Round ID: 262004
    Map: Delta Station
    Shift Duration: 34 minutes and 28.6 seconds
    Station Integrity: 97.2%
    Total Population: 60

    Evacuation Rate: 26 (43.3%)
    (on emergency shuttle): 24 (40%)
    Survival Rate: 43 (71.7%)
    First Death: Buzz Hammock, Medical Doctor, at Morgue (159,65,2). Damage taken: 111/0/0/95.5.
    Round: Yellow Star
        - Nuclear Operatives (Roundstart Nukeops)
BRIDGES (Played by: funkemonke)'s laws when it was deactivated 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

BRIDGES's minions were:
G.R.E.G. (Played by: antheus),
Macallan (Played by: carshalash),
G.U.D. M.D. (Played by: baby10001)
Chonkers Operative #6 (Played by: familyguyfunny)'s laws at the end of the round 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.
Total law changes: 0

Chonkers Operative #5 (Played by: jamarkus) 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.

Chonkers Operative #7 (Played by: diamondboy121) 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.
Chonkers Operatives:
Crew Major Victory!
The Research Staff has saved the disk and stopped the Chonkers Operatives!

The syndicate operatives were:

(Syndicates used 474 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.
]
[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 Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.
]
[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.
]
[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!
]
[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
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.
]
[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.
x4]
[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.
]
[X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[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.
]
[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!
]
[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.
]
[Radio Jammer
1 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat.
]
[.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.
x2]
[Suppressor
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.
]
[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.
]
[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...
]
[X-ray Vision Implant (50% off!)
4 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon. Normally costs 8 TC. All sales final. Not responsible for direct, indirect, incidental or consequential damages resulting from any defect, error or failure to perform.
]
[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.
]
[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.
]
[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.
]
[Romerol
25 TC
A highly experimental bioterror agent which creates dormant nodules to be etched into the grey matter of the brain. On death, these nodules take control of the dead body, causing limited revivification, along with slurred speech, aggression, and the ability to infect others with this agent.
]
[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.
]
[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.
]
[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 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.
]
[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.
]
[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]
[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.
]
[L6 Squad Automatic Weapon (Moderate) (27% off!)
13 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. Product is provided "as is" without any implied or expressed warranties.
]
[X-ray Vision Implant
8 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[Reviver Implant
8 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon.
]
[Composition X-4
2 TC
Similar to C4, but with a stronger blast that is directional instead of circular. X-4 can be placed on a solid surface, such as a wall or window, and it will blast through the wall, injuring anything on the opposite side, while being safer to the user. For when you want a controlled explosion that leaves a wider, deeper, hole.
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.
]
[7mm (Hollow-Point) Box Magazine (L6 SAW)
4 TC
A 50-round magazine of 7mm ammunition for use in the L6 SAW; equipped with hollow-point tips to help with the unarmored masses of crew.
]
[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!
x2]
[7mm (Match) Box Magazine (L6 SAW)
5 TC
A 50-round magazine of 7mm ammunition for use in the L6 SAW; you didn't know there was a demand for match grade precision bullet hose ammo, but these rounds are finely tuned and perfect for ricocheting off walls all fancy-like.
]
[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.
]
The other antagonists were:
ariever was Gratian Hoover the Glitch and died
Objective #1: Defend your domain from the intruders! Fail.
The Virtual Domain Actor has 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 27044 credits collected by crew this shift.
An average of 450.733 credits were collected.
The most affluent crew member at shift end was Aaron Bode with 1100 cr!