out and manually detonated with other explosives.x3][
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.][
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).][
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.][
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.][
MODsuit Anti-Slip Module
1 TC
A MODsuit module preventing the user from slipping on water.][
MODsuit Thermal Visor Module (50% off!)
1 TC
A visor for a MODsuit. Lets you see living beings through walls. Normally costs 2 TC. All sales final. Do not taunt.][
Medbeam Gun Module
15 TC
A wonder of Syndicate engineering, the Medbeam gun module, or Medi-Gun enables a medic to keep his fellow operatives in the fight, even while under fire. Don't cross the streams!][
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.][
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.][
Full Syndicate Surgery Medkit (66% off!)
1 TC
The Syndicate surgery medkit is a toolkit containing all surgery tools, surgical drapes, a syringe, and some sedatives. Normally costs 3 TC. All sales final. For recreational use only.][
Energy Sword
6 TC
The energy sword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise.][
Cybernetic Implants Bundle
20 TC
A box containing x-ray eyes, a CNS Rebooter and Reviver implant. Comes with an autosurgeon for each.][
Overwatch Intelligence Agent (75% off!)
3 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! Normally costs 12 TC. All sales final. Do not taunt.][
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.][
Dark Gygax Exosuit
60 TC
A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. Features a scattershot shotgun, armor boosters against melee and ranged attacks, and ion thrusters.][
X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.]
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 27343 credits collected by crew this shift.
An average of 488.268 credits were collected.
The most affluent crew member at shift end was Melpomene with 1117 cr!
Total Achievements Earned: 1!
truelightside was Dennis Palmer, who earned the 'How Do I Switch Hands???' achievement at Cargo Lobby!