TEXT: ARM
  1  
  Your shot grazes your target’s hand, forcing a Challenging 
  (-10%) Will Power Test to avoid dropping whatever is held in it. Re-
  gardless of the outcome, your target forfeits Initiative next round.
  2 
  Your shot nicks the wrist of your target, opening a small but 
  vicious wound. All of your target’s Weapon Skill Tests are considered 
  Challenging (-10%) during the next round.
  3 
  Your shot glances off your target’s elbow, causing him to drop 
  whatever is held in the hand. The arm is useless for 1d10/2 rounds.
  4 
  Your shot grazes your target’s biceps, causing blood to run 
  down the length of the arm. All of your target’s Weapon Skill Tests 
  are considered Hard (-20%) for the next round.
  5 
  Your shot slices through the meat of your target’s shoulder, 
  forcing a Hard (-20%) Will Power Test to avoid dropping whatever 
  is held in the other arm to grasp the shoulder in an attempt to staunch 
  the pain. Regardless of the outcome of the test, your opponent loses the 
  use of the arm for 1d10 rounds.
  6 
  Your shot slices across the fingers of your target, neatly sever-
  ing 1d10/2 extensor tendons and nicking the bones. Your target cannot 
  release his grip, and is horrified to see thin white strips curling out of the 
  exposed flesh on the back of his fingers. During the next round all of 
  your target’s Weapon Skill Tests are considered Hard (-20%). In 
  addition, he loses use of the hand until it is magically healed -- if this 
  wound is allowed to heal naturally, the victim suffers a permanent -3% 
  Agility penalty per severed tendon.
  7* 
  Your shot pierces the hand of your target and passes between 
  the metacarpal bones, fixing whatever is held in the hand to the arrow as 
  well. Until the arrow is removed, your target’s Toughness Bonus is 
  reduced by 1 and all Weapon Skill Tests are considered Hard 
  (-20%). In addition, the hand may not be used until it is healed.
  8* 
  Your shot pierces the wrist of your target, embedding itself in 
  the carpal bones. Until the arrow is removed, your target’s Toughness 
  Bonus is reduced by 2 (minimum of zero), and all Weapon Skill 
  Tests are considered Very Hard (-30%). In addition, the hand may 
  not be used until it is healed.
  9* 
  Your shot pierces the forearm of your target, lodging in the 
  ulna. Wracked with pain, your target forfeits any remaining actions this 
  round and must pass a Hard (-20%) Toughness Test before any 
  further actions may be taken. He is allowed one attempt per round, and 
  may begin next round. In addition, the arm may not be used until it is 
  healed.
  10* 
  Your shot lodges in the elbow of your target, fracturing the 
  ulna and fixing the arm at a 90 degree angle. Your target is stunned by 
  blinding pain for 1d10/2 rounds, and until the arrow is removed, your 
  target’s Toughness Bonus is reduced by 3 (minimum of zero). In ad-
  dition, the arm may not be used until the fracture heals in 1d10/2 weeks 
  time.
  11* 
  Your shot pierces the biceps of your target, lacerating the 
  brachial artery. Your target bleeds heavily from the wound, losing a 
  cumulative 10% per round from all combat characteristics (WS, BS, S, 
  and T). When any of these characteristics reaches zero, your target falls 
  unconscious.
  12* 
  Your shot passes through the meat of your target's neck, sev-
  ering the brachial plexus. Whatever is held in the hand is dropped and 
  the arm is instantly paralyzed from the shoulder down. If magical heal-
  ing is not obtained within 1d10 rounds, the paralysis becomes perma-
  nent.
  13* 
  Your shot fractures the clavicle of your target and severs the 
  subclavian artery before finally lodging itself in the meat of the shoulder. 
  Your target must make a Very Hard (-30%) Toughness Test or fall 
  unconscious immediately. Regardless of the test results, your target will 
  lose 1d10 Wounds per round from massive blood loss -- each wound 
  lost in this fashion translates into a cumulative 5% chance of dying each 
  round.
