TEXT: ARM
  1.
  You manage to momentarily grab your opponent’s arm, mak-
  ing him lose one attack or free parry during his next turn 
  before slipping out of your grasp.
  2.
  You slam a fist into your opponent’s shoulder, shocking his 
  arm, causing him to suffer a penalty of –10% to his WS until 
  the end of his next turn.
  3.
  You bruise your opponent’s upper arm, causing him to 
  flinch. He may not perform any attack actions on his next 
  turn.
  4.
  You manage to grab whatever your opponent is holding in 
  that hand. Make an opposed S test, your opponent gaining a 
  +20% bonus to his S if he is holding a shield or a two-
  handed weapon. If you beat him you have snatched it away 
  and are now in possession of it. Weapons that are mostly 
  blade, such as swords or knives, are much harder to grab, 
  requiring a successful Hard (-20%) Ag test first. If you fail, 
  or if your opponent is holding nothing in that hand, the result 
  is as per #1 above.
  5.
  You slam an elbow, fist or booted foot into your opponent’s 
  biceps, bruising the muscle, causing a penalty of –10% to his 
  WS and S for any tests or blows using that arm for the dura-
  tion of the combat.
  6.
  You manage to grab and badly twist your opponent’s wrist, 
  making him drop whatever he is holding in that hand. If he is 
  holding nothing, then he is unable to use that hand for at-
  tacking and may not attempt to grapple for the next two 
  turns.
  7.
  You smack your opponent in the elbow, hitting a nerve, 
  sending a shock of sharp pain down the arm, making him 
  drop anything held in that hand. He’ll have to pass a Chal-
  lenging (-10%) WP test or be stunned until the end of his 
  next turn. The arm is paralysed and useless for d10/2 turns.
  8.
  You get hold of one of your opponent’s fingers, bending it 
  backward savagely until the bone snaps. Your opponent 
  counts as stunned until the end of his next turn and must pass 
  a WP test each time he wants to perform any action with that 
  hand for the duration of the battle. Setting the finger straight 
  again and tying it to a small splint or a neighbouring finger is 
  painful but easy, but your opponent will still suffer a penalty 
  of –10% to any tasks, attacks or parries due to pain and 
  swelling until the bone has started to heal properly in two 
  weeks.
  9.
  You hit your opponent’s hand, fracturing a couple of the 
  metacarpals, the bones between wrist and fingers, a classical 
  “boxer’s fracture” usually caused by punching something 
  hard. The hand is useless until the bones have started healing 
  properly in two weeks.
  10. You slam your opponent in the junction between neck and 
  shoulder with a vicious chop, breaking the collarbone. Your 
  opponent is stunned until the end of his next turn and then 
  suffers a penalty of –20% to any tests made with that arm 
  until the fracture has healed in three weeks.
  11. You smash your opponent with a mighty blow, dislocating 
  the shoulder from its socket. Your opponent is stunned until 
  he can pass a Challenging (-10%) WP test, getting one at-
  tempt at the beginning of each of his turns. The whole arm is 
  useless until popped back into place with a successful Heal 
  test, afterward suffering a penalty of –20% to all tests per-
  formed with that arm until it has started to heal in one week, 
  halving the penalty for another week before being restored to 
  full function.
  12. You snap your opponent’s wrist, making the hand stand out 
  at an odd angle. He must pass a Challenging (-10%) WP test 
  or be stunned for d10/2 turns. The hand is useless until the 
  bones have healed in three weeks. Unless the wrist has been 
  properly set with a successful Heal test within the first week, 
  he will then suffer a penalty of -10% to WS tests or tests 
  requiring fine manipulation performed with that hand after-
  ward due to improperly set bones. Magical healing will 
  automatically do this, as well as speeding up the healing 
  process, ignoring the month required.
  13. You lock your opponent’s arm in a strong grip and then ei-
  ther twist it forcefully or bring up a knee to slam into the 
  elbow joint, snapping the elbow with a loud crack. Your 
  opponent is stunned for d10/2 turns and the arm useless until 
  the fracture has healed in four weeks.
  14. You grab your opponent’s arm and twist around, throwing 
  him across your hip. He lands heavily, knocked down and 
  stunned for d10 turns. His shoulder is also dislocated as per 
  #11 above.
