Head of Security: Difference between revisions

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imported>Scones
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To decommission a revolutionary, you have two options: Beat their head in like the [[shitcurity|monster]] they always knew you were, or forcibly inject a Loyalty Implant into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - It's easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don't be afraid to start tazing and implanting passers-by once a revolution is on board.
To decommission a revolutionary, you have two options: Beat their head in like the [[shitcurity|monster]] they always knew you were, or forcibly inject a Loyalty Implant into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - It's easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don't be afraid to start tazing and implanting passers-by once a revolution is on board.


'''<span style="color:red">DO NOT TRY TO WIN A REVOLUTION BY TURTLING. YOU WILL LOSE UNLESS YOU AND YOUR TEAM ARE TACTICAL GENIUSES THE LIKES OF WHICH HAVE NOT BEEN SEEN SINCE THE ROMAN TIMES</span>'''
'''<span style="color:red">DO NOT TRY TO WIN A REVOLUTION BY TURTLING. YOU WILL LOSE THE WAR OF ATTRITION.</span>'''


'''Remember''': If anyone 'seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the prisoner colony, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office - Or better yet, out of sight in the Gulag where nobody will ever find it.
'''Remember''': If anyone 'seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the prisoner colony, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office - Or better yet, out of sight in the Gulag where nobody will ever find it.
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'''Important''': Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate holy-melons
'''Important''': Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate holy-melons
=== Being Nuclear/Wild ===
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to get it. Ideally, the Captain will have given you the pinpointer - If this is not the case, attempt to acquire it, as it could mean the difference between life and death. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.
When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought. Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people.
Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don an EVA suit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, You are in the green.
There are four possible endings for a Nuclear Emergency:
* Syndicate Major Victory: The nuclear device was detonated, the station was destroyed, and the operatives escaped with the disk
* Syndicate Minor Victory: The nuclear device was not detonated, but the disk was left behind on the station
* Draw: The station was destroyed along with the disk and all operatives
* Crew Major Victory: The nuclear device was not detonated and the disk made it out on the emergency shuttle


==Tips==
==Tips==
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