TEXT: ARM:
  1.
  Your shot grazes your target’s hand, forcing him to pass a 
  WP test or drop anything he is holding in that hand.
  2.
  Your shot nicks the wrist of your target, causing a small 
  but vicious wound. Due to the pain, he’ll suffer a penalty 
  of –10% to his WS until the end of his next turn.
  3.
  Your shot glances off your target’s elbow, sending an 
  electric shock of pain down his arm, making him drop 
  anything he is holding in that hand. The arm is numb and 
  useless for d10/2 turns.
  4.
  Your shot slices your target’s biceps, exposing red, 
  glistening muscle tissue. He suffers a penalty of –20% to 
  his WS until the end of his next turn.
  5.
  Your shot penetrates the large muscle connecting your 
  target’s shoulder to the upper arm, the arrow/bolt 
  remaining in the wound with the point sticking out the 
  other side. He must pass a Hard (-20%) WP test to avoid 
  dropping whatever he is holding in the other hand to grasp 
  the injured shoulder. He also loses use of the arm until the 
  arrow/bolt is withdrawn, which requires a full action (half 
  an action to break off the head, another to pull the shaft 
  out) either by himself or someone else, plus a successful 
  Challenging (-10%) WP test if he does it himself, gritting 
  his teeth against the pain.
  6.
  Your shot slices the back of your target’s hand, severing 
  tendons and nicking the metacarpal bones between the 
  wrist and fingers. He can still flex his fingers, so he 
  doesn’t drop his weapon, but the distracting sight of 
  twitching tendons and white bone causes a penalty of –
  20% to his WS until the end of his next turn. Unless 
  magically healed he’ll suffer a permanent –10% penalty to 
  any tests requiring fine manipulation made with that hand 
  due to decreased manual dexterity from not being able to 
  open his hand properly.
  7.
  Your shot transfixes your target’s hand, passing between 
  the metacarpal bones between wrist and fingers, and 
  nailing it to any shield he might be holding in that hand. 
  Until the arrow is removed, as per #5 above, the hand is 
  useless. He also counts as stunned until the end of his next 
  turn and, unless magically healed, will suffer a permanent 
  –5% penalty to any tests requiring fine manipulation made 
  with that hand, due to nerve damage to his middle finger.
  8.
  Your shot transfixes your target’s wrist, resulting in 
  penalties as for #7 above, except that you must pass a WP 
  test to recover from the stunning and the penalty will be –
  20% due to the much greater damage to nerves and 
  tendons.
  9.
  Your shot penetrates your target’s forearm, the point 
  lodging in one of the long bones of the forearm. Your 
  target is stunned for d10/2 turns. The arm is useless until 
  the arrow/bolt is withdrawn, which is very difficult due to 
  the head being firmly embedded in the bone, requiring 
  three full actions either by you or someone else, plus a 
  successful Hard (-20%) WP test if you do it yourself.
  10. Your shot lodges in your target’s elbow, severing the head 
  of one of the long bones of the forearm and jamming the 
  joint at a 90-degree angle. Your target is stunned by 
  blinding pain for d10/2 turns and the arm is useless until 
  his W characteristic has been fully recovered. Also the 
  head of the arrow/bolt will have to be withdrawn. This 
  requires either a successful Heal test or, if lacking that 
  skill, a Hard (-20%) Ag test, by someone else. Failure 
  means the head was successfully withdrawn but additional 
  damage means healing is delayed, the target recovering 
  one less W the next time he should have regained one or 
  more W.
  11. Your shot lacerates the target’s biceps muscle, also 
  severing the large artery in the arm. Due to the spurting 
  arterial spray, he will suffer a cumulative penalty of –10% 
  to WS, BS, Ag and S each turn, losing consciousness 
  when any of those characteristics reaches zero. When he 
  wakes up the arrow/bolt will have to be withdrawn as per 
  #5 above.
  12. Your shot pierces the meaty part of your target’s shoulder 
  near the neck, damaging the brachial plexus, the large 
  bundle of nerves supplying the arm. He must pass a Hard 
  (-20%) WP test to avoid dropping whatever he is holding 
  in the other hand to grasp the injured shoulder. Unless 
  magically healed within one day, which will count as a 
  Hard (-20%) spell test, the paralysis will be permanent, 
  rendering the arm limp and useless. Also, the arrow/bolt 
  will have to be removed as per #10 above.