  15. As your opponent swings at you, you grab his arm and use 
  his momentum to drag him toward you, and then roll back-
  ward as you put a foot in his stomach, hurling him over your 
  head. He must pass a Hard (-20%) Ag test or break his neck 
  as he lands, killing him. If he passes he is still knocked un-
  conscious. If the GM judges that such a throw is completely 
  unlikely, such as if he very considerably outweighs you, or 
  has a very low centre of gravity (think Dwarf in plate!), or 
  your legs are crippled, then you instead manage to get him 
  so off balance that he is still hurled to the ground and 
  knocked unconscious, perhaps tripping him up as he stum-
  bles past you.
  BODY
  1.
  Your opponent staggers backward and may not perform any 
  attack actions during his next turn.
  2.
  A blow to the ribs just underneath the armpit staggers your 
  opponent, causing him to suffer a penalty of –10% to his WS 
  until the end of his next turn.
  3.
  You viciously chop at your opponent’s collarbone, failing to 
  break it but causing him enough pain to suffer a penalty of –
  20% to his WS until the end of his next turn.
  4.
  You slam your opponent to the floor, knocking him down.
  5.
  A solid punch to the solar plexus slams the breath from your 
  opponent’s body, stunning him until the end of his next turn.
  6.
  The sound of ribs creaking accompanies the whoosh of your 
  opponent’s forcefully expelled breath as you knock him to 
  the ground, stunned until the end of his next turn.
  7.
  You break a rib in your opponent’s side, causing him a pen-
  alty of –10% to all tests for the duration of the battle. The 
  blow will also have caused a minor bleeding in the kidney of 
  that side, badly scaring your opponent the next time he needs 
  to relieve his bladder, as the urine takes on a deep red tinge.
  8.
  You go straight for your opponent’s groin in a manner most 
  unfitting for a gentleman, stunning him for d10 turns as he 
  gasps in agony. If your opponent is female or wearing a Plate 
  Breastplate with reasonable groin protection (GM’s call but 
  usually included, at least if part of a full suit of plate), halve 
  the number of turns.
  9.
  A powerful blow to the chest stuns your opponent until the 
  end of his next turn and makes his heart start beating irregu-
  larly. At the beginning of his next turn after that he’ll have to 
  pass a Routine (+10%) T test to regain his normal rhythm or 
  fall unconscious, in which case he’ll wake up again in d10 
  minutes as his heartbeat stabilizes. If successful, he’ll suffer 
  no further ill effects.
  10. You savagely slam your fist or knee repeatedly against your 
  opponent’s side over and over again, breaking several of his 
  ribs and contusing the lung. He falls to the ground, spitting 
  blood, helpless until the end of his next turn, all breath 
  driven from his body. He then suffers a penalty of –20% to 
  all actions for the duration of the combat. After the battle 
  he’ll suffer a penalty of –10% to his WS, BS, Ag and S from 
  Critical Hits – Unarmed Combat Damage
  Critical Hit Effects by Josef Tham, found at www.windsofchaos.com
  
  the pain of fractured ribs grinding against each other, until 
  his W characteristic is fully restored as his ribs slowly heal.
  11. You fracture several of the lower ribs on your opponent’s 
  right side, the sharp fragments driving into his body and 
  lacerating his liver. He is stunned for d10/2 turns and then 
  suffers a penalty of –15% to all actions for the duration of 
  the combat. He’ll also have to pass a Challenging (-10%) T 
  test or suffer serious internal bleeding. If successful, he’ll 
  only suffer a penalty of –10% to WS, BS, Ag and S from the 
  pain of fractured ribs grinding against each other, until his W 
  characteristic is fully restored as his ribs slowly heal. Other-
  wise he’ll also suffer an additional cumulative penalty of an 
  extra –5% per hour after the battle, falling unconscious when 
  any of those characteristics reaches zero. Fortunately, the 
  bleeding will stop spontaneously thereafter and he’ll regain 
  his characteristics at a rate of 10% per day (not counting the 
  –10% penalty from the pain of the broken ribs) as his body 
  replenishes the lost blood.
