Healing

HEALING

A character inevitably suffers Damage during his explorations of the galaxy. As a character accumulates Damage, he progresses through three different states: Lightly Damaged, Heavily Damaged, and Critically Damaged. Characters naturally recover from Damage at a slow rate that varies depending on the character’s Damage state. Rest, medical attention, and a few Psychic Powers can speed up Damage recovery.

Lightly Damaged: A character is considered Lightly Damaged if he has taken Damage equal to or less than twice his Toughness Bonus. A Lightly Damaged character removes 1 Damage per day through natural healing. If Lightly Damaged the character devotes an entire day to bed rest, he removes an amount of Damage equal to his Toughness Bonus.
Heavily Damaged: A character is Heavily Damaged whenever he has taken more Damage than twice his Toughness Bonus. A Heavily Damaged character removes 1 Damage per week through natural healing. If a Heavily Damaged character devotes an entire week to complete rest, he removes an amount of Damage equal to his Toughness Bonus. Once a Heavily Damaged character’s Damage is equal to or less than his Toughness Bonus, he becomes Lightly Damaged.
Critically Damaged: A character is Critically Damaged whenever he has taken Damage in excess of his Wounds. Critical Damage does not heal on its own—it requires medical attention. With rest and medical attention, a character removes 1 point of Critical Damage per week. After all Critical Damage has been removed, a character becomes Heavily Damaged instead.
Death: Death for a character is always the result of a Critical Damageeffect. Usually this is when the character has accrued 8 or more points of Critical Damage depending on the type of Damage suffered and the body location struck. If a critical result indicates that the character is killed, then he is dead, and only burning a Fate Point (see page 205) will save his life.

Medical Attention

Medical attention is any Action taken to treat injuries. Such efforts can range from the application of healing drugs, a successful Medicae Test, or even using Psychic Powers. Medical attention can provide immediate recovery or can speed the process of natural healing.

First Aid
The Medicae Skill performs first aid for the injured, removing a small amount of damage by suturing lacerations, bandaging abrasions, and plugging punctures.
A successful Medicae Test removes damage equal to your Intelligence Bonus on lightly damaged characters or 1 damage point from heavily or critically damaged characters.

Extended Care
Using the Medicae Skill for extended care speeds the healing process.
A character can properly treat a number of patients equal to their Intelligence Bonus.
For every assistant the character has, add an additional one to this number or the character’s Intelligence Bonus again if the assistant also has the Medicae Skill (regardless of their ability).
Each additional patient imposes a cumulative -10 penalty to the character’s Medicae Tests to provide extended care.
For lightly damaged patients, make one test at the end of each day. For heavily or critically damaged patients, test once at the end of each week.
Success allows a patient to remove twice the normal damage-removing Critical Damage first-plus 1 point for each Degree of Success. Failure does not adversely affect patients, who heal at the normal rate. Two or three Degrees of Failure indicates that all lightly and heavily damaged patients take 1 damage each. Four or more Degrees of Failure indicates all patients take 1d10 damage, using sudden death to resolve critical damage.

Diagnose
The Medicae Skill can also be used to diagnose disease and other ailments, both on one’s fellow characters and also on large groups.
On individuals, a successful Skill Test yields the name of the ailment and basic treatments.
When used on groups, a successful Skill Test can prevent the spread of disease or mitigate the effects of malnutrition as determined by the GM and dependent on the nature (and virulence) of the disease.

Cybernetic And Bionic Replacements
It is possible to restore lost limbs with bionic replacements; in fact, sometimes a character may prefer to lop off a perfectly good arm or leg to gain the benefits of having a cybernetic replacement. The rules for both removing and attaching cybernetic, bionic, and bio-enhanced limbs, implants, and weapons are detailed fully in Chapter V: Armoury.

Heroic Sacrifice (Space Marine Only)
No Battle-Brother ever dies in vain as long as he dies in the Emperor’s service. At the GM’s discretion, he may allow players to choose the option of Heroic Sacrifice if they know that their characters have no other options to continue serving the Emperor or wish to sell their lives for the greater good. When a player’s character is in a position to burn his final Fate Point to save his character’s life (Space Marines would only make this choice if there is no other way to survive!), he may instead choose to burn the point anyway and make a Heroic Sacrifice instead.
A character declares at the start of his Turn that he is performing a Heroic Sacrifice as a free action.
For a number of Turns equal to his Toughness Bonus (including the turn in which the Sacrifice was declared), the character can ignore all further critical effects with the exception of those which render limbs or senses useless (such as blown-off limbs and blindness).
The character also receives one ‘free’ Fate Point each turn, which may be used in the normal fashion (see page 204) though it is lost if not spent. At the end of this period, the character will die regardless of any other factors.
Fate Points gained as part of the Heroic Sacrifice cannot be burnt to save the character’s life.
It is important to note that a Space Marine would never willingly put himself in the position of heroic sacrifice where doing so would make his gene-seed impossible to retrieve.
If the character’s sacrifice was particularly meaningful and made a difference to the outcome of the Kill-team’s mission, the GM may award the player a bonus for his next character. For more details on this see page 271 in Chapter IX: The Game Master.

EQUIPMENT

Narthecium: A narthecium grants a +20 Bonus to Medicae Tests made on a Space Marine patient. It also raises the Threshold at which the patient is considered Lightly Damaged to 3 times his Toughness Bonus, and doubles the amount of damage healed by first aid. A narthecium also holds ten doses of any one drug. The drug must be acquired separately.

Reductor: A reductor reduces the time to remove the Progenoid glands to 1 Round per gland (2 for a full recovery). Although generally regarded as disrespectful to the machine’s sombre purpose, it can also be used as a melee weapon that does 1d10+2 R with a Penetration of 10. If used as a weapon, a reductor does not add the Battle-Brother’s SB to Damage; its design emphasizes control and precision, but does not provide adequate leverage to take advantage of the wielder’s strength.

Healing

The Murder of Crows Skampaw