In the spirit of week 2 testing, let me tell you guys of the short lived life of Commissar Dijkstra (my first session).
After having landed on Skyrnne, he and his men drove their chimera down the ramp of the landing carrier to engage the orks attacking the field. During the fighting, an ork climbed on top of their chimera. In an attempt to stop the foul xenos, our intrepid commissar opened the top hatch, and attacked the ork with his chainsword. Surviving the first blow, the ork managed to get its own swing in (or two, with furious assault). The second attack was about to hit. Our commissar (who had the presence of mind to buy dodge at character creation) attempted to dodge, and rolled an 80, simply not enough. The ork dealt maximum damage with his choppa (15, pen 2). Our commissar, with best guard flak, and a TB of 3, could only soak 6 points of that, and was thusly dealt 9 wounds. 2 wounds remaining. Because it was a Righteous Fury (or whatever foul thing the xenos benefit from), a rending critical damage result of 4 was dealt to the commissar's body. Blood loss and stunned for 1 round. Fortunately, another ally managed to shoot the ork before it got out of hand, and at that point the actual fighting was over.
As commissar Dijkstra lay there in the chimera, a bloody and broken, the squads medic rushed to his aid, and attempted a medicae check to staunch the bleeding (a -10 check). An 87. Not enough to staunch the bleeding. Next round, the commissar rolls for blood loss (a 1d10, and we said a result of 1 would be the 10% chance to die).. a 1! Fantastic.
I'm fine with this (the GM, feeling sorry that after the 4 years of me GMing DH/RT/DW for the party, and having just now had a chance to be a player in the game and live my dream of playing a commissar, allowed me retroactively claim the use of a fate point (not burn) to stop blood loss). And up to this point, in other systems, blood loss has generally been a precursor to character death (usually occurs so far into the crit damage tables that he next hit is going to kill you), so as an affect, blood loss was relatively rare in my games. Also when I ran it, there was a tech priest with a medicae mechadendrite, that pretty much simplifies the danger of blood loss.
What concerns me is that its listed as a -10 check to do it on yourself, but never properly states the test difficulty for others to do it on you. It says others can staunch the bleeding, but a strict reading makes it out to be the same -10 modifier. Given that blood loss is going to be a lot more common in this system (with the new method of Righteous Fury), this is obviously going to kill alot more PCs. I'm cool with medicae mechadendrites providing an automatic staunch the bleeding, but I find it odd that a med kit still only provides the tools to provide a +20 bonus to medicae. While helpful, it still makes it overly dangerous for the PCs.
Part of my real concern here is that this was rather discouraging to the other players. The commissar was intended to be fairly survivable in melee, but in a set of pretty bad luck (ork actually hit, I failed to dodge, ork rolled max damage, ork rolled a critical effect that dealt blood loss), the character was dead after 1 hit. A single lucky hit, and under all other circumstances, about as good a situation to be in as possible (e.g. right next to an ally PC medic, combat was over, still had a positive score of wounds), and yet the character still died. Obviously it was a mix of questionable judgement (I didn't need to open that top hatch), and certainly, war is hell, and its supposed to be bloody.
It was the first game session, I am going to play a commissar this campaign, and it would have felt silly to reroll effectively the same character after the first one died.
Suggestions:
-Simplify the test for others to staunch the bleeding (declare what type of action it actually is, a bonus modifier, etc.). As long as its more complicated than Staunch bleeding is a half action (as thats the benefit of a medicae mechadendrite)
-Add a consumable item (that medic's have as standard kit) that removes blood loss.
-Add some sort of initial timer before blood loss could kill you (TB rounds?)
-Add a Toughness test each round, to then make the 10% check.
-Classify the Blood Loss check as a test so it can be modified by fate points
-Add a new ability for fate points to remove blood loss (or clarify that its removed if you use a FP to heal wounds)
TL;DR = Blood Loss hurts.