  14 
  Your shot enters the shoulder at an angle and exits at the back 
  of the neck. Your target sways for a moment, uncertain, before his legs 
  buckle and he collapses to the ground. Death is inevitable in 1d10/2 
  rounds.
  15 
  Your shot strikes the area between the shoulder and the chest, 
  burying itself down to the fletching and protruding between the ribs of 
  your target’s back. Your target’s knees buckle and he falls to the ground. 
  A soft, sucking noise emanates from the wound in conjunction with a 
  few brief, ragged respirations, and then all is still.
  HEAD
  1 
  Your shot nicks your target’s ear, causing a distracting sting-
  ing sensation. All of your target’s Weapon Skill Tests are considered 
  Challenging (-10%) next round.
  2 
  Your shot strikes the cheek of your target, slicing open a 
  wound that bleeds far more freely than expected. All parry attempts are 
  considered Challenging (-10%) for 1d10/2 rounds.
  3 
  Your shot grazes your target’s neck, opening a wound that 
  hampers your target’s ability to defend himself. For the duration of 
  combat, all further critical hits on this target are increased by +1.
  4 
  Your shot slices the tip of the ear, separating the top third 
  from the head. Pain lances down into the neck, forcing a Hard (-20%) 
  Will Power Test to avoid forfeiting all actions next round in favor of 
  screaming. Regardless of the outcome of the test, the flopping of the 
  detached portion of the ear is quite distracting, such that your target 
  loses one half action per round for 1d10/2 rounds. The ear can be re-
  stored with a successful Challenging (-10%) Heal Test; unfortu-
  nately this Heal Test restores only the ear, and not any Wounds.
  5 
  Your shot grazes the scalp, opening a wound that pours blood 
  into the eyes. Your target forfeits initiative next round and all Weapon 
  Skill Tests are considered Hard (-20%) until the wound is bandaged.
  6 
  Your shot slices a chunk of flesh from your target’s cheek, 
  exposing the maxillary bone beneath. Your target must attempt a Hard 
  (-20%) Toughness Test once per round, and may not take any actions 
  until the test is passed.
  7 
  Your shot enters from the side and slices your target’s nose, 
  which falls from the face and dangles by a thin strand of skin. Blood 
  pours from the ruins of your target’s face and until healed, your target 
  must waste one half action per round spitting out blood or spend the 
  entire next round vomiting. All actions are considered Challenging 
  (-10%) until healing is obtained and your target suffers a permanent 
  -10% to Fellowship from the loss of the nose, but gains +5% to future 
  Intimidation attempts.
  8 
  Your shot enters the neck and buries itself up to the fletching. 
  Surprisingly, there is very little blood and the arrow appears to have 
  missed the major arteries and veins. While the arrow remains in place, 
  all of your target’s actions are considered Hard (-20%). Removing this 
  arrow without the Surgery Talent requires a Very Hard (-30%) Agil-
  ity Test. Failing this test inflicts an additional S3 hit to the victim and 
  opens an artery, causing the victim to lose 2 Wounds each round until 
  magical or mundane healing is obtained. If your target survives this 
  experience, he must pass a Hard (-20%) Will Power Test or gain 1 
  Insanity Point.
  9 
  Your shot neatly severs your target’s ear, which falls to the 
  ground with a soft thump. Your target loses 1 additional Wound per 
  round from profuse bleeding, and all actions are considered Hard 
  (-20%) until healing is obtained. Should your target survive, he suffers 
  a permanent -15% to Fellowship but gains +10% to Intimidation 
  attempts, and all future Listen-based Perception Tests from that side 
  are considered Hard (-20%).
  10* 
  Your shot strikes your target’s jaw, shattering 1d10 teeth. Your 
  opponent must spit out one tooth per round (consuming one Attack) 
  until all of the shattered teeth are gone. Permanently reduce Fellow-
  ship by 1% for each shattered tooth.
