Eaters of the Dead

By Peacekeeper_b, in Rogue Trader Rules Questions

Into the Storm, page 49, side bar "Kroot Traits".

What the hell does "Unlike normal wounds, these bonus Wounds are removed when affected by the damage of any successful attack" mean? Arent all Wounds removed by successful attacks? Or is it that these wounds come off even if the successful attack does no damage, or it is a pointless sentance added to the rule for no real reason?

Peacekeeper_b said:

Into the Storm, page 49, side bar "Kroot Traits".

What the hell does "Unlike normal wounds, these bonus Wounds are removed when affected by the damage of any successful attack" mean? Arent all Wounds removed by successful attacks? Or is it that these wounds come off even if the successful attack does no damage, or it is a pointless sentance added to the rule for no real reason?

It basically means that, once they're gone, they're gone - normal wounds can be restored through healing (the wounds lost to damage still count for the purposes of how many wounds you can regain in total), bonus wounds gained from the trait can't be restored in that manner (you lose the wounds, they're gone and no longer count for any purpose).

Yeah, that was what was stated in the sentance before that one. So I figured that is how bonus wounds work (especially temporary ones that only last a certain time).

I read the rule to mean that those wounds function like Temp HP in DnD.

Which is cool, a badly injured kroot can eat himself back to some health..

So'Tek, a Kroot Mercenary is down to 2 wounds, heavily injured so medicae has little effect, but did bring down the Ogryn (Toughness 46).
So he starts munching on the Ogryn and is able to eat himself back to 6 wounds, +1 from the Eaters of the Dead Trait and is able to heal twice as fast.

Sorry for the thread necro, but I figured it was better than an entirely new thread.

I've read the eaters of the dead rule a few times and I've figured out the temporary wounds bit. What I haven't quite figured out is the mention about healing faster. The way I'm assuming it works is that for a few hours a Kroot doubles any wounds it might regained by healing. This would require him to be only lightly wounded, or somehow have acess to psychic healing (which isn't a discipline in RT). However, it doesn't affect any healing that takes longer than an hour.

Now, the other way I looked at it is that the Kroot heals wounds as a form of regeneration. I first thought this was the way it worked as Kroot tend to get hurt very badly (when they get hit) due to a lack of armor and lack the toughness of orks to soak it up. Am I right in assuming the doubled healing isn't a form of regeneration and is instead a highly limited but still useful add on to the medicae tests?

George Labour said:

Am I right in assuming the doubled healing isn't a form of regeneration and is instead a highly limited but still useful add on to the medicae tests?

This is what I get when I read the section. Basically if for any reason the character regains wounds during that time, it regains double the normal amount. It could be possible to get the benefit from a day's rest if you assume that the rest is 8 hours and get a high toughness body or have a second (and maybe third) one to chow on when the first one's bonus wears off.

It sure would be nice if they'd put some psychic healing in there, as they keep mentioning it all the time but never provide any sort of rules for it.

The biomancy discipline is in the Dark Heresy rulebook and it has psychic healing. I also beleive the Inquisitor's handbook has some kind of healing tank.

Also missionaries get several faith abilities that can aid in healing.

But yeah, I wish it was already there too. XD