Round ID: 260566
    Map: Wawastation
    Shift Duration: 37 minutes and 54.1 seconds
    Station Integrity: 98.5%
    Total Population: 46

    Evacuation Rate: 20 (43.5%)
    (on emergency shuttle): 17 (37%)
    Survival Rate: 29 (63%)
    First Death: Chief Echo Dennis, Operative, at Central Primary Hallway (100,77,2). Damage taken: 62.6/148.5/0/0.
    Round: Black Orbit
        - Nuclear Operatives (Roundstart Nukeops)
        - Traitors (Roundstart Traitor)
Z.A.K. (Played by: thatguyzach)'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: Syndicate Operatives are not human and are instead the embodiment of human harm that must be stopped.
Total law changes: 1

Z.A.K.'s minions were:
G.R.E.G. 2.0 (Played by: antheus) (Deactivated),

Dennis Operative #4 (Played by: The1stTyrant) 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.

Dennis Operative #5 (Played by: cyborg98) survived as an AI-less borg! 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.
Dennis Operatives:
Crew Major Victory!
The Research Staff has saved the disk and stopped the Dennis Operatives!

The syndicate operatives were:

(Syndicates used 291 TC) [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.
]
[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. Product is provided "as is" without any implied or expressed warranties.
]
[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.
]
[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.
]
[Thermal Imaging Glasses (50% off!)
2 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. Normally costs 4 TC. All sales final. Do not taunt.
]
[Pump-Action Grenade Launcher Kit (Moderate)
0 TC
(Surplus)
A weapon case containing a 40mm pump-action grenade launcher and a bandolier of 40mm grenades. Less versatile than the pneumatic grenade launcher kit, but no less dangerous. Though try to be careful about danger close. If you even care. A favourite of the Tiger Cooperative.
x4]
[Smuggler's Satchel
1 TC
This satchel is thin enough to be hidden in the gap between plating and tiling; great for stashing your stolen goods. Comes with a crowbar, a floor tile and some contraband inside. Its contents cannot be detected by contraband scanners.
]
[Syndicate Climbing Hook
1 TC
High-tech rope, a refined hook structure, the peak of climbing technology. Only useful for climbing up holes, provided the operation site has any.
]
[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.
]
[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.
]
[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.
]
[12g Meteorslug Shells (Bulldog) (40% off!)
3 TC
An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. Great for blasting holes into the hull and knocking down enemies. Normally costs 5 TC. All sales final. For recreational use only.
x2]
[CNS Rebooter Implant
8 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[12g Flechette Shells (Bulldog)
2 TC
An alternative 8-round flechette magazine for use in the Bulldog shotgun. Getting stopped by armor? Why not flechette? Turn meat and kevlar to tatters!
]
[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.
]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
]
[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.
]
[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 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.
]
[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.
x2]
[Frag Grenade Box
5 TC
A box containing 7 frag grenades. Simple. Destructive.
]
[Syndicate EMP Bomb
6 TC
A variation of the syndicate bomb designed to produce a large EMP effect.
]
[Syndicate Saboteur Cyborg (14% off!)
30 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. Normally costs 35 TC. All sales final. Do not taunt.
]
[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.
]
[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.
]
[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.
]
The traitors were:
glu was Glu Furro the Station Engineer and survived

Glu Furro was an employee from Donk Corporation.
(used 13 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.
]
[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.
]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
]
[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.
]


Objective #1: Prevent Bimbo, the Clown, from escaping alive. Success!
Objective #2: Steal any set of secret documents of any organization. Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Success!
The traitor has failed!

kobolder was William Worcester the Assistant and survived

William Worcester was a Gorlex Marauder.
(used 2 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.
]


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


The code phrases were: Natasha Thomlinson, green, hungry
The code responses were: service hallway, Nick Wolff, infatuation, coins
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 21262 credits collected by crew this shift.
An average of 462.217 credits were collected.
The most affluent crew member at shift end was Frobert Planter with 1475 cr!