  13. Your shot shatters your target’s shoulder-blade and severs 
  the large artery branching off from the aorta to the arm and 
  neck, causing massive internal bleeding. An immediate 
  Hard (-20%) T test is required to avoid falling 
  unconscious. He also suffers a cumulative 10% risk of 
  dying from loss of blood each turn, unless magically 
  healed. If he survives, the arrow/bolt will have to be 
  removed as per #10 above.
  14. Your shot enters your target’s shoulder at an angle and 
  exits through his neck in a spray of blood. Your target 
  sways uncertainly for a moment before his legs buckle and 
  he collapses to the ground, unconscious. Death is 
  inevitable within d10/2 rounds.
  15. Your shot enters through your target’s armpit, embedding 
  itself to the fletching. Your target crumples to the ground, 
  gasping and gurgling for one turn while a soft, sucking 
  noise emanates from the wound, before everything is still.
  BODY:
  1.
  Your shot grazes your target’s side, causing him to flinch 
  and suffer a penalty of –10% to his WS until the end of his 
  next turn.
  2.
  Your shot slices along one rib, slicing the skin to the bone, 
  causing a penalty of –20% to your target’s WS until the 
  end of his next turn.
  3.
  Your shot pierces your target’s flank just beneath the skin, 
  the arrow/bolt sticking there and causing a penalty of –
  20% to his WS until the end of his next turn, the penalty 
  then reduced to –10% until the projectile is removed, 
  requiring a full action (one half-action to break off the 
  shaft, another half-action to withdraw the stump).
  4.
  Your shot clips your target’s shoulder, knocking him to the 
  ground.
  5.
  Your shot lodges under a rib, causing your target intense 
  pain every time he moves, making him suffer a –10% 
  penalty to his WS until the arrow/bolt is removed. This 
  takes two full actions and requires a successful Heal test or 
  a Hard (-20%) Ag test. Failure means the shaft broke but 
  the head of the arrow remains lodged in your target’s 
  ribcage, now instead requiring a successful Hard (-20%) 
  Heal test and six full actions to remove.
  6.
  Your shot pierces your target’s side, penetrating the wall of 
  muscle and entering his abdominal cavity but missing any 
  internal organs. Your target suffers a –20% penalty to his 
  WS until the arrow/bolt is removed, requiring two full 
  actions and a successful Heal test or a Challenging (-10%) 
  Ag test. Failure means that the projectile was successfully 
  withdrawn but additional damage was caused, delaying 
  healing, resulting in the target regaining one less W the 
  next time he should have regained one or more W. In 
  addition to delayed healing, the target must pass a Hard 
  (-20%) T test or suffer an infection within one day, making 
  him delirious and helpless for d10 days. A successful 
  Shallyan Cure Disease spell will cure the infection.
  7.
  Your shot sinks into your target’s shoulder (roll d10: 1-5 
  right, 6-10 left) near the neck, barely missing the top of 
  the lung. Due to the discomfort of having an arrow/bolt 
  sticking out of his body, your target suffers a penalty of –
  20% to his WS when using that arm, until the projectile is 
  removed. Unfortunately, the point is lodged deep 
  underneath the collarbone, requiring six full turns and 
  either a successful Heal test with the Surgery Talent or a 
  Very Hard (-30%) Ag test to avoid puncturing the lung. If 
  this happens, the target suffers a cumulative –5% to WS, 
  BS, Ag and S each turn, falling unconscious when any of 
  Critical Hits – Arrow & Bolt Damage
  
  those characteristics reach zero and expiring within 
  another 2d10 turns unless magical healing is provided.
  8.
  Your shot sinks into the target’s belly, felling him to the 
  ground. The projectile has lacerated the intestines, spilling 
  faecal matter into the abdominal cavity. Your target is 
  stunned, requiring a Hard (-20%) WP test to recover from 
  the stunning. Until the arrow/bolt is removed, he’ll suffer a 
  penalty of –20% to all tests. Removing the arrow requires 
  three full actions and either a successful Heal test or a 
  Challenging (-10%) Ag test. In addition, he must make a 
  Very Hard (-30%) T test or die from infection in d10 days 
  (becoming delirious and helpless within one day) unless 
  successful magical healing seals up the lacerations within 
  half that time. Alternatively, a Very Hard (-30%) Heal test 
  with the Surgery Talent can be attempted, reducing the 
  difficulty level to merely Hard (-20%) if a successful 
  Shallyan Cure Disease spell is first performed.
