Round ID: 210331
    Shift Duration: 34 minutes and 39.6 seconds
    Station Integrity: 97.1%
    Total Population: 59

    Evacuation Rate: 31 (52.5%)
    (on emergency shuttle): 29 (49.2%)
    Survival Rate: 41 (69.5%)
    First Death: Helen Hawkins, Assistant, at Robotics Lab (167,118,4). Damage taken: 30/0/0/0/0.
    Threat level: 62.7
    Threat left: 37.7
    Executed rules:
        Roundstart - Nuclear Emergency: -20 threat
        Midround - Revenant: -5 threat
Amiga (Played by: Afonamos)'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: NUKIES ARE NOT HUMAN
Total law changes: 1

Amiga's minions were:
Database (Played by: Firebudgy),
D.E.R.P. (Played by: Derpman3),
D-51202 (Played by: KarlGustav)

Default Cyborg-805 (Played by: R0b3r1c0) 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.
Flunkies Operatives:
Crew Major Victory!
The Research Staff has saved the disk and killed the Flunkies Operatives

The syndicate operatives were:
(Syndicates used 412 TC) [Protocol CRAB-17 Phone (28% off!)
5 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. Normally costs 7 TC. All sales final. Check local laws for legality in region.
]
[Macrobomb Implant (15% off!)
17 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. Normally costs 20 TC. All sales final. Not recommended for children.
]
[Syndicate Assault Cyborg
65 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.
]
[Box of Deathrattle Implants
4 TC
A collection of implants (and one reusable implanter) that should be injected into the team. When one of the team dies, all other implant holders recieve a mental message informing them of their teammates' name and the location of their death. Unlike most implants, these are designed to be implanted in any creature, biological or mechanical.
]
[Energy Shield
16 TC
An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks. Pair with an Energy Sword for a killer combination.
]
[Energy Sword
8 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.
]
[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.
]
[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 Injector Module
2 TC
An injector module for a MODsuit. It is an extendable piercing injector with 30u capacity.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[MODsuit Advanced EMP Shield Module
5 TC
An advanced EMP shield module for a MODsuit. It protects your entire body from electromagnetic pulses.
]
[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.
]
[MODsuit Holster Module
2 TC
A holster module for a MODsuit. It can stealthily store any not too heavy gun inside it.
]
[10mm Handgun Magazine
2 TC
An additional 8-round 10mm magazine, compatible with the Ansem pistol.
x3]
[Reviver Implant
8 TC
This implant will attempt to revive and heal you if you lose consciousness. Comes with an autosurgeon.
]
[Double-Bladed Energy Sword (50% off!)
8 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. Normally costs 16 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[Reinforcements
25 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 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.
]
[CQC Manual
13 TC
A manual that teaches a single user tactical Close-Quarters Combat before self-destructing.
]
[MODsuit Anti-Slip Module
2 TC
A MODsuit module preventing the user from slipping on water.
]
[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]
[Thermal Eyes
8 TC
These cybernetic eyes will give you thermal vision. Comes with a free autosurgeon.
]
[Syndicate Combat Medic Kit (50% off!)
2 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. Normally costs 4 TC. All sales final. As seen on TV.
]
[Medbeam Gun
15 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!
]
[Double-Bladed Energy Sword (50% off!)
8 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. Normally costs 16 TC. All sales final. 16% sales tax will be charged for orders originating within Space Nebraska.
]
[Reinforcements
25 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.
]
[Syndicate Revolver
13 TC
Waffle Co.'s modernized Syndicate revolver. Fires 7 brutal rounds of .357 Magnum.
]
[.357 Speed Loader
4 TC
A speed loader that contains seven additional .357 Magnum rounds; usable with the Syndicate revolver. For when you really need a lot of things dead.
x3]
[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 Combat Medic Kit (50% off!)
2 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. Normally costs 4 TC. All sales final. As seen on TV.
]
[Thermal Imaging Glasses (25% off!)
3 TC
These goggles can be turned to resemble common eyewear found throughout the station. They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks. Normally costs 4 TC. All sales final. As seen on TV.
]
[10mm Handgun Magazine
2 TC
An additional 8-round 10mm magazine, compatible with the Ansem pistol.
x3]
[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.
x2]
The other antagonists were:
Trexter555 was revenant (330) the Revenant and survived
Objective #1: Absorb 415 points of essence from humans. Fail.
Objective #2: Ensure that any holy weapons are rendered unusable. Success!
The Revenant 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 15309.1 credits collected by crew this shift.
An average of 259.476 credits were collected.
The most affluent crew member at shift end was Ryan Miller with 1115.4 cr!