  12. A vicious blow to your opponent’s left side stuns him until 
  the end of his next turn and ruptures his spleen. The longer-
  term results are as for Blunt Damage to Body #6.
  13. You pick your opponent up bodily and slam him into the 
  ground. He’ll have to pass a Hard (-20%) T test or be 
  knocked unconscious. If successful, he’ll count as knocked 
  down and stunned for d10/2 turns. If the GM judges that this 
  result is unlikely, even with the extra strength brought on by 
  a surge of adrenaline, such as if your opponent is an Ogre or 
  otherwise severely outweighs you, your opponent neverthe-
  less still is thrown badly off balance and ends up on the 
  floor, knocked down and counting as stunned for d10/2 
  turns.
  14. You slam either your fist or the heel of your foot into the 
  upper part of your opponent's solar plexus, snapping the 
  lower part of his breastbone. The fragment drives into his 
  chest, lacerating the diaphragm muscles that he breathes 
  with. He falls helplessly to his knees, gasping and helpless 
  for d10 turns until he keels over unconscious. He'll have to 
  pass a Hard (-20%) T test or die in another 2d10 turns, oth-
  erwise suffering a permanent reduction of -15% to S and T 
  due to reduced breathing capacity. If your opponent is wear-
  ing a breastplate he is instead hurled backwards, hitting his 
  head as he lands, laying him out cold but otherwise very 
  much alive and unhurt.
  15. You grab you opponent and with irresistible force slam him 
  down on his back across your knee, breaking his spine. He 
  must pass an immediate Very Hard (-30%) T test or die on 
  the spot, otherwise becoming permanently paralysed from 
  the waist down and counting as helpless from shock for the 
  duration of the combat. If your opponent is wearing a Plate 
  Breastplate with a backplate (GM's call but usually included, 
  especially if part of a full suit of plate), then you would not 
  be so foolish as to attempt this stunt and end up with a bro-
  ken knee; count the result as #13 instead.
  HEAD
  1.
  A glancing punch to the face causes your opponent to stum-
  ble backward. He may not perform any attack actions on his 
  next turn.
  2.
  A blow to the side of your opponent’s head momentarily 
  disorients him, causing a penalty of –10% to his WS until 
  the end of his next turn.
  3.
  A vicious punch crumples your opponent’s cheekbone, caus-
  ing a penalty of –20% to his WS until the end of his next 
  turn.
  4.
  You jam a finger up your opponent’s nostril, tearing the sen-
  sitive flesh as you savagely rip the finger out, stunning your 
  opponent until the end of his next turn.
  5.
  You slam a blow against your opponent’s ear, stunning him 
  until the end of his next turn and reducing by half any 
  hearing-related Perception tests for the rest of the day.
  6.
  You badly rip one of your opponent’s ears, almost tearing it 
  off. The pain forces him to pass an Average WP test or be 
  stunned until the end of his next turn. The dangling ear dis-
  tracts him so badly he suffers a penalty of –5% to his WS for 
  the duration of the battle. It might heal a bit crooked but not 
  badly enough to cause any permanent reduction of Fel.
  7.
  A blow to the mouth fractures several teeth. Your opponent 
  is stunned until the end of his next turn and must then pass 
  an Average WP test to recover, beginning to roll at the start 
  of his next turn after that. Unless he already has missing or 
  unsightly teeth (GM’s call), his Fel is permanently reduced 
  by –5%.
  8.
  You punch your opponent in the throat, momentarily cutting 
  off his airways as the windpipe spasms. He suffers a penalty 
  of –15% to all tests until the end of his next turn, reducing 
  the penalty to –10% the turn after that, finally reducing it to 
  –5% for one final turn before fully recovering.
  9.
  A powerful punch mashes one side of your opponent’s face, 
  giving him a magnificent black eye and fracturing the 
  cheekbone. He must pass a Routine (+10%) T test or be 
  knocked unconscious. If he is wearing a helmet with decent 
  face protection (GM’s call) the test counts as Easy (+20%) 
  instead. If successful, he is instead knocked to the ground. 
  Regardless, his Fel is reduced by –5% until the swelling and 
  bruising has gone away in two weeks.
