One grenade may be deployed as part of a player ranged attack. You may not toss to avoid melee (a bad thing).
(pair D8, taking higher)
8 GSW & Suppressing Fire
5 Jam; exhaust Weapon Kit. No kit, treat as Melee.
2 Ammo Exhausted
1 Friendly Fire or if holding C-4 go boom as KIA
Note: If both dice are six or above, count both.
GSW = Lower threat by one (see monsters).
Suppressing Fire = no allied Melee results for one round of all player actions.
Exposed = take wound if enemy has ranged attack. e.g. Hillbillies with springfields.
Friendly Fire = An ally takes a wound.
Ammo Exhausted = No borrowing. Do not skip action; limited firepower. Treat eight result as GSW w/o Suppressing, seven and six results as Miss.
(pair D8, choice)
8 Drop one grenade
7 Lose Canteen
6 Lose Flashlight
5 Lose Military Dagger
4 Lose Wound Aid
3 Lose Grenade Bandoleer
2 Lose Ammo Belt
1 Lose PDA
If the item has already been lost, take vicious wound. Replenishment of gear at Depot, usually after adventure. Any wound also consumes any unused Aid pack, yours or an ally. Two wounds in field cause KIA.
Use CAC Smart ID PDA to gain info or open front gate of a Cryonaut Depot.
Military Dagger allows dispatch of a solo guard silently.
Expend Canteen to nullify Frustrated.
Crank Flashlight to find something hidden in decaying building.
C-4 Demolitions Block opens passages and safes.
(typically two D8, choice)
8 Insight; complete this task and roll three D8 next Do Something attempt.
7 Okay, done.
6 Half Way Home. You or someone else must complete effort.
5 Second Try; immediately reroll one die and treat five or less as Frustrated.
4 Frustrated (lose one die in your next task or combat).
3 Stop your Attempts (unless last person on Plot Critical).
2 Wasteful Effort; lose a random item of gear like Melee. Result may also cause vicious injury.
1 Stop all Attempts (unless Plot Critical).
Plot Critical Tasks
must be completed; treat as Wasteful Effort instead when valid. In cases of Trapped Challenges, a result of four or less may injure.