  11* 
  Your shot punctures the eyeball at an angle and lodges in the 
  bony orbit, causing a clear gelatinous substance to run down the face. All 
  combat characteristics (WS, BS, S, and T) are reduced by 20% and your 
  target has a 10% chance of dying from shock and blood loss each round 
  until healing is obtained. No amount of healing will salvage the eye, 
  however, which inflicts a permanent -30% penalty to Sight-based Per-
  ception Tests.
  12* 
  Your shot penetrates your target’s forehead and emerges at 
  the top of the skull. Your target’s knees buckle and must make a Hard 
  (-20%) Toughness Test or fall unconscious. If passed, your target 
  remains conscious for 1d10 rounds but must pass a Hard (-20%) 
  Toughness Test once per round in order to take any actions at all. In 
  addition, all combat characteristics (WS, BS, S, and T) suffer a -30% 
  penalty until magical healing is obtained. Should your target survive, he 
  must roll a random Insanity.
  13* 
  Your shot enters the eye socket and exits the back of the skull. 
  Your target falls unconscious and loses 1d10 Wounds per round, which 
  translates into a cumulative 5% chance of dying per wound lost each 
  round until magically healed. No amount of healing will salvage the eye.
  14 
  Your shot shatters the teeth of your target and lodges in the 
  back of the neck, transfixing the spinal cord. Your target drops to the 
  ground immediately. Death is inevitable in 1d10/2 rounds.
  15 
  Your shot enters at the bridge of the nose and buries itself in 
  your target’s skull. Your target falls backward, dead long before he 
  strikes the ground.
  Critical Hits :: Arrows & Bolts
  © 2006 Chuck Morrison :: www.windsofchaos.com
  * The arrow or bolt is fixed within a body part. Removing it requires two half-
  actions: 1) breaking off the rear portion and 2) withdrawing the forward portion 
  from the wound. If the person removing the arrow does not possess the Heal skill, 
  a successful Hard (-20%) Agility Test is required in order to avoid inflicting an 
  additional S2 hit on the victim.
  
  BODY
  1 
  Your shot grazes the trunk of your target, rending any clothing 
  or armour in this location. Decrease AP by 1 for any armour except plate. 
  If your target is not wearing armour in this location, he is momentarily 
  distracted and may only take one half-action next round.
  2 
  Your shot grazes your target’s trunk, bruising a rib. Forced to 
  guard his injured side, your target may only parry next round.
  3 
  Your shot glances off your target’s rib, taking a small strip of 
  flesh with it. Forced to favor his uninjured side, your target may only 
  parry for the next d10/2 rounds.
  4 
  Your shot glances off your target’s sternum, knocking the 
  wind from him. Your target drops to his knees and may take no actions 
  at all during the next round while he recovers.
  5 
  Your shot enters and exits the flank of your target. Until the 
  wound is bandaged, every move your target makes is painful, and all 
  Weapon Skill Tests are considered Challenging (-10%).
  6** 
  Your shot penetrates deep into the left lower quadrant of the 
  abdomen. So long as the arrow remains in place, all Weapon Skill 
  Tests are considered Challenging (-10%). Should the target survive 
  combat, he must pass a Challenging (-10%) Toughness Test or fall 
  prey to a random infection from the wound.
  7** 
  Your shot penetrates deep into the left upper quadrant of the 
  abdomen. So long as the arrow remains in place, all Weapon Skill 
  Tests are considered Hard (-20%). Should your target survive combat, 
  he must pass a Hard (-20%) Toughness Test to avoid contracting an 
  infection at the wound site. Unfortunately, the wound is such that it 
  never fully heals and continues to bother the victim throughout his life. 
  If this Critical Hit Entry is rolled again, the above penalties are doubled.
  8** 
  Your shot penetrates deep into the right lower quadrant of the 
  abdomen. Your target falls to the ground, and is horrified to discover 
  fecal matter escaping from the wound site. Your target must pass a 
  Hard (-20%) Will Power Test to recover from the shock before he 
  may perform any actions (one attempt per round is allowed). All actions 
  are considered Challenging (-10%) so long as the arrow remains in 
  place. Should your target survive combat and obtain surgical or magical 
  healing, he must pass a Very Hard (-30%) Toughness Test to avoid 
  contracting an infection at the wound site.