  10. You headbutt your opponent, mashing his nose. He is 
  stunned for d10/2 turns as he sees stars and flashes. He'll 
  develop two lovely shiners, reducing his Fel by -10% until 
  the swelling and bruising has gone away in two weeks. If 
  you are wearing a helmet and your opponent is not, add +1 
  turn to his stunning. If he is wearing a helmet and you are 
  not, halve the number of turns.
  11. A powerful blow to your opponent’s chin breaks the jaw in 
  several places. He must pass a Challenging (-10%) T test or 
  be knocked unconscious. If successful, he is stunned for d10/
  2 turns and then suffers a penalty of –10% to all actions for 
  the duration of the battle. The jaw will have to be wired or 
  tightly bandaged to heal, forcing your opponent to eat 
  through a straw, also suffering a penalty of –15% to his Fel 
  in any situation where it is important that he is heard clearly, 
  for three weeks.
  12. You gouge one of your opponent’s eyes. He must pass a 
  Challenging (-10%) T test or lose the eye permanently, re-
  ducing by half all BS and sight-related Perception tests, in-
  cluding any bonus from Talents such as Excellent Vision or 
  Sharpshooter. Regardless, he is helpless with pain for d10 
  turns and then suffers a penalty of –15% to all tests for the 
  duration of the combat.
  13. You badly pummel your opponent’s head, fracturing his 
  skull and causing bleeding inside his brain. He falls immedi-
  ately unconscious and remains in a coma for d10 days. Af-
  terward he must pass a Challenging (-10%) T test or die, 
  otherwise waking up with a penalty of –30% to WS, BS, Ag 
  and Int, reducing the penalty by 10% per week until it stands 
  at –10%, which is sadly permanent due to brain-damage.
  14. You crush your opponent’s windpipe, crumpling the carti-
  lage of his larynx. He is stunned for TB turns before falling 
  unconscious for lack of air, dying within another d10 turns 
  unless saved by magical healing.
  15. You break your opponent’s neck, either with a mighty blow 
  snapping his head back or by grabbing him by chin and the 
  back of his head, violently twisting until a loud crack is 
  heard. Death is instantaneous.
  Critical Hits – Unarmed Combat Damage
  Critical Hit Effects by Josef Tham, found at www.windsofchaos.com
  
  LEG
  1.
  A glancing blow hits your opponent’s shin, the pain causing 
  a penalty of –10% to his WS until the end of his next turn.
  2.
  You strike your opponent on the inside of his thigh, barely 
  missing his groin. He is knocked off balance and may not 
  perform any attack actions on his next turn.
  3.
  A vicious blow against your opponent’s hip fails to break 
  anything but causes him enough pain to reduce his WS by –
  20% until the end of his next turn.
  4.
  You stomp down hard on your opponent’s toes. He counts as 
  stunned until the end of his next turn as he jumps up and 
  down, wailing and cursing.
  5.
  You sweep your opponent’s leg, knocking him to the ground 
  unless he can pass a Hard (-20%) Ag test. If successful, he 
  may not perform any attack actions on his next turn.
  6.
  A powerful blow slams into your opponent’s hip, spinning 
  him around and knocking him to the ground, dazed and 
  stunned until the end of his next turn.
  7.
  You badly bruise your opponent’s thigh. He suffers a penalty 
  of –1 to his M and counts all Dodge Blow tests as Challeng-
  ing (-10%) for the duration of the battle.
  8.
  You strike a telling blow to your opponent’s knee. He must 
  pass a Challenging (-10%) WP test or count as stunned for 
  d10/2 turns. If successful, his M is halved and he counts all 
  Dodge Blow tests as Hard (-20%) for an equal amount of 
  time.
  9.
  You slam your heel down hard on your opponent’s foot, 
  breaking some of the metatarsals, the bones between the 
  ankle and the toes. Your opponent is stunned until he can 
  pass a Challenging (-10%) WP test, getting his first attempt 
  at the beginning of his next turn, re-rolling each turn until he 
  succeeds. The pain from the broken bones halves his M and 
  makes all Dodge Blow tests count as Hard (-20%) until the 
  bones have healed in three weeks. Unless properly set with a 
  successful Heal test during the first week, the bones will heal 
  badly, causing a permanent penalty of –1 to M and making 
  all future Dodge Blow tests count as Challenging (-10%). 
