Here is an excerpt from the gamemaster's ULTRAVIOLET section of the manual, kindly lowered to RED clearance for your convenience. It specifies the progression of a typical combat scenario, but can easily be adapted to any situation in which Troubleshooters frequently find themselves.
Shock: 'We're under attack! Who are they? Where are they?'
Panic: 'Oh no. Not them. Those vatslimes got the drop on us! ME? I never trusted them! It's all your fault!'
Stunned incomprehension: 'How are they doing that? Why doesn't this thing work? Hey, where's our Equipment Guy?'
Terrified comprehension: 'We're stuck! Bottled up! "Oh hel-lo Friend Computer! Nonono, everything's going just, uh fine"...'
Desperate ploys: 'I turn on the rocket boots.'
(When that doesn't work)
Existential resignation: 'My next clone is gonna get you back, you stinking Commie'
Generally, the tools at the disposal of the players is either totally inadequate to the problem at hand, completely inapplicable in their situation, or will actively make their problems worse. This is balanced out in two primary ways. First, the players clones can continue on the adventure should the player die (at least until they run out.) The second, more subtle way is through perversity. Trying something, anything in a no-win situation (especially without thinking about it too much) is rewarded with perversity points. These are used to buy bonuses or penalties to die rolls. These points belong to the player, not the character, thus are carried over in the event of unscheduled (but likely not unexpected) termination.
Large blocks of text are fun! ENJOYMENT IS MANDATORY!