  9** 
  Your shot penetrates deep into the right upper quadrant of the 
  abdomen. So long as the arrow remains in place, any movement sends 
  waves of pain and nausea throughout your target, who must pass a 
  Hard (-20%) Will Power Test each time any action is attempted. If 
  this test is passed, all actions are considered Hard (-20%). Should the 
  victim survive combat and magical healing is not obtained, he must pass 
  a Hard (-20%) Toughness Test or lose a permanent 5% from 
  Toughness due to lingering effects of the wound.
  10* 
  Your shot shatters the clavicle. Your target drops to his knees, 
  stunned by the pain and unable to take any actions at all for 1d10 
  rounds. So long as the arrow remains in place, your target loses an addi-
  tional 2 Wounds per round from blood loss, which translates into a 10% 
  chance of dying each round until healed.
  11* 
  Your shot penetrates deep into the belly and emerges at the 
  back, lacerating the renal artery. Beginning next round, all combat char-
  acteristics (WS, BS, S, T) suffer a cumulative -10% per round due to 
  internal hemorrhaging. When any characteristic falls below zero, your 
  target falls unconscious, and will die in 1d10 rounds if magical healing is 
  not obtained.
  12* 
  Your shot penetrates deep into the chest, puncturing a lung. 
  With each inspiration, there is a concomitant sucking noise. Any action 
  attempted is considered Very Hard (-30%), and your target will lose a 
  cumulative 1 Wound per round beginning next round until the arrow is 
  removed and magical healing is received. Wounds lost in this fashion 
  translate into a cumulative 5% chance of death each round.
  13** 
  Your shot fractures a lower rib and tears through the dia-
  phragm. Your target’s respiration is ragged and shallow as he attempts 
  to breathe. All actions are considered Very Hard (-30%), and he must 
  pass a Hard (-20%) Toughness Test each round or fall unconscious 
  -- after which magical healing must be obtained within 1d10 rounds or 
  death is inevitable.
  14 
  Your shot plunges deep into the belly and emerges through 
  the spine. Your target falls to the ground and seizes for 1d10 rounds, and 
  then vomits a bilious fluid before finally dying.
  15 
  Your shot penetrates the sternal plate and transfixes the heart. 
  Shocked, your target looks down and coughs up a gout of blood before 
  crumpling to the ground, dead.
  LEG
  1 
  Your shot grazes the foot of your target, causing a painful but 
  superficial wound. For the next round, all parry attempts are considered 
  Challenging (-10%).
  2 
  Your shot grazes the ankle of your target. For the next round, 
  your target may only parry as he favors his uninjured side, and his 
  Movement score is reduced by 1.
  3 
  Your shot glances off your target’s shin. For the next d10/2 
  rounds, your target’s Movement score is halved and he may only parry 
  as he hops around on his uninjured foot.
  4 
  Your shot glances off your target’s kneecap. Your target must 
  make a Challenging (-10%) Will Power Test to avoid dropping his 
  weapon, but regardless of the outcome of the test, your target is blinded 
  by pain and unable to perform any action during the next round.
  5 
  Your shot glances off your target’s hip, carrying a small chunk 
  of flesh with it. Distracted by pain and forced to guard his injured side, 
  your target may only parry for the next 1d10 rounds. All parries are con-
  sidered Challenging (-10%).
  6 
  Your shot slices across the toes of your target, neatly severing 
  1d10/2 extensor tendons and nicking the bones. Your target’s Move-
  ment score is reduced by 1 until magical or surgical healing is obtained, 
  and all Weapon Skill Tests are considered Challenging (-10%) for 
  the duration of combat.
  7* 
  Your shot transfixes the foot and embeds itself solidly in the 
  ground, pinning your target in place. Your target’s Movement score is 
  reduced to zero and all actions are considered Challenging (-10%) 
  while the arrow is in place.
