TEXT: 1.
  Wing is buffeted. The creature may not perform any attack 
  actions on its next turn as it stumbles backward or, if air-
  borne, staggers in the air.
  2.
  Wing takes a glancing blow. The creature suffers a penalty of 
  –10% to all tests until the end of its next turn.
  3.
  Wing-muscles are bruised. The creature suffers a penalty of 
  –20% to all tests until the end of its next turn.
  4.
  Wing is badly buffeted. If airborne, the creature loses one 
  half-action and must pass a Routine (+10%) Ag test or lose 
  one level of altitude as it flaps its wings madly to regain lost 
  air. If on the ground, count as #3 instead, plus it cannot take 
  off during its next turn.
  5.
  Feathers are torn off or a wing membrane ripped. Flying 
  speed is reduced by ¼. The creature must pass a Challenging 
  (-10%) Ag test or lose one level of altitude. If on the ground, 
  it cannot take off during its next turn. The damage will heal 
  naturally in three weeks, whereupon full flying speed is re-
  stored.
  6.
  As #5 except flying speed is halved and Ag test is Hard 
  (-20%).
  7.
  A large blood vessel in the wing has been nicked. The crea-
  ture will suffer a cumulative penalty of –5% to WS, BS, Ag 
  and S every second turn, falling unconscious when any of 
  those characteristics reaches zero. Fortunately, the bleeding 
  will then stop spontaneously, preventing the creature from 
  bleeding out completely.
  8.
  Wing badly torn. If on the ground, creature counts as 
  stunned. The creature will lose one level of altitude per turn 
  until it reaches the ground, whereupon it must pass an Aver-
  age Ag test or take falling damage as if falling from 3 yards 
  up, possibly resulting in another Critical Hit to a random 
  location. Since no Falling Damage chart exists yet, it is sug-
  gested the GM counts any 1-5 result as stunning for that 
  number of turns regardless of location; any 6-10 result to a 
  limb as a broken limb rendering the limb useless and requir-
  ing four weeks to heal; any 6-10 result to body or head as 
  immediate unconsciousness; any 11-15 result to a limb as a 
  really bad fracture requiring either magical or surgical heal-
  ing to avoid amputation; and any 11-15 result to head or 
  body as instant death. Regardless, flying speed is reduced to 
  0 for three weeks, and then halved for another three weeks, 
  whereupon full flying speed is restored.
  9.
  As #8 except creature will lose two levels of altitude per 
  turn, Ag test will count as Hard (-20%) and failure will count 
  as falling from 9 yards up. If on the ground, creature will 
  also count as stunned for d10/2 turns.
  10. Wing incapacitated and several of its bones broken. If air-
  borne, the creature will fall out of the air, taking falling dam-
  age as appropriate. Flying speed is reduced to 0. Unless set 
  with either a successful Challenging (-10%) Heal test or a 
  successful Very Hard (-30%) Animal Care test, the wing is 
  permanently useless. Otherwise it’ll regain half its flying 
  speed in three weeks, and full speed in another three. If on 
  the ground, creature counts as stunned for d10/2 turns.
  11. As #10 except wing is permanently useless due to damage to 
  nerves and major tendons.
  12. As #11 except large blood vessels have been severed, caus-
  ing bleeding that will make the creature suffer a cumulative 
  penalty of –5% to WS, BS, Ag and S each turn, falling un-
  conscious when any of those characteristics reaches zero. 
  Unless the bleeding is stopped with a successful Heal test, 
  which will take two turns and also require a successful Ani-
  mal Care test to calm it down (if the creature is intelligent 
  and cooperative, no such test is required) before the attempt 
  can be made, the creature will die from loss of blood in an-
  other 2d10 turns.
  13. Wing severed completely at the middle joint. If airborne, 
  creature will fall out of the air, taking falling damage as 
  appropriate. Due to bleeding, it will suffer bleeding as per 
  #12 except at a rate of –10% per turn, dying within d10 turns 
  after falling unconscious.
  14. Wing severed near the body. If airborne, creature will fall out 
  of the air, taking falling damage as appropriate. It falls im-
  mediately unconscious from shock and loss of blood, dying 
  inevitably within d10 turns.
  15. The attack drives into the wing joint and on into the torso, 
  piercing lung and heart, killing the creature immediately.
  Note: It is assumed any rider will be seated in an appropriate saddle 
  made especially for an airborne mount, strapping him securely to it 
  and preventing him from falling regardless of the mount’s antics. If 
  unsaddled or not properly strapped in, any rider will have to pass a 
  Ride test at the same penalty as his mount any time it is required to do 
  an Ag test due to a Critical Hit or fall off, suffering falling damage as 
  appropriate.
  Additional note: If the creature’s BS is 0 and it suffers a hit causing 
  penalties to BS from bleeding, simply ignore it. It does not fall uncon-
  scious immediately since it effectively lacks this characteristic.
  Critical Hits – Winged 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/winged.pdf