Round ID: 207192
    Shift Duration: 25 minutes and 23 seconds
    Station Integrity: Destroyed
    Total Population: 53
    Survival Rate: 15 (28.3%)
    First Death: Seth Deces, Assistant, at Captain's Quarters (87,139,3). Damage taken: 16.2/116/0/89.0667/0.
    Threat level: 76
    Threat left: 36
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Roundstart - Traitors: -8 threat
        Latejoin - Syndicate Infiltrator: -5 threat
        Midround - Space Changeling: -7 threat
Default Cyborg-336 (Played by: Excalibot) 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.
An Ash Walker Tribe inhabited the wastes...

But none of its eggs hatched!
Hunter Operatives:
Syndicate Major Victory!
Hunter operatives have destroyed Neckbeard Installation Epsilon!

The syndicate operatives were:
(Syndicates used 386 TC) [Syndicate Medical Cyborg (14% off!)
30 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. Normally costs 35 TC. All sales final. As seen on TV.
]
[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
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.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[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
22 TC
A belt containing 26 lethally dangerous and destructive grenades. Comes with an extra multitool and screwdriver.
]
[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.
]
[Viscerator Delivery Grenade
5 TC
A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area.
]
[Thermal Eyes
8 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.
]
[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.
]
[Sniper bundle
20 TC
Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, two .50 BMG disruptor magazines, a free suppressor, and a sharp-looking tactical turtleneck suit. We'll throw in a free red tie if you order NOW.
]
[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.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[.50 BMG Surplus Magazine Box
7 TC
A box full of surplus .50 BMG magazines. Not as good as high quality magazines, usually lacking the penetrative power and impact, but good enough to keep the gun firing. Useful for arming a squad.
]
[.50 BMG Magazine
3 TC
An additional standard 6-round magazine for use with .50 sniper rifles.
x3]
[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.
]
[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.
]
[Uplink Implant (50% off!)
2 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. Normally costs 4 TC. All sales final. Not recommended for children.
]
[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.
]
[Stimpack
5 TC
Stimpacks, the tool of many great heroes, make you nearly immune to stuns and knockdowns for about 5 minutes after injection.
]
[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.
]
[Bulldog Shotgun
8 TC
A fully-loaded semi-automatic drum-fed shotgun, complete with a secondary magazine. Compatible with all 12g rounds. Designed for close quarter anti-personnel engagements.
]
[12g Buckshot Drum
2 TC
An additional 8-round buckshot magazine for use with the Bulldog shotgun. Front towards enemy.
x4]
[Chest Rig
1 TC
A robust seven-slot set of webbing that is capable of holding all manner of tactical equipment.
]
[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.
]
[X-ray Vision Implant
10 TC
These cybernetic eyes will give you X-ray vision. Comes with an autosurgeon.
]
[Radio Jammer
5 TC
This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat.
]
[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.
]
[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.
]
[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.
]
[MODsuit Injector Module
2 TC
An injector module for a MODsuit. It is an extendable piercing injector with 30u capacity.
]
[Hacked AI Law Upload Module (25% off!)
3 TC
When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with wording, as artificial intelligences may look for loopholes to exploit. Normally costs 4 TC. All sales final. As seen on TV.
]
[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.
]
[Syndicate Induction Kit
10 TC
Met a fellow syndicate agent on the station? Kept some TC in reserve just in case? Or are you communicating with one via the Syndicate channel? Get this kit and you'll be able to induct them into your operative team via a special implant. Additionally, it contains an assortment of useful gear for new operatives, including a space suit, an Ansem pistol, two spare magazines, and more! *NOT* for usage with Reinforcements, and does not brainwash the target!
x3]
[Hypnotic Flash
7 TC
A modified flash able to hypnotize targets. If the target is not in a mentally vulnerable state, it will only confuse and pacify them temporarily.
]
[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 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.
]
[Poison Kit
6 TC
An assortment of deadly chemicals packed into a compact box. Comes with a syringe for more precise application.
]
[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.
]
[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.
x2]
[MODsuit Chameleon Module (50% off!)
1 TC
A MODsuit module that lets the suit disguise itself as other objects. Normally costs 2 TC. All sales final. Keep away from fire or flames.
]
[Syndicate MODsuit (25% off!)
6 TC
The feared MODsuit of a Syndicate agent. Features armoring and a set of inbuilt modules. Normally costs 8 TC. All sales final. As seen on TV.
]
[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.
]
[Syndicate Briefcase Full of Cash
3 TC
A secure briefcase containing 5000 space credits. Useful for bribing personnel, or purchasing goods and services at lucrative prices. The briefcase also feels a little heavier to hold; it has been manufactured to pack a little bit more of a punch if your client needs some convincing.
]
[Agent Identification Card
2 TC
Agent cards prevent artificial intelligences from tracking the wearer, and hold up to 5 wildcards from other identification cards. In addition, they can be forged to display a new assignment, name and trim. This can be done an unlimited amount of times. Some Syndicate areas and devices can only be accessed with these cards.
]
The changelings were:
Jennifer Hawkings was Christiana Seelig and died
Genomes Extracted: 1

Objective #1: Extract 7 compatible genomes. Fail.
Objective #2: Prevent Chlorine XIV, the Assistant, from escaping alive. Success!
Objective #3: Escape on the shuttle or an escape pod with the identity of Chlorine XIV, the Assistant while wearing their identification card. Fail.
The changeling has failed.

The traitors were:
GlorifiedChickenSandwich was Seizes-The-Vermin the Atmospheric Technician and died

Seizes-The-Vermin was a Gorlex Marauder.
(used 0 TC)

Objective #1: Assassinate Wayne King, the Shaft Miner. Fail.
Objective #2: Steal the Captain's jetpack Fail.
Objective #3: Escape on the shuttle or an escape pod alive and without being in custody. Fail.

The traitor had a total of 302.57 Reputation and 22 Unused Telecrystals.
The traitor has failed!


The code phrases were: firesuits, fries
The code responses were: terrorists, salt, Annabelle Mens, nuclear
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 18725 credits collected by crew this shift.
An average of 353.302 credits were collected.
The most affluent crew member at shift end was Kiana Camp with 800 cr!