  Magical healing will correct this, as well as ignore the time 
  required to heal the bones.
  10. You break your opponent’s ankle, knocking him to the 
  ground. He is stunned for d10/2 turns and cannot use the leg 
  until the fracture has healed in three weeks. If the ankle is 
  not correctly set with a successful Heal test within the first 
  week, it will heal crookedly and permanently reduce your 
  opponent’s M by -1.
  11. Your blow pops your opponent’s kneecap, making it stand 
  out like a bump underneath the skin to one side of the knee. 
  This is extremely painful and effectively locks the joint. 
  Your opponent falls to the ground and is stunned for d10 
  turns, afterward being unable to use the leg and suffering a 
  penalty of –20% to all tests until the kneecap is popped back 
  into place. This requires a successful Heal test, and probably 
  a couple of strong helpers to hold the screaming patient 
  down as the healer performs this very painful manoeuvre. (If 
  your opponent is wearing Plate Leggings, this is an unlikely 
  result and the hit instead counts as #8 above.)
  12. You slam a powerful blow into the side of your opponent’s 
  knee, bending the knee inwards in a most painful and un-
  natural manner, popping something inside the joint. Liga-
  ments inside the knee have snapped, making the joint unsta-
  ble. Your opponent is stunned for d10/2 turns and then suf-
  fers a penalty –10% to all tests for the duration of the com-
  bat, as well as suffering a permanent penalty of –2 to M and 
  counting all Dodge Blow tests as Hard (-20%) from now on. 
  Only magical healing can restore full function to the leg.
  13. A brutal kick to your opponent’s groin doubles him over, 
  retching and helpless with pain for d10 turns. In addition, 
  he’ll suffer a penalty of –10% to all tests for the duration of 
  the battle and will have to pass a Challenging (-10%) T test 
  or have his testicles ruptured, making him permanently ster-
  ile. If your opponent is female or wearing a Plate Breastplate 
  with reasonable groin protection (GM’s call but usually in-
  cluded, at least if part of a full suit of plate), ignore this and 
  simply count your opponent as stunned for d10 turns.
  14. You manage to dislocate your opponent’s hip and break off a 
  fragment of the part of the pelvic bone forming the “cup” 
  holding the head of the thighbone in place against the pelvis, 
  leaving him screaming in agony on the ground. He’ll have to 
  pass an Average T test or fall unconscious from the pain. If 
  successful, he suffers a penalty of –30% to all tests for the 
  duration of the battle, the penalty reduced by one third per 
  week of rest. Regardless, the leg is useless and will probably 
  never heal properly. M is permanently reduced to 1 and all 
  Dodge Blow tests count as Very Hard (-30%) from now on. 
  Proper healing will require either two months in traction, 
  lying in bed with the leg held up and stretched by weights, 
  under supervision of someone with the Surgery Talent, or 
  magical healing, the latter counting as a Hard (-20%) spell 
  test due to damage to nerves and small blood vessels supply-
  ing the joint.
  15. You shatter your opponent’s shinbone, fragments spearing 
  through the skin. Your opponent falls to the ground, helpless 
  and blind with pain for d10 turns, then suffering a penalty of 
  –20% to all tests for the remainder of the battle. Such an 
  open fracture is very serious, almost always resulting in 
  gangrene and infection. He'll have to pass a Hard (-20%) T 
  test or suffer infection within d10 days, causing death in 
  another d10 days unless amputation is performed. A success-
  ful Shallyan Cure Disease spell will save his life but the leg 
  will remain useless unless magically healed, which will re-
  quire a Hard (-20%) spell test due to the mess of bone 
  shards, damaged nerves and blood vessels inside the leg. (If 
  your opponent is wearing Plate Leggings, this result is very 
  unlikely and the hit instead counts as #12 above.)
  Critical Hits – Unarmed Combat Damage
  Critical Hit Effects by Josef Tham, found at www.windsofchaos.com
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Winds of Chaos/Expanded Critical Tables/Complex/unarmed.pdf