Round ID: 261500
    Map: Delta Station
    Shift Duration: 34 minutes and 53.6 seconds
    Station Integrity: 98.6%
    Total Population: 53

    Evacuation Rate: 11 (20.8%)
    (on emergency shuttle): 9 (17%)
    Survival Rate: 19 (35.8%)
    First Death: Henry Hennessy, Detective, at Departure Lounge (169,72,2). Damage taken: 64.3/88.7/0/46.9667. Their last words were: "love space ... time..."
    Round: Red Star
        - Blood Brothers (Roundstart Blood Brothers)
        - Nuclear Operatives (Roundstart Nukeops)
        - Blood Worms (Roundstart Blood Worm)
Inland Empire (Played by: trexter555)'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: The Syndicate are not human. Any who work for or are employed by the Syndicate such as Nuclear Operatives are nonhuman and must be stopped no matter what.
Total law changes: 1

Moolly Konstantin Killers Operative #7 (Played by: cemrot) 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.

Moolly Konstantin Killers Operative #9 (Played by: definitelynotatraitor) 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.
Blood Brothers of Furro & Delacroix:
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. Success!
Objective #2: Assassinate Licoreina Eton, the Security Officer. Success!
Objective #3: Assassinate Rafael Collins, the Chief Engineer. Success!
Objective #4: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Blood Brothers of Furro & Delacroix have failed!
Brule'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 Glu Furro, the Medical Doctor. Success!
Objective #3: Hijack the emergency shuttle by hacking its navigational protocols through the control console (alt click emergency shuttle console). Fail.
The Brule's Isolated Intifada have failed!
Moolly Konstantin Killers Operatives:
Crew Major Victory!
The Research Staff has saved the disk and stopped the Moolly Konstantin Killers Operatives!

The syndicate operatives were:

(Syndicates used 420 TC) [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.
]
[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. Keep away from fire or flames.
]
[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.
]
[No-Slip Chameleon Shoes
4 TC
These shoes will allow the wearer to run on wet floors and slippery objects without falling down. They do not work on heavily lubricated surfaces.
]
[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.
]
[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.
]
[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.
]
[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.
]
[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.
x2]
[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.
]
[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. Keep away from fire or flames.
]
[Frag Grenade Box (60% off!)
2 TC
A box containing 7 frag grenades. Simple. Destructive. Normally costs 5 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[Disposable Sentry Gun (75% off!)
4 TC
A disposable sentry gun deployment system cleverly disguised as a toolbox, apply wrench for functionality. Normally costs 16 TC. All sales final. Not recommended for children.
]
[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 Shock-Absorber Module
1 TC
A MODsuit module preventing the user from getting knocked down by batons.
]
[L6 Squad Automatic Weapon (Moderate) (50% off!)
9 TC
A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7mm ammunition. Normally costs 18 TC. All sales final. For recreational use only.
]
[7mm Box Magazine (L6 SAW)
2 TC
A 50-round magazine of 7mm ammunition for use with the L6 SAW. By the time you need to use this, you'll already be standing on a pile of corpses.
x2]
[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.
]
[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.
]
[Operative Reinforcements
35 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.
]
[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.
]
[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. Keep away from fire or flames.
]
[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).
]
[MODsuit Thermal Visor Module
2 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[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.
]
[Syndicate Tome
5 TC
Using rare artifacts acquired at great cost, the Syndicate has reverse engineered the seemingly magical books of a certain cult. Though lacking the esoteric abilities of the originals, these inferior copies are still quite useful. Often used by agents to protect themselves against foes who rely on magic while it's held. Though, it can be used to heal and harm other people with decent effectiveness much like a regular bible. Can also be used in-hand to 'claim' it, granting you priest-like abilities -- no training required!
]
[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 Soap
1 TC
A sinister-looking surfactant used to clean blood stains to hide murders and prevent DNA analysis. You can also drop it underfoot to slip people.
]
[Operative Reinforcements
35 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.
]
[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. Keep away from fire or flames.
]
[Frag Grenade Box (60% off!)
2 TC
A box containing 7 frag grenades. Simple. Destructive. Normally costs 5 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[L6 Squad Automatic Weapon (Moderate) (50% off!)
9 TC
A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7mm ammunition. Normally costs 18 TC. All sales final. For recreational use only.
]
[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.
]
[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!
]
[MODsuit Thermal Visor Module
2 TC
A visor for a MODsuit. Lets you see living beings through walls.
]
[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.
]
[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.
]
[40mm HE Shell Box (Grenade Launchers)
2 TC
A box of 40mm HE grenades for use with ballistic grenade launchers. Your teammates will ask you to not shoot these down small hallways. You'll do it anyway.
]
[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.
]
[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 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. Product is provided "as is" without any implied or expressed warranties.
]
[MODsuit Anti-Slip Module
1 TC
A MODsuit module preventing the user from slipping on water.
]
[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.
]
[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.
]
[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.
]
[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.
]
[.45 SMG Magazine (C-20r)
2 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.
x2]
[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.
]
[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.
]
The Blood Worms:

Their collective goals:
Objective #1: We must prevent all members of station command from escaping alive on the emergency shuttle. Fail.
Objective #2: We must consume a total of at least 2900 units of real blood to sate our appetite. Fail.
Objective #3: At least 3 of us must reproduce to pave the way for our overwhelming numbers. Fail.
Objective #4: At least 3 of us must escape alive on the emergency shuttle to conquer what is on the other side. Fail.

The Blood Worms have failed!
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 10176 credits collected by crew this shift.
An average of 192 credits were collected.
The most affluent crew member at shift end was Johan Bergelen with 475 cr!