TEXT: 1.
  A near miss causes a minor scratch and makes the creature shy 
  away. It may not make any attack actions on its next turn.
  2.
  A glancing blow makes the creature stagger, suffering a penalty 
  of –10% to all tests until the end of its next turn. Any rider must 
  pass a Routine (+10%) Ride test or suffer the same.
  3.
  As #2 except the penalty is –20% and the Ride test Challenging 
  (-10%).
  4.
  A painful wound makes the creature rear up, missing a half-action 
  on its next turn. Any rider must pass a Ride test or be thrown. *
  5.
  The creature’s shoulder is lacerated, making it count as stunned 
  until the end of its next turn.
  6.
  A muscle of the upper leg is torn, reducing the creature’s M by ¼ 
  and making any Dodge Blow tests (if the creature possesses this 
  skill) count as Challenging (-10%) until it is healed back to 
  Lightly Wounded.
  7.
  A painful hit to the lower leg makes the creature limp badly, suf-
  fering a reduction of M by half, counting any Dodge Blow tests 
  (if the creature possesses this skill) as Challenging (-10%) for the 
  duration of the battle. Any rider will be badly distracted by the 
  limping gait of his mount, requiring a successful Ride test to re-
  main unaffected, otherwise suffering a penalty of –10% to his WS 
  while he remains mounted.
  8.
  The blow knocks the creature to the ground. Any rider will have 
  to pass a Challenging (-10%) Ride test or be thrown. * The crea-
  ture will have to pass a Challenging (-10%) Ag test or be stunned 
  until the end of its next turn by the rough fall.
  9.
  A blow to the lower leg makes the creature stagger badly. It 
  counts as stunned until the end of its next turn and suffers a re-
  duction of its M by half as well as counting any Dodge Blow tests 
  (if the creature possesses this skill) as Hard (-20%). Any rider will 
  be badly distracted by the limping gait of his mount, suffering a 
  penalty of –10% to his WS while he remains mounted. The pen-
  alty remains until the creature’s W characteristic is fully restored.
  10. The attack badly injures the creature’s leg, making it stumble. 
  Any rider will have to make a Challenging (-10%) Ride test to 
  remain mounted. * The creature is stunned for d10/2 turns and 
  can only limp along on three legs at ¼ M, counting any Dodge 
  Blow tests (if the creature possesses this skill) as Very Hard 
  (-30%). Any rider will be badly distracted by the limping gait of 
  his mount, suffering a penalty of –10% to his WS while he re-
  mains mounted. The creature will need medical attention to prop-
  erly heal, requiring either a successful Challenging (-10%) Heal 
  test or a Hard (-20%) Animal Care test (representing rough 
  veterinary-style care). In that case it will regain its M at a rate of 
  ¼ per two weeks (reducing the Dodge Blow penalty at a rate of 
  one level per two weeks as well), otherwise the penalty will be 
  permanent.
  11. The strike severely damages the creature’s leg, knocking it vio-
  lently to the ground, stunned for d10/2 turns. Any rider will have 
  to pass a Hard (-20%) Ride test or be thrown badly, taking a 
  Damage 2 hit. The injury will require magical healing or be per-
  manent, reducing M to ¼ as the creature limps along on three 
  legs, counting any Dodge Blow tests (if the creature possesses 
  this skill) as Very Hard (-30%). Any rider will be badly distracted 
  by the limping gait of his mount, suffering a penalty of –10% to 
  his WS while he remains mounted.
  12. The blow severs the creature’s leg at the knee, sending it crashing 
  to the ground with results as per #11 above except that no healing 
  is possible to restore the leg. In addition, there is a 20% chance 
  each turn the creature will fall unconscious from loss of blood.
  13. The hit bites deeply into the creature’s leg at the thigh, making 
  blood spurt from a severed artery. The creature staggers, stunned 
  until the end of its next turn. It will suffer a cumulative penalty of 
  –10% to WS, BS (if it has a BS of more than 0, otherwise ignor-
  ing any penalty to that characteristic), Ag and S, falling uncon-
  scious when any of those characteristics reaches zero. Unless 
  bleeding is stopped with magical healing or a successful Heal 
  test, it will then die within another d10 turns from loss of blood. 
  The Heal test will require two turns, as well as a successful Ani-
  mal Care test to first calm the creature unless it is sentient and 
  cooperative. If magically healed, function is restored; otherwise 
  the useless remains of the leg will have to be amputated.
  14. The strike practically severs the creature’s leg at the hip, causing 
  it to fall unconscious immediately. It will die inevitably in a 
  spreading pool pf blood within d10 turns. Any rider will have to 
  pass a Challenging (-10%) Ride test to dismount cleanly or be 
  thrown violently, suffering a Damage 3 hit.
  15. The blow drives deeply into the hip and on into the creature’s 
  body, severing major blood vessels and damaging internal organs. 
  Death is almost instantaneous from shock and bleeding. Any rider 
  will have to pass a Challenging (-10%) Ride test to dismount 
  cleanly or be thrown violently, suffering a Damage 3 hit.
  * If the mount is a Light Warhorse or Destrier (or equivalent mount of 
  war), it is assumed any saddle is a war-saddle specially made to seat a 
  rider safely. Such a saddle gains the rider a bonus of +20% to any Ride 
  tests to stay in the saddle.
  Critical Hits – Leg Damage for Quadrupeds
  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/quad.pdf