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===[[File:Nuke.gif|32px]] 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 keep it. Fortunately you will start the shift with the pinpointer, making your job of finding the Captain, Clown or Operative with the nuke disk much easier.. 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 (or destroying it) 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. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle. Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don your special Hardsuit 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. Worst case scenario you can still evacuate to the mining station/gulag. There are four possible endings for a Nuclear Emergency:
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