Ahh. Only in Paranoia would you see an elite Troubleshooter Team Leader in power armour with a non-functioning left leg riding a motor scooter into battle.
Some Commie Mutant Traitor has hidden my rulebook. Fortunately, that really doesn't make it any harder to run.
The most fun is forcing players to make traitorous decisions during character generation, and killing them before the game even starts.
Me: "Ooh, the table shows that you own six nails. They're above your clearance - do want to keep them, or throw them away? ... Oh, you're sticking them in Pats-Y-GUY's locker. You've played this game before, haven't you?"
Player: "Yeah, one of my mates from school used to run Paranoia occasionally."
Me: "A mate from school, eh? I have no record of a School Sector. How did you meet this contact, and where is this improperly named Commie sector located, traitor?"
Player: "Ummmm ... ahhhh ... I dodge."