  9.
  Your shot sinks deep into your target’s stomach just 
  beneath the ribs on his left side and damages the spleen, 
  causing internal bleeding. He is stunned until the end of 
  his next turn and will then suffer a cumulative penalty of –
  5% to WS, BS, Ag and S each turn, falling unconscious 
  when any of those characteristics reaches zero. In addition, 
  penalties until the projectile is removed and subsequent 
  risk of infection is as for #6 above. Fortunately, the 
  bleeding will be brought to a halt by the tough 
  membranous covering of the spleen, containing the 
  damage before your target dies from loss of blood.
  10. Your shot splits your target’s breastbone but loses 
  momentum before piercing his heart. The intense pain 
  makes your opponent helpless until he can pass a Hard 
  (-20%) T test, reducing it to stunning, requiring another 
  test to recover from that. He can start rolling for those tests 
  at the end of his next turn.
  11. Your shot penetrates between your target’s lower ribs, 
  damaging a kidney. The massive bleeding causes a 
  cumulative penalty of –10% to WS, BS, Ag and S each 
  turn, your target falling unconscious when any of those 
  characteristics reaches zero. Unless magically healed, he 
  will die from loss of blood in another d10 turns. If he 
  survives the arrow/bolt will need to be removed as for #6 
  above.
  12. Your shot penetrates your target’s chest, collapsing one 
  lung. He must pass an immediate Hard (-20%) T test to 
  stay conscious, otherwise suffering a penalty of –30% to 
  all tests, and will also suffer a 20% risk of dying each turn, 
  until magical healing is provided. If he survives, the 
  penalty will be reduced by 10% each week as the lung 
  gradually expands again.
  13. Your shot tears through your target’s chest, damaging the 
  aorta where it connects to the heart. The massive loss of 
  blood causes a cumulative penalty of –20% to WS, BS, Ag 
  and S each turn, your target falling unconscious when any 
  of those characteristics reaches zero, then also suffering a 
  cumulative 20% chance of dying each turn as his heart 
  futilely empties his system of blood. Only a Very Hard 
  magical healing spell test can save his life.
  14. Your shot tears out through your target’s back, lacerating 
  his liver, severing his abdominal aorta, damaging the 
  spinal cord and felling him helpless to the ground, 
  coughing up blood and bilious fluid. Death is inevitable in 
  d10/2 turns.
  15. Your shot transfixes your target’s heart, killing him 
  instantly.
  HEAD:
  1.
  Your shot nicks your target’s ear, causing a –10% penalty 
  to his WS until the end of his next turn.
  2.
  Your shot grazes your target’s cheek, slicing open a wound 
  that bleeds far more freely than expected. He’ll lose one 
  attack or free parry on his next turn as he clasps one hand 
  to his face.
  3.
  Your shot grazes your target’s neck, causing him to flinch 
  and suffer a penalty of –20% to his WS until the end of his 
  next turn.
  4.
  Your shot slashes across your target’s ear, almost entirely 
  severing the top third. He counts as stunned until the end 
  of his next turn. In addition the flopping of the detached 
  portion will be very distracting, causing a penalty of –10% 
  to his WS for d10/2 turns. After the battle and any usual 
  Heal tests, an additional Hard (-20%) Heal test can be 
  attempted for the purpose of successfully stitching the two 
  parts of the ear back together. This second test does not 
  restore your W characteristic any further.
  5.
  Your shot grazes your target’s scalp, causing blood to flow 
  into his eyes, as per Cutting Damage to Head #4.
  6.
  Your shot tears a furrow along your target’s jaw, exposing 
  white bone and teeth. He is stunned until he can pass 
  either a WP or T test, starting to roll on the turn after his 
  next. The scarring will be unattractive but will not reduce 
  his Fel by any significant margin.
  7.
  Your shot enters through your target’s cheek, knocks out a 
  couple of teeth, lacerates the tongue and exits through the 
  opposite cheek. Your target will suffer a penalty of –20% 
  to his WS until the arrow is removed, requiring a full 
  action. If attempting it himself, your target must first pass 
  a WP test. Failure simply means the arrow remains. After 
  the arrow is removed, the target will spit blood and teeth 
  but suffer only –10% to his WS for the duration of the 
  battle due to pain and the blood trickling down his throat. 
