Example Marine: TB:10 wounds:22
1: Normal "natural" healing
Lightly wounded (defined on page 262) character heals 1 damage a day. (with bed rest heals TB)
Heavily wounded (p. 262) character heals 1 damage a week. (with complete rest heals TB)
Critical wounded (p. 262) character cannot heal naturally, with medical treatment will remove 1 point of crit damage a week.
Once a character's wounds reach the next threshold (through healing) he immediately becomes that level. Example marine has 1 point of crit damage, is treated for 1 week at medical facility and removes 1 point of crit damage. He is now Heavily damaged. He focuses completely on rest (for a space marine this means light training vs. normal training I'd imagine) and heals 10 wounds at the end of the week. Now he is lightly wounded. Focusing on rest the character takes 2 more days to heal the remaining 12 wounds. Total healing time from -1 crit damage: 2 weeks and 2 days.
2: First aid is a 1 time attempt to mitigate damage sustained, to that point, in combat.
a: When a character has suffered damage, any character with the medicae skill can attempt to use first aid. If the test is succesful the wounded party heals a number of wounds equal to the healer's Int Bonus modified by the healer's abilities. UNLESS the character is Heavily or Critically damaged, then the wounded party heals only 1 wound modified by the healer's abilities. If failed, the wounded marine heals ZERO damage.
b: Any wounds not healed by a First Aid attempt (succseful or not) count as Treated and may NOT be healed again with First Aid UNTIL the character heals those wounds naturally (See #1).
Example: Our marine takes 12 points of damage from a chaos dude, then he is healed for 10 damage. The last 2 wounds remain and cannot be healed by First Aid until the character heals them naturally (one day of natural w/rest or 2 days w/o rest for this character). Though the other 20 wounds may be healed via First Aid again, if the character takes more damage.
c: Certain equipment and talents can modify the wounded threshold for the healer. For instance a character using a Netharcium counts a wounded space marine as Lightly Wounded as long as the character has taken equal to or less than 3 times his TB in damage. But it does not change the threshold for heavy or crit; if the marine is 1 point above 3xTB and now in normal crit threshold, the character is Critically Wounded. These abilities generally do not stack (so no 2xTB + 3xTB = 5xTB) .
Example: Our marine has taken 20 wounds. The character counts as Heavily damaged for natural healing, but an apothecary with a Netharcium can treat the character with First Aid as if he was Lightly Wounded as 3x our marine's TB equals 30, which is more than he has suffered. If the apothecary didn't have a netharcium the wounded marine would only have healed 1 wound, as he was normally Heavily Wounded.
3: Certain talents, such as Hardy or Autosanguine, change the behavior of natural healing.
a: Both Hardy and Autosanguine improve natural healing, but they do not affect First Aid attempts (your toughness does not improve a surgeon's ability to use a suture needle).
b: Autosanguine allows a character to always naturally heal (at a faster rate even), even overiding the normal no healing in crit rule.
c: Hardy allows nearly the same, but when critically damaged the character will not heal naturally (a character can not naturally heal when in crit) unless recieving medical treatment (then the character heals as if he was Lightly Damaged). This is because the character is not "counted as Lightly wounded" but when he heals, he does so as if Lightly Wounded, meaning if he cannot heal he gains no benefit.
Edited by herichimo, 25 February 2014 - 11:36 PM.