In perfect conditions, and with the correct equipment, an Agent can use a Combat Action to make a DN 3 Medicae Test, restoring 1 Wound on a success, and an additional 1 Wound per Exalted Icon Shifted.
However, in practice, the conditions are usually far from ideal - the following are examples of situations which may affect the DN required, and the penalty they might impose;
+1: Patient is Dying, Test made without medical supplies, Test made in combat, different subspecies, Test made in dim light, Patient has a Mutation (+1 DN per Mutation, up to a maximum of +3 DN; at GM discretion, non-physical Mutations may not incur this penalty)
+2: Test made whilst under fire, field surgery, different Species, Test made in low light, Test made in extreme temperature, Patient suffering from the Fear condition
+3: Test made whilst on a moving vehicle, major Species differences, Test made in very low light, Patient suffering from the Frenzied or Terror conditions
+4: Test made in total darkness
Aspirants and Astartes can use their Implant/Organ features to grant bonus dice on relevant Medicae Tests made on them, at GM discretion.
Medicae: Core Rules, pg. 124
Medikits: A Medikit (Core Rules, pg. 238), or equivalent item, allows an Agent to make a Medicae Test to heal others without suffering the following penalties; the Patient is Dying, Test made in combat, the Patient is a different subspecies, Test made in dim light, and field surgery. All other penalties, such as those caused by the Agent attempting the Test being Wounded, or attempting the Test on themselves, still apply (although may be reduced at GM's discretion).
Compounded Trauma: When an agent rolls a Complication whilst dying, they do not roll on the Traumatic Injury table; the Traumatic Injury gained in this instance is instead Blood Loss (or Internal Bleeding). During that mission, they function as a full Traumatic Injury, but only Traumatic Injuries rolled from the table persist between missions.
Dying: Core Rules, pg. 193 - 194
Memorable Injury Effects: Whilst not as severe as Traumatic Injuries, even Memorable Injuries can impact your character. The following are mechanical impacts that certain Memorable Injuries (whether Escalated or not) impart on an Agent.
Missing Fingers: +1 DN to any Test requiring fine motor skills
Broken Jaw/Cut Tongue: +1 DN to any Fellowship-based tests requiring you to speak
Bad Knee: -1 Speed when Running, Sprinting, or Charging
At GM's discretion, other injuries may impose additional penalties in certain situations.
Regular Memorable Injuries which do not become Escalated Injuries during the course of a mission are able to be healed after the conclusion of the mission with no cost; this is optional, so if you wish to keep the injury as a memory of your battles, you may do so, but you run the risk of these becoming Escalated in future missions.
Memorable Injuries: Core Rules, pg. 194
Traumatic Injury Effects: The following are in addition to the effects listed on page 195 of the Core Rules.
Hand/Arm Injury (Single): +1 DN to any Test when attempting to use equipment meant for both hands (see Errata & House Rules: Wargear for additional details on using weapons one-handed)
Foot/Leg Injury (Single): -2 Speed except when Crawling
Traumatic Injuries: Core Rules, pg. 195
Healing Memorable and Traumatic Injuries: Unlike Wounds, which can be healed in the field, Memorable and Traumatic Injuries require more extreme medical intervention. Those who cannot afford, or do not wish for, augmetic upgrades must make use of lesser replacements, whether that be crude mechanical limbs, or fully functional vat-grown body parts.
These replacements are functionally the same as the parts they are replacing, and offer no mechanical benefits. The cost for these replacements is shown below.
Memorable Injury: 0 Wealth
Escalated Injury: 1 Wealth
Traumatic Injury: 3 Wealth
If an Agent doesn't have enough Wealth to cover this, they may reduce their Influence Rating by the amount required to cover the cost.
The following Conditions have been added or altered;
Marked: A ranged attack against a Marked character gains an additional +2 bonus dice. An instance of the Marked condition is removed when a ranged attack is made against the character. A character removes all instances of the Marked condition on them at the end of their turn, provided they move or take the Full Defence action.
On Fire: The Athletics Test to remove the On Fire Condition can be made using your choice of either Agility or Strength.