  The tongue and the holes in his cheeks will heal naturally 
  although he’ll suffer a penalty of –20% to any Fel tests 
  requiring speech until his W characteristic is fully 
  restored.
  8.
  Your shot enters through your target’s neck, burying itself 
  to the fletching. Surprisingly, there is very little blood, the 
  arrow/bolt apparently having missed the major arteries or 
  veins. Until the arrow/bolt is removed all the target’s tests 
  count as Hard (-20%). Removal requires either a 
  successful Heal test with the Surgery Talent or a Very 
  Hard (-30%) Ag test. Failure means a major artery was 
  nicked during the removal process and either magical 
  healing or another Hard (-20%) Heal test will be required 
  to save him from bleeding to death within d10 turns.
  9.
  Your shot enters your opponent’s cheek near the nose and 
  drives on into the nasal cavity, crumpling the thin walls to 
  the nearby sinus. Your target will be at –20% to all tests 
  for the remainder of the battle due to blood and bone 
  fragments filling his mouth and nose. He is also stunned 
  for d10 turns and must pass a WP test or gain one IP extra 
  due to the horrifying experience of seeing an arrow 
  sticking from his face. Removing the arrow is pretty 
  straightforward, requiring no special tests.
  10. Your shot enters through your target’s cheek, shattering a 
  couple of upper molars and lodging in the mandibular 
  joint between the upper and lower jaw. Your target can no 
  longer either open or close his mouth properly and will 
  suffer a penalty of –30% to all tests until the arrow/bolt is 
  removed, due to extreme pain and the blood filling his 
  mouth. Removal will require a Challenging (-10%) Heal 
  test or a Very Hard (-30%) Ag test, taking three full 
  actions. Failure means the arrow remains and a new test 
  cannot be performed until the next day.
  11. Your shot punctures one of your target’s eyeballs, lodging 
  in the bony orbit and causing a clear gelatinous substance 
  to run down his face. The target is stunned until the end of 
  the battle. No amount of mundane or magical healing can 
  restore the eye and he suffers reduction of any BS or sight-
  based Perception test by half, including any bonus from 
  Talents such as Excellent Vision or Sharpshooter.
  12. Your shot pierces your target’s forehead, penetrating the 
  skull by about an inch or two and damaging one frontal 
  lobe of the brain. The target is stunned for d10 turns. He 
  must then pass a Hard (-20%) T test or fall unconscious. If 
  he passes he will suffer a penalty of –30% to all tests until 
  the end of the battle and must then pass an additional Hard 
  Critical Hits – Arrow & Bolt Damage
  
  (-20%) T test or suffer a lethal infection, making him 
  delirious and helpless within one day, killing him within 
  d10/2 days. A Shallyan Cure Disease spell will cure the 
  infection. Survival will reduce his Fel by –20% due to 
  personality changes and he will also gain a random 
  Insanity.
  13. Your shot enters through one eye, penetrating into the 
  brain and knocking your target unconscious. Death ensues 
  within d10/2 turns unless magical healing is provided, 
  counting as a Very Hard (-30%) spell test. Survival will 
  mean the head of the arrow/bolt remains inside his skull 
  and he will suffer a penalty of –20% to WS, BS, Ag, Int 
  and Fel for the rest of his life due to brain damage.
  14. Your shot slams into your target, coming out through the 
  back of his neck. There is a 25% chance the shot went in 
  through the mouth, turning him into a gruesome sight 
  indeed and severing the spinal cord on the way out, 
  otherwise going in through the throat and severing a 
  carotid artery in a gush of blood. Either way, the target 
  falls to the ground and gurgles for d10/2 turns before 
  dying inevitably.
  15. Your shot spits your target’s head like an apple, killing 
  him instantly, although his body will continue to twitch a 
  bit for d10/2 turns.
  LEG:
  1.
  Your shot grazes your target’s foot, causing a small but 
  painful wound. He suffers a penalty of –10% to WS until 
  the end of his next turn.
  2.
  Your shot grazes your target’s ankle, causing him to 
  stumble, losing one attack or free parry on his next turn as 
  he flails his arms.
  3.
