Next it's time to roll Resilience. Anyone eating and drinking a full day's worth of rations don't have to roll. Everyone else makes an Average; Resilience check (got food or water) or Hard: Resilience (got neither food nor water). If people share their rations evenly reduce the difficulties by one but add a setback die (or two, if they found supplies for less than half the group). Advantage or Triumphs (or Threat and Despair) rolled on the Survival check above can add bonuses or penalties.
Failing the Resilience check with Threat upgrades the difficulty of all checks during the subsequent day by one. Failing with Advantage adds a setback die. Success means you're fine, but Threat inflicts strain.
But there's no threat of ever dying from complete lack of food and/or water. It's a hindrance to your actions, but not a threat to your life as it should be.
I'd be a little careful about inflicting Wounds directly from failed Resilience checks. That's too easy to fix with a stimpack or a Medicine check.
That was noted above. Changed to lowering Wound and Strain thresholds that can't be "healed" with medical actions.