Okay, so I guess I have to apologize for being a bad GM again, I didn't take a real opportunity to study the healing rules and I assumed that they were long term like they used to be. But considering that neither of you followed my instructions and took a close look and included all your modifiers, I am not gonna feel real bad about changing things up on you.
So, here is the thing, I am going to enforce the realistic rules on healing. Which means you do not get the multiplier on your dice pool. You are also both magicians so that applies an additional -2. I know Sammy is using her DocWagon contract for hospitalization so she has no modifier but will pay 500 nuyen per day, more if she opts to pay for additional care, call it 100 more per day for every additional +1 to a max of +3. If O'Connor is
NOT seeking medical attention and is going to try and tough it out on his own, that is a -1. I know he has an autodoc, but without someone to run it, his wound modifier will apply to the rating and it will exhaust his supplies.
I hope you don't think I am being a complete jerk, but I do have a carrot for you. I will tell you that glitches and critical glitches are already decided for these rules, Glitch and healing takes place but costs you an extra day, a critical means you lose 2 days and get no healing. I am also not applying standard degrading extended test rules to this.
Body 4 x 2 = Pool 8
8d6.hits(5) → [2,3,6,5,5,2,6,2] = (4)
8d6.hits(5) → [2,1,2,5,6,2,5,1] = (3)
EDIT: body x2 test (1 day), each hit heals one physical damage:
body x2 =8 (8d6.hits(5)=4, 8d6.hits(5)=4)
I heal everything I have after two days (I had 6 physical). Go Orc toughness. 