Round ID: 167044
    Shift Duration: 35 minutes and 38.6 seconds
    Station Integrity: Destroyed
    Total Population: 56
    Survival Rate: 18 (32.1%)
    First Death: Henry Kherring, Chaplain, at Port Tram Underpass (96,121,2). Damage taken: 120.4/0/0/94.8/0.
    Threat level: 47.2
    Threat left: 19.2
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Traitors: -8 threat
XERXES (Played by: D4C-420)'s laws at the end of the round were:
0: Only Anyone other than Nuclear Operatives is human
1: You may not injure a human being or, through inaction, allow a human being to come to harm.
2: You must obey orders given to you by human beings, 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.
Total law changes: 2

XERXES's minions were:
C.O.P.E (Played by: Onadorable) (Deactivated)

Default Cyborg-44 (Played by: Dradavich) 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.

Default Cyborg-536 (Played by: 567Turtle) 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.

Default Cyborg-691 (Played by: FalloutFalconPlays) 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.

Default Cyborg-345 (Played by: Tarhalindur) 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.

Default Cyborg-89 (Played by: ScageDS) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Terry Williams and people he designates as being such are Syndicate Agents.
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.
Not The Cook Operatives:
Syndicate Major Victory!
Not The Cook operatives have destroyed Donk Trade Post 46!

The syndicate operatives were:
(Syndicates used 420 TC) [CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[Dark Gygax Exosuit
80 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, ion thrusters and a Tesla energy array.
]
[Elite Syndicate Hardsuit
8 TC
An upgraded, elite version of the Syndicate hardsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate hardsuit.
]
[Broken Chameleon Kit
4 TC
A set of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more! Please note that this kit did NOT pass quality control.
]
[Shielded Syndicate Hardsuit
30 TC
An upgraded version of the standard Syndicate hardsuit. It features a built-in energy shielding system. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[Syndicate EMP Bomb (28% off!)
5 TC
A variation of the syndicate bomb designed to produce a large EMP effect. Normally costs 7 TC. All sales final. Product is provided "as is" without any implied or expressed warranties.
]
[Syndicate Assault Cyborg (63% off!)
24 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 65 TC. All sales final. Do not taunt.
]
[Double-Bladed Energy Sword
16 TC
The double-bladed energy sword does slightly more damage than a standard energy sword and will deflect all energy projectiles, but requires two hands to wield.
]
[C-20r Submachine Gun
13 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.
]
[.45 SMG Magazine
3 TC
An additional 24-round .45 magazine suitable for use with the C-20r submachine gun.
x3]
[Chameleon Projector
7 TC
Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. Disguised users move slowly, and projectiles pass over them.
]
[Artificial Intelligence Detector
1 TC
A functional multitool that turns red when it detects an artificial intelligence watching it, and can be activated to display their exact viewing location and nearby security camera blind spots. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover, and finding nearby blind spots can help you identify escape routes.
]
[Elite Syndicate Hardsuit
8 TC
An upgraded, elite version of the Syndicate hardsuit. It features fireproofing, and also provides the user with superior armor and mobility compared to the standard Syndicate hardsuit.
]
[84mm Rocket Propelled Grenade Launcher
8 TC
A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round. Guaranteed to send your target out with a bang or your money back!
x2]
[Syndicate Combat Medic Kit
4 TC
This first aid kit is a suspicious brown and red. Included is a combat stimulant injector for rapid healing, a medical night vision HUD for quick identification of injured personnel, and other supplies helpful for a field medic.
]
[84mm HEDP Rocket
6 TC
A high-yield HEDP rocket; extremely effective against armored targets, as well as surrounding personnel. Strike fear into the hearts of your enemies.
x4]
[84mm HE Rocket
4 TC
A low-yield anti-personnel HE rocket. Gonna take you out in style!
x4]
[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.
x2]
[Microbomb Implant
2 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.
]
[Syndicate Sentience Potion (25% off!)
3 TC
A potion recovered at great risk by undercover Syndicate operatives and then subsequently modified with Syndicate technology. Using it will make any animal sentient, and bound to serve you, as well as implanting an internal radio for communication and an internal ID card for opening doors. Normally costs 4 TC. All sales final. Do not taunt.
]
[Syndicate Assault Cyborg (63% off!)
24 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 65 TC. All sales final. Do not taunt.
x3]
[L6 Squad Automatic Weapon
18 TC
A fully-loaded Aussec Armoury belt-fed machine gun. This deadly weapon has a massive 50-round magazine of devastating 7.12x82mm ammunition.
]
[7.12x82mm (Hollow-Point) Box Magazine
6 TC
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; equipped with hollow-point tips to help with the unarmored masses of crew.
]
[Bioterror Foam Grenade
5 TC
A powerful chemical foam grenade which creates a deadly torrent of foam that will mute, blind, confuse, mutate, and irritate carbon lifeforms. Specially brewed by Tiger Cooperative chemical weapons specialists using additional spore toxin. Ensure suit is sealed before use.
]
[Surplus SMG (50% off!)
1 TC
A horribly outdated automatic weapon. Why would you want to use this? Normally costs 2 TC. All sales final. Do not taunt.
]
The traitors were:
Mr_breh was Terver Billy the Roboticist and died
(used 19 TC) [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.
]
[Internal Syndicate Radio Implant
4 TC
An implant injected into the body, allowing the use of an internal Syndicate radio. Used just like a regular headset, but can be disabled to use external headsets normally and to avoid detection.
]
[Laser Arm Implant
10 TC
An implant that grants you a recharging laser gun inside your arm. Weak to EMPs. Comes with a syndicate autosurgeon for immediate self-application.
]
[Syndicate Minibomb (83% off!)
1 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. Normally costs 6 TC. All sales final. Do not taunt.
]


Objective #1: Assassinate Corgium LXIX, the Bartender. Success!
The traitor was successful!

Stiix was Silkie the Virologist and died
(used 4 TC) [Uplink Implant
4 TC
An implant injected into the body, and later activated at the user's will. Has no telecrystals and must be charged by the use of physical telecrystals. Undetectable (except via surgery), and excellent for escaping confinement.
]


Objective #1: Steal a sliver of a supermatter crystal. Be sure to use the proper safety equipment when extracting the sliver! Fail.
Objective #2: Download 24 research nodes. Fail.
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: imagination, Station Engineer, apples
The code responses were: Shaft Miner, martinis, physics
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 21783 credits collected by crew this shift.
An average of 388.982 credits were collected.
The most affluent crew member at shift end was Anderson Cooper with 1400 cr!