Round ID: 178078
    Shift Duration: 45 minutes and 3 seconds
    Station Integrity: 86.2%
    Total Population: 72

    Evacuation Rate: 28 (38.9%)
    (on emergency shuttle): 6 (8.3%)
    Survival Rate: 34 (47.2%)
    First Death: Khada Jhin, Cargo Technician, at Security Locker Room (111,175,2). Damage taken: 133.7/0/0/68.7667/0. Their last words were: "imagine ... arresting crew on fucking war..."
    Threat level: 52.1
    Threat left: 16.1
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Thieves: -6 threat
        Latejoin - Heretic Smuggler: -10 threat
D.I.D.D.L.Y. (Played by: PwntQ)'s laws when it was deactivated were:
!!!#^: THE SHUTTLE CANNOT BE CALLED BECAUSE OF NINE BLOODY COFFINS ON THE STATION
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: 0

D.I.D.D.L.Y.'s minions were:
S.P.E.R.M.I (Played by: FleaMcP) (Deactivated)

Default Cyborg-796 (Played by: WhoWasClownedDownInTheEnd) 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-353 (Played by: Mr Hat.PNG) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Serbian Operative #8 and people it 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.

Default Cyborg-189 (Played by: Shadowflame909) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Serbian Operative #7 and people it 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.

Default Cyborg-754 (Played by: Massa100) 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-663 (Played by: That Engineer) 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-791 (Played by: Igor_Lima) 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-172 (Played by: Renfairfreak-II) 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-635 (Played by: Megarop) was unable to survive the rigors of being a cyborg without an AI. Its laws were:
0: Only Serbian Operative #5 and people it 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.

Default Cyborg-46 (Played by: Rottenfartblast) 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-588 (Played by: Capsaicinz) 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-997 (Played by: MrDoomBringer) 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-167 (Played by: Fxckafed) 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-21 (Played by: Hkmf2201) 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.
Serbian Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Serbian Operatives

The syndicate operatives were:
(Syndicates used 440 TC) [Spetsnaz Pyro bundle
30 TC
For systematic suppression of carbon lifeforms in close quarters: Contains a lethal New Russian backpack spray, Elite hardsuit, Stechkin APS machine pistol, two incendiary magazines, a minibomb and a stimulant syringe. Order NOW and comrade Boris will throw in an extra tracksuit.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[Syndicate Bomb
11 TC
The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 60 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]
[X-ray Vision Implant
10 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.
]
[CNS Rebooter Implant
12 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[Syndicate Assault Cyborg (87% off!)
8 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. Not recommended for children.
x2]
[Medbeam Gun (53% off!)
7 TC
A wonder of Syndicate engineering, the Medbeam gun, or Medi-Gun enables a medic to keep his fellow operatives in the fight, even while under fire. Don't cross the streams! Normally costs 15 TC. All sales final. Void where prohibited.
]
[Full Syndicate Toolbox
1 TC
The Syndicate toolbox is a suspicious black and red. It comes loaded with a full tool set including a multitool and combat gloves that are resistant to shocks and heat.
]
[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.
]
[X-ray Vision Implant
10 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[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.
]
[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
4 TC
A MODsuit module preventing the user from slipping on water.
]
[MODsuit Energy Shield Module
15 TC
An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[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.
]
[Grenadier's belt (63% off!)
8 TC
A belt containing 26 lethally dangerous and destructive grenades. Comes with an extra multitool and screwdriver. Normally costs 22 TC. All sales final. Do not taunt.
]
[Syndicate Sentience Potion
4 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.
]
[Combat Gloves Plus
5 TC
A pair of gloves that are fireproof and electrically insulated, however unlike the regular Combat Gloves these use nanotechnology to teach the martial art of krav maga to the wearer.
]
[MODsuit Energy Shield Module
15 TC
An energy shield module for a MODsuit. The shields can handle up to three impacts within a short duration and will rapidly recharge while not under fire.
]
[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.
]
[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 (Incendiary) Box Magazine
6 TC
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; tipped with a special flammable mixture that'll ignite anyone struck by the bullet. Some men just want to watch the world burn.
]
[7.12x82mm (Armor Penetrating) Box Magazine
9 TC
A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW; equipped with special properties to puncture even the most durable armor.
]
[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.
]
[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.
]
[CNS Rebooter Implant
12 TC
This implant will help you get back up on your feet faster after being stunned. Comes with an autosurgeon.
]
[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.
]
[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.
]
[9mm Armour Piercing Magazine
2 TC
An additional 8-round 9mm magazine, compatible with the Makarov pistol. These rounds are less effective at injuring the target but penetrate protective gear.
]
[Syndicate Assault Cyborg (87% off!)
8 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. Not recommended for children.
x12]
[Syndicate Bomb (27% off!)
8 TC
The Syndicate bomb is a fearsome device capable of massive destruction. It has an adjustable timer, with a minimum of 60 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. Normally costs 11 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[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.
]
Unarmed Horde of Interns:
The members were:

Team had following objectives:
Objective #1: Assist in conflict resolution. Success!
The Unarmed Horde of Interns was successful!
Horde of Interns:
The members were:

Team had following objectives:
Objective #1: fuck around at the docks waiting for the crew Success!
The Horde of Interns was successful!
The Heretics were:
Shadowh4nd was Birdie Echinacea the Station Engineer and died
Sacrifices Made: 0
Objective #1: Assassinate Damon Mckendrick, the Geneticist. Success!
Objective #2: Die a glorious death. Success!
Objective #3: Sacrifice at least 2 people. Fail.
The heretic has failed.
Knowledge Researched:
Break of Dawn, Living Heart, Codex Cicatrix, Glimmer of Winter

The thieves were:
ZeroKelvn was Samantha Stardriver the Chemist and died
Objective #1: Steal any family heirloom, for chronicling of course. Fail.
Objective #2: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Thief has failed!

VerminTamer was JC Denton the Chaplain and died
Objective #1: Steal the source code for Project Goon from the master R&D server mainframe Fail.
Objective #2: Escape on the shuttle or an escape pod alive and without being in custody. Fail.
The Thief has failed!

Medal Commendations:
Junaiper Values awarded Roger Wilco the medal of captaincy! - Drunk on duty
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 62019 credits collected by crew this shift.
An average of 861.375 credits were collected.
The most affluent crew member at shift end was John Joker with 21525 cr!