  8* 
  Your shot sails through the fibula, fracturing it into several 
  pieces inside the lower leg. Your target’s Movement score is reduced by 
  2 for the next 1d10/2 weeks as the fracture heals. In addition, your tar-
  get’s Weapon Skill Tests are considered Hard (-20%) for the dura-
  tion of combat.
  9* 
  Your shot shatters the shin of your target, who crumples to the 
  ground with a soft groan. Searing pain prevents your target from taking 
  any actions at all for the next 1d10/2 rounds. While the fracture heals 
  over the next 1d10/2 weeks, your target will not be able to bear weight 
  on that leg, effectively reducing his Movement score by half. 
  10* 
  Your shot shatters the kneecap. Your target collapses to the 
  ground in a heap and spends the next 1d10 rounds screaming in agony. 
  For the next 1d10/2 weeks, your target’s Movement score is reduced to 
  1 and any movement of the leg requires a Challenging (-10%) 
  Toughness Test to avoid vomiting.
  11* 
  Your shot sinks deep into the leg, fracturing the femur. Your 
  target falls to the ground, desperately grasping his thigh to prevent the 
  blood from spurting out. 2 additional Wounds are lost per round, your 
  target’s Movement score is reduced to 1, and all actions are considered 
  Hard (-20%) until magical or surgical healing is obtained.
  12* 
  Your shot sinks deep into the hip of your target, fracturing the 
  femur at its neck. Movement score is reduced to 1 and your target must 
  pass a Very Hard (-30%) Will Power Test each time any action is 
  attempted. If the fracture is not magically or surgically healed, Move-
  ment is permanently reduced by 2 points (minimum 1).
  13* 
  Your shot sinks deep into the hip, shattering the pelvic bone. 
  Blood loss is significant -- 3 additional Wounds are lost per round, 
  which translates into a cumulative 15% chance of dying each round. 
  Additionally, your target must pass a Hard (-20%) Toughness Test 
  each round or fall unconscious, and any action attempted during this 
  time is considered Very Hard (-30%). Should the target survive com-
  bat, the Movement score is permanently reduced by 3 points (mini-
  mum 1), as he walks with an ungainly limp.
  14 
  Your shot shatters the femur and lays open the femoral artery, 
  which sprays a fountain of blood. Your target falters and collapses to the 
  ground. Death occurs when the spray of blood ceases 1d10 rounds later.
  15 
  Your shot drives deep into the leg, tearing artery, muscle, and 
  bone. Blood pours in torrents from the wound and your target staggers 
  momentarily before falling face first into the ground, dead.
  Critical Hits :: Arrows & Bolts
  © 2006 Chuck Morrison :: www.windsofchaos.com
  * The arrow or bolt is fixed within a body part. Removing it requires two half-
  actions: 1) breaking off the rear portion and 2) withdrawing the forward portion 
  from the wound. If the person removing the arrow does not possess the Heal skill, 
  a successful Hard (-20%) Agility Test is required in order to avoid inflicting an 
  additional S2 hit on the victim.
  ** GM Note: The arrow has entered the abdomen and there is a chance that 
  greater damage has occurred. Roll an unmodified Toughness Test -- if the roll 
  is greater than the target’s Toughness, the arrow has pierced an internal organ 
  or major blood vessel. Follow the directions below.
   
  Hemorrhaging from the wound has been momentarily halted by the 
  presence of the arrow, but if the arrow is removed by anyone who does not pos-
  sess the Surgery talent, bleeding will resume. 1d10 hours after this occurs, the 
  victim must make a Toughness Test every hour or fall unconscious. For each 
  hour after the first test, all combat characteristics (WS, BS, T, and S) suffer a 
  cumulative 10% penalty due to increasingly severe abdominal pain and diz-
  ziness. When any characteristic reaches zero, the victim falls unconscious. Only 
  magical or surgical healing within 2d10 hours may save the victim from death.
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Winds of Chaos/Expanded Critical Tables/crit_arrows.pdf