Damage?

By Khensu, in Rogue Trader Rules Questions

I looked at the book but didnt find any info about it, what negative side effects does Light, Heavy and Critical damage give to players?

I mean it must give something, but didnt find any indication that there is any, so now I use -10 on heavy and -20 on critical damage to reflect the pain that the chars have, what do you guys think?

Well critical wounds are different because they refer to the table. Other than that heavy and light are mechanics that determine how quickly/how many wounds you can heal. I don't have the books here right now, but I imagine that is covered under healing damage, but you might want to check the medicae skill as well.

Zakalwe said:

Well critical wounds are different because they refer to the table. Other than that heavy and light are mechanics that determine how quickly/how many wounds you can heal. I don't have the books here right now, but I imagine that is covered under healing damage, but you might want to check the medicae skill as well.

well... the book doesnt say about this anything, critical only gives the critical tables negatives and nothing else, and there are no negatives from being havey damaged, but and if its just for healing then it has a little flaw in my opinion, because when you are damages so much that you cant shake it off like you do with light wounds then I think you need some negatives... or its just me?

Like it or not, that's how it is. While heavily damaged, you naturally recover one wound per week. If you dedicate yourself to nothing but bed rest and recuperation in that time, you recover your toughness bonus in wounds. If you'd prefer something more visceral and unpleasant, you could require a Toughness test for strenuous actions to resist making the wound worse. Failure could apply extra wounds or a critical rending effect or somesuch.

Being that much closer to criticals and/or dead seems like punishment enough to me.

Walking around at 4 out of 12 wounds makes for much more tentative actions in my experience. You are a much smaller hit away from burning a fate point or rerolling a new character.

It also tends to keep the character out for quite some time, in game. Choosing between going where the action is or sitting it out because you don't want to die is a pretty tough call.

Taking a penalty to rolls would be pretty rough though. It might be more realistic in some ways, while not so much in others, but I'm not sure how it would add to anything other than the I-should-stay-away-from-the-action mentality that being at death's door already provides. Between that penalty and fatigue, which is pretty easy to get, a character could be sitting at nearly no ability to contribute meaningfully.

Keep in mind that wounds are an abstract mechanic*. It's the critical wounds effects that quantify penalties incurred through serious physical damage.

* There are many ways to get your head around this. Perhaps the easiest though is to think of wounds as 'luck', 'just a scratch', and 'it went right through and didn't hit anything important'. I know this only partially compatible with the light & heavy wounds mechanic (which implies it is physical damage because it takes time to heal) but again, as this is an abstract mechanic this is pure 'hand-wave' material.

So I think my main message would be don't take the wounds and damage mechanic to literally; In my experience the combat system is quite well balanced, flows well in actual play, and one needs to be aware that any modifactions to the system can affect that.

And finally Coldshard said:

"Being that much closer to criticals and/or dead seems like punishment enough to me.

Walking around at 4 out of 12 wounds makes for much more tentative actions in my experience. You are a much smaller hit away from burning a fate point or rerolling a new character".

I agree, that is the in game role-playing effect for being wounded right there.

You need a priest/missionary in your group for healing even ressurection (Divine Ministration) - or an astropath to do some healing.

Also, autosanguinators (RT Core Talent 2 wounds healed a day always lightly wounded) help the healing process a lot not to mention Resusatrix chambers (into the storm).

Coldshard said:

Between that penalty and fatigue , which is pretty easy to get, a character could be sitting at nearly no ability to contribute meaningfully.

So here is how you solve your problem. FFG says an unarmed attack that does damage =/> than a character's TB causes one level of fatigue. Apply that rule to all hits that do damage =/> than a characters TB. Once a character's levels of fatigue exceeds their TB they passout.

While fatigued all skill tests are at -10. It seems perfectly reasonable to me. No need to add another penalty just use one that exists in the game already. As previously mentioned the damage thresholds are used for healing, but if take a solid shot from a lasgun it should be just as jarring as a punch.

My thoughts anyway

bobh said:

You need a priest/missionary in your group for healing even ressurection (Divine Ministration) - or an astropath to do some healing.

Also, autosanguinators (RT Core Talent 2 wounds healed a day always lightly wounded) help the healing process a lot not to mention Resusatrix chambers (into the storm).

I was trying to find the Resusatrix Chambers in Into the Storm but can't seem to find any reference to it. Could you give a page number for it, thanks so much.

That'd be because it's not in there. It's in the Inquisitor's Handbook.

I think he was mistaken.

It is however found in the Dark Heresy Inquisitor's Handbook on page 131.

If you have access to that or know someone who does they can give you all the details on it. I do know that its rare and halves natural healing time as well as providing some bonus to toughness for overcoming poisons and disease. It also Takes medicae and tech-use to operate, and its a typical future medical tech item. Fill tank with fluid, submerge patient in fluid, and its like they are back in the womb.

Good luck.

Yes, sorry. I was mistaken its in a DH book.