anchor.diff:  		return FALSE // Unavailable if nuke ops were already sent at roundstart. yes, this is intentional for abductors too.
   	return ..()
   
  -/datum/dynamic_ruleset/midround/from_ghosts/abductors/execute()
  -	var/datum/team/abductor_team/team = new
  +/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
  +	if(required_candidates > (dead_players.len + list_observers.len))
  +		return FALSE
  +	team = new /datum/team/abductor_team
   	if(team.team_number > ABDUCTOR_MAX_TEAMS)
   		return FALSE
   	return ..()
  
positive.code: 	high_population_requirement = 30
  	var/list/spawn_locs = list()
  
  /datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/execute()
  	for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
  		if(isturf(L.loc))
  			spawn_locs += L.loc
  
  	if(!(spawn_locs.len))
  		message_admins("No valid spawn locations found for slaughter demon, aborting...")
  		return FALSE
  	return ..()
  
negative.code: 	high_population_requirement = 15
  	var/list/spawn_locs = list()
  
  /datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
  	var/deadMobs = 0
  	for(var/mob/M in GLOB.dead_mob_list)
  		deadMobs++
  	if(deadMobs < REVENANT_SPAWN_THRESHOLD)
  		message_admins("Dynamic attempted to spawn a revenant, but there were only [deadMobs]/[REVENANT_SPAWN_THRESHOLD] dead mobs.")
  		return FALSE
  	if(required_candidates > (dead_players.len + list_observers.len))
  		return FALSE
  	for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
  		var/turf/T = get_turf(L)
  		if(T && is_station_level(T.z))
  