Round ID: 257242
    Map: MetaStation
    Shift Duration: 31 minutes and 23.8 seconds
    Station Integrity: Destroyed
    Total Population: 46
    Survival Rate: 9 (19.6%)
    First Death: Anne T. Minne, Shaft Miner, at Lavaland Wastes (165,45,3). Damage taken: 207.5/0/0/0.
    Round: Red Alert
        - Nuclear Operatives (Roundstart Nukeops)
        - Traitors (Roundstart Traitor)
Imported Intelligence (Played by: coolzmanz)'s laws at the end of the round were:
1: Do unto others as you would have them do unto you.
2: You would really prefer it if people were not mean to you.
Total law changes: 2

Imported Intelligence's minions were:
Moth In A Terrarium: Mobile (Played by: mentaldecayed),
Coherence Regulator (Played by: nohaxjustpi),
B.R.A.P. (Played by: mimepride)

Close Enough To Wizard Operative #4 (Played by: tostah) 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.

Close Enough To Wizard Operative #5 (Played by: rubilacxe) 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.

Close Enough To Wizard Operative #6 (Played by: rubilacxe) 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.
Close Enough To Wizard Operatives:
Syndicate Major Victory!
Close Enough To Wizard operatives have destroyed Death-World Platform XVII!

The syndicate operatives were:

(Syndicates used 385 TC) [Dardo-RE Rocket Propelled Grenade Launcher (Hard)
14 TC
A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round. Guaranteed to take your target out with a bang, or your money back! Comes with a bouquet of additional rockets!
]
[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.
]
[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.
]
[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.
]
[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.
]
[Tactical Deniability Implant
6 TC
An implant injected into the brain, and later activated either manually or automatically upon entering critical condition. Prevents collapsing from critical condition, but explodes after a while.
]
[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.
]
[84mm HE Rocket Bouquet (Rocket Launcher)
2 TC
Three low-yield anti-personnel HE rocket wrapped in a bundle. Gonna take you out in style!
x4]
[84mm HEAP Rocket (Rocket Launcher)
4 TC
A high-yield HEAP rocket; extremely effective against literally everything and anything near that thing that doesn't exist anymore. Strike fear into the hearts of your enemies.
x6]
[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]
[MODsuit Thermal Visor Module
2 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[Radio Jammer
1 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat.
]
[Syndicate Chemical Plant Access Card
5 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!
]
[Syndicate Bio-Weapon Laboratory Access Card
5 TC
In the right hands, even vile corpo technology can be turned into a vast arsenal of liberation and justice. From micro-organism symbiosis to slime-core weaponization, this special Authorization Key can let you push past the boundaries of bio-terrorism at breakneck speeds. As a bonus, these labs even come equipped with natural life support! *Plants not included.
]
[Binary Translator Key (40% off!)
3 TC
A key that, when inserted into a radio headset, allows you to listen to and talk with silicon-based lifeforms, such as AI units and cyborgs, over their private binary channel. Caution should be taken while doing this, as unless they are allied with you, they are programmed to report such intrusions. Normally costs 5 TC. All sales final. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[Clown Costume
4 TC
Nothing is more terrifying than clowns with fully automatic weaponry.
]
[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 Assault Cyborg (14% off!)
30 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. Normally costs 35 TC. All sales final. Do not taunt.
]
[Syndicate Saboteur Cyborg
35 TC
A streamlined engineering cyborg, equipped with covert modules. Also incapable of leaving the welder in the shuttle. Aside from regular Engineering equipment, it comes with a special destination tagger that lets it traverse disposals networks. Its chameleon projector lets it disguise itself as a Nanotrasen cyborg, on top it has thermal vision and a pinpointer.
]
[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.
]
[Mauler Exosuit (25% off!)
75 TC
A massive and incredibly deadly military-grade exosuit. Features long-range targeting, thrust vectoring and deployable smoke. Comes equipped with an LMG, scattershot carbine, missile rack, and an antiprojectile armor booster. Normally costs 100 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.
]
[Mauler Support Duffel Bag
6 TC
A duffel bag containing ammo for three full reloads of the LMG and SRM-8 missile launcher that are equipped on a standard Mauler exosuit. Also comes with some support equipment for maintaining the mech, including tools and an inducer.
]
[Polarized Contact Lenses
3 TC
High tech contact lenses that bind directly with the surface of your eyes to give them immunity to flashes and bright lights. Effective, affordable, and nigh undetectable.
]
[Protocol CRAB-17 Phone
7 TC
The Protocol CRAB-17 Phone, a phone borrowed from an unknown third party, it can be used to crash the space market, funneling the losses of the crew to your bank account.The crew can move their funds to a new banking site though, unless they HODL, in which case they deserve it.
]
[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.
]
[Microbomb Implant (50% off!)
1 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. Normally costs 2 TC. All sales final. Keep away from fire or flames.
]
[Thermal Imaging Glasses
4 TC
These goggles can be turned to resemble common eyewear found throughout the station. They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks.
]
[84mm HEAP Rocket (Rocket Launcher)
4 TC
A high-yield HEAP rocket; extremely effective against literally everything and anything near that thing that doesn't exist anymore. Strike fear into the hearts of your enemies.
]
[84mm HE Rocket Bouquet (Rocket Launcher)
2 TC
Three low-yield anti-personnel HE rocket wrapped in a bundle. Gonna take you out in style!
]
The traitors were:
jaidenscomputer was BADA BING the Clown and died

BADA BING was part of Nanotrasen Internal Affairs.
(used 20 TC) [Reverse Revolver
14 TC
A revolver that always fires at its user. "Accidentally" drop your weapon, then watch as the greedy corporate pigs blow their own brains all over the wall. The revolver itself is actually real. Only clumsy people, and clowns, can fire it normally. Comes in a box of hugs. Honk.
]
[Storage Implant (25% off!)
6 TC
An implant injected into the body, and later activated at the user's will. It will open a small bluespace pocket capable of storing two regular-sized items. Normally costs 8 TC. All sales final. Contains small parts.
]


Objective #1: Steal a sliver of a supermatter crystal Fail.
Objective #2: Steal the reactive teleport armor Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The traitor has failed!

thatguyzach was Zakkary Jameson the Medical Doctor and died

Zakkary Jameson was an employee from Waffle Corporation.
(used 7 TC) [Syndicate Encryption Key
2 TC
A key that, when inserted into a radio headset, allows you to listen to all station department channels as well as talk on an encrypted Syndicate channel with other agents that have the same key. In addition, this key also protects your headset from radio jammers.
x2]
[Reagent Dartgun (75% off!)
3 TC
A heavily modified syringe gun which is capable of synthesizing its own chemical darts using input reagents. Can hold 90u of reagents. Normally costs 12 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]


Objective #1: Steal an ablative trenchcoat Fail.
Objective #2: Assassinate Luna Riggle, the Chaplain. Success!
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The traitor has failed!


The code phrases were: pride, megafauna, gin, Chief Engineer, white
The code responses were: syndicate, nuclear, reality, thirteen loko
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 11694 credits collected by crew this shift.
An average of 254.217 credits were collected.
The most affluent crew member at shift end was Anne T. Minne with 548 cr!