Is it just me that need to buy pair of better quality cypernetic eyes, or does DoS not have any effect on medeca? It have effects on so many other things, so it would be weird if you only can butch it up, and not make an extra good work.
Medecae, degrees of success
It would not. Medica is based on intelligence, even the diagnostics of it. However, your GM might be willing to give you a boost towards your roles if you roleplay it well. Example, if I saw a techpreist or anyone with an auspex or some device which would logically improve it. Say things like, I use my advanced eyes to better inspect the wound and to use their x-ray abliites to see if anything is broken and the like.
I would then give you a +10 or 20 depending on how your roleplayed it.
Ahh thanks. Too bad that our group can´t get our full healing from that source either, with the errata that hid us mid campian did my psychic healing die
High intelligence and good medical gear are worth a strong investment for the whole party. Since field tests are often punishing and very risky. Three degrees of failure may right out kill the poor bastard you were trying to heal! So little things like a good medkit, stimpacks, maybe even the investment in a servoskull:mono-medica would be worth a group fiscal pool. Worth bringing up to your warband.
For Psyker's it is useful for them to be both doctors and get psyker healing abilities. If you are looking for a good healing system, I recommend this. Though it should be noted, that Tech priests with the proper upgrades also make excellent (though often horrific violent and painful doctors; as they care not about pain or the ascetics of flesh, just simple functionality). The easy and most straight forward approach would be get minor psyker power healer. Very useful and low threshold. Its obvious and biggest weakness is the 6 hour effect. Which if done a second time within six hours, a toughness test must be taken or the recpiant suffers that many wounds instead of recovers.
If the pysker lives long enough to get into a discipline, biomancy Seal wounds is one of the most common abilities. If my memory serves is has a threshold of 20 (probably at least 3 dice to manifest it) and it recovers 1d10+WP bonus and also has a threshold bonus which I cannot remember. It also does not suffer from the 6 hour rule healer has. Though a word of warning. This ablity will be often used and demanded by the party due to its usefulness. And its high threshold pretty much has a 30% of getting a nine in there. Or worse multiple nines. Which dramatically increases the risk/reward threat the ability offers; summon a deamon while a party member is nearly dead, is not a good circumstance...
Hopes this helps.
Thanks that helped a lot... even if we can´t get any use of the help at this point. Our group have just entered the church of illumination with an order only to leave as corpses or with triumph, so we can´t run out and buy anything right now sadly.
Beside that are the player in my group that plays our tech-priest one of our worst players, we have played for months now, and unless he have to shoot with his gun does he always ask which dices he have to roll, not which stats he have to use, nope, which dices -__-" So yea, I am the groups healer right now, therefore I stared this thread
If the pysker lives long enough to get into a discipline, biomancy Seal wounds is one of the most common abilities. If my memory serves is has a threshold of 20 (probably at least 3 dice to manifest it) and it recovers 1d10+WP bonus and also has a threshold bonus which I cannot remember. It also does not suffer from the 6 hour rule healer has. Though a word of warning. This ablity will be often used and demanded by the party due to its usefulness. And its high threshold pretty much has a 30% of getting a nine in there. Or worse multiple nines. Which dramatically increases the risk/reward threat the ability offers; summon a deamon while a party member is nearly dead, is not a good circumstance...
Hopes this helps.
Seal Wounds has a Power Threshold of 10, actually. Disgustingly low, and Overbleeds for every 5 points over (which allows them to heal off an additional 1d10+WPB, extending the range, or nominating a second target). Unless this was errata'd.
Seal Wounds is probably THE most broken Biomancy power, and from what I've heard, ends up often forcing GM's to throw little short of TPK teams at their party, as it completely voids battles of attrition-- especially if Favored by the Warp is taken. Even if the entire party is reduced to critical wounds, the Psyker can just go ahead and cast it around freely until they're all fully recovered.
Oh. And using it is only a half-action, not a full action. Just as that little extra icing on the cake.
Edited by ColArana
Seal Wounds has a Power Threshold of 10, actually...
I can see that there is one that haven´t read his errata. The threshold is 20 now, not impossible to reach with some invocation, but surely harder than the old threshold of 10
Seal Wounds has a Power Threshold of 10, actually...
I can see that there is one that haven´t read his errata. The threshold is 20 now, not impossible to reach with some invocation, but surely harder than the old threshold of 10
Yeah, first time as I read that and saw it play I was shocked. I instantly house ruled after the session it was first in, that it was far too powerful for such a low threshold and only a 3 point increase from healer (I doubled it). It didn't make any sense to me (or even the players) so we all assumed it was a typo.
Funny enough, my house rule was acting what the errata stated, so it was an easy transition when one of my players acting printed it out for me.
Also, I have noticed a lot of people hate that its not a full action, I am not too sure why, as I assume this one done to allow the Psyker to half action move closer to the ally/npc in need.
You can use alternate medicae rules from IH, but that requires some bookkeeping.
We have IH, and I do love my book keeping, so I would have to re-read ihe rules yet again to know what you hint at.
I would guess that it is one heal check for each type of damage, right?
I would guess that it is one heal check for each type of damage, right?
Sort of. But the IH method is unwieldy. I'd suggest houseruling instead:
Medicae: Diagnosticise (Perception)
Half-Action
Used as part of a First Aid or Extended Care Test.
The actor rolls a Perception-based Medicae Test. Each DoS/F decrease/increase the difficulty of the subsequent First Aid or Extended Care by one step.
Re-Attempt: no.
Medicae: First Aid (Intelligence)
Half-Action
The actor rolls an Intelligence-based Medicae Test.
If the subject is Lightly Wounded, add or remove DoS/F Wounds.
If the subject is Heavily Wounded, add or remove DoS/F*0.5 Wounds, rounding up.
If the Subject is Critically Wounded, add or remove a single Critical Wound depending on whether the test is a success or failure.
Re-Attempt: only until a Wound has been removed.
We killed Extended Care because we pretty much never played anywhere medical facilities were far enough away to use it, and because it seemed ridiculously OP. So eh.. I can't offer a playtested take on that.
EDIT: I should probably add the reason for our change to Diagnose was that it is unreasonably difficult to gain positive modifiers on First Aid Tests. With this change, it's rather easier.
Edited by SimsumThe IH system also gives bonuses and penalties to the Medicae test for the type of damage. This does help differentiate further between damage types (IIRC Rending and Explosive become nastier again than even their Critical tables suggest. I think Energy might be unmodified and Impact I think gives a bonus instead), but does mean low rank characters have even more difficulty dealing with certain wounds.
Of course, as characters can now be "healed" separately for the 4 damage types they can theoretically heal more than they could before, so there is a bonus to the characters in that regard. However, the penalty tends to outweigh the bonus until you get to higher ranks in my opinion, and it does lead to the odd effect where it can be worse to be hit 4 times with the same type of damage than once each with different types...
The Damage Type modifier is tied to the Injury Level, so in a sense all Damage Types become worse. And yes, the optional rule is 1 First Aid use per Damage Type, per Combat Encounter.
I think a better way to further differentiate damage types, is to give each armour type a weakness to one damage type. It's more work up front, but tracking 4 different wound types is a lot of housekeeping for very little gain.
If you want multiple uses of First Aid with DoS/F granularity, I'd suggest the houserules I posted.