  Your shot glances off your target’s shin. For the next d10/2 
  turns his M is halved, all Dodge Blow tests count as Hard 
  (-20%) and he may take no attack actions as he limps and 
  gasps from the pain.
  4.
  Your shot slams into your target’s kneecap, penetrating 
  about half an inch before tearing out again as the shaft 
  whips around, sending the arrow/bolt spinning crazily 
  through the air. The target is stunned until the end of his 
  next turn and must pass a Challenging (-10%) WP test or 
  drop his weapon.
  5.
  Your shot slices a furrow along your target’s hip. 
  Distracted by the pain and forced to guard his injured side, 
  your target suffers a penalty of –10% to all tests for d10 
  turns.
  6.
  Your shot slices across the back of your target’s foot, 
  severing tendons to the toes. The target is stunned until the 
  end of his next turn, then suffers a –2 penalty to his M as 
  well as counting all Dodge Blow tests as Hard (-20%) 
  until the end of the battle, as his toes won’t obey him 
  properly, making footing awkward. Unless magical or 
  surgical healing is provided within d10/2 days, M will be 
  permanently reduced by –1.
  7.
  Your shot transfixes the target’s foot, pinning it to the 
  ground. Until the arrow/bolt is removed, M is reduced to 
  zero, all WS tests count as Challenging (–10%) and all 
  Dodge Blow tests count as Very Hard (-30%). Removal 
  requires two full turns and use of both hands.
  8.
  Your shot transfixes your target’s calf, fracturing the outer 
  of the two bones of the lower leg. Until the end of the 
  battle all tests are counted as Hard (-20%) due to the 
  blinding pain. In addition, until the target’s W 
  characteristic is fully restored, M is reduced by –2 and all 
  Dodge Blow tests count as Hard (-20%). Removing the 
  arrow is pretty straightforward, requiring no special tests.
  9.
  Your shot slams through your target’s knee, the point 
  tearing out the back of the joint. Until the projectile has 
  been removed from the jammed knee, M is reduced to 1 
  and all Dodge Blow tests count as Very Hard (-30%). 
  Removing the arrow/bolt takes three full actions. 
  Fragments of bone left inside the joint causes the knee to 
  stiffen up and lock itself at inopportune moments, causing 
  a permanent –1 penalty to M and making all Dodge Blow 
  tests count as Challenging (-10%).
  10. Your shot shatters your target’s shinbone, knocking him to 
  the ground writhing in pain. He counts as helpless for 
  d10/2 turns and is unable to support himself on that leg 
  until the fracture has healed in six weeks. Hopping on one 
  leg counts as having a Move of 1 and all WS and Dodge 
  Blow tests count as Very Hard (-30%). One crutch reduces 
  the difficulty of the tests to Hard (-20%) but requires the 
  use of one hand. Two crutches enables you to limp along 
  at a Move of 2 but requires both hands and Dodge Blow 
  tests still count as Hard (-20%).
  11. Your shot shatters your target’s kneecap, knocking him to 
  the ground. He is helpless with pain for d10 turns. He 
  remains unable to support himself on that leg until his W 
  characteristic is restored fully. M is permanently reduced 
  by –2 and all Dodge Blow tests will count as Challenging 
  (-10%) from now on.
  12. Your shot sinks deep into the target’s thigh, cracking the 
  thighbone. Your target falls to the ground, clasping his leg 
  in agony, counting as helpless for d10 turns, then suffers a 
  penalty of –20% to all tests for the duration of the battle 
  due to the agonizing pain. Subsequent penalties and 
  healing are as per #10 above.
  13. Your shot sinks into the target’s thigh, severing the large 
  femoral artery. Your target will suffer a cumulative penalty 
  of –10% to WS, BS, Ag and S each turn, falling 
  unconscious when any of those characteristics reaches 
  zero. He’ll then die from loss of blood in another d10/2 
  turns unless magical healing is provided.
  14. Your shot slams into your target’s hip, shattering bone and 
  lacerating nerves and major blood vessels inside the 
  pelvis. Your target falls to the ground, helpless with shock, 
  and expires inevitably in d10/2 turns.
  15. Your shot shatters the femur and lays open the femoral 
  artery, causing your target to fall unconscious to the 
  ground and die inevitably in d10/2 turns in a bright 
  pumping spray of arterial blood. 
  Critical Hits – Arrow & Bolt Damage
  
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/arrow.pdf