TEXT: ARM
  1  
  Your weapon smashes into your opponent’s fingers, numbing 
  them. For the next round, all of your opponent’s Weapon Skill Tests 
  are Challenging (-10%).
  2 
  Your weapon crushes your opponent’s hand, forcing an im-
  mediate Challenging (-10%) Toughness Test in order to avoid 
  dropping anything held in that hand.
  3 
  Your weapon glances off your opponent’s elbow, sending an 
  electric shock down the length of the arm. Your opponent must make a 
  Hard (-20%) Toughness Test or drop whatever is held in that hand.
  4 
  Your weapon smashes into your opponent’s biceps, forcing an 
  immediate Very Hard (-30%) Toughness Test to avoid dropping 
  whatever is held in that hand. In addition, your opponent’s Strength is 
  reduced by 1 for 1d10 rounds.
  5 
  Your weapon crashes into your opponent’s shoulder, causing 
  whatever is held in that hand to be dropped. For the next 1d10 rounds, 
  all of your opponent’s Weapon Skill Tests are Hard (-20%).
  6 
  Your weapon smashes into your opponent’s fingers, fracturing 
  1d10/2 of them. Your opponent’s Weapon Skill (if this is the dominant 
  hand) and Agility are reduced by 3% for each finger fractured for the 
  next 1d10/2 weeks, unless magical healing is obtained.
  7 
  Your blow crushes your opponent’s hand, fracturing several 
  metacarpals. The hand is useless until medical attention is received, and 
  without magical healing all of your opponent’s Weapon Skill Tests are 
  considered Hard (-20%) as the bones heal during the next 1d10/2 
  weeks. Reduce Agility by 10% during this time.
  8 
  Your weapon crashes into your opponent’s wrist with a re-
  sounding crack. Anything held in the wrist is dropped and the hand 
  hangs loosely at an odd angle. In addition, your opponent must make an 
  Hard (-20%) Will Power Test or become too caught up in the pain to 
  take any actions during the next 1d10/2 rounds. Passing the test reduces 
  his Weapon Skill by 20% during the next 1d10/2 rounds.
  9 
  Your weapon smashes into your opponent’s forearm, fractur-
  ing its bones with a satisfying snap. Anything held in the hand is 
  dropped, and your opponent must make an Hard (-10%) Toughness 
  Test or drop to his knees in agony, unable to do anything but groan for 
  1d10/2 rounds. Passing the test reduces your opponent’s Weapon Skill 
  to 20% for 1d10/2 rounds as he is distracted by the pain. In the absence 
  of magical healing, the bones require 1d10/2 weeks to heal, during which 
  time Strength is reduced by half.
  10 
  Your weapon crushes your opponent’s elbow, splintering the 
  joint and leaving it hanging from the upper arm with altogether too 
  much mobility. Anything held in the hand is dropped, and the only ac-
  tion your opponent may take during the next 1d10 rounds is to scream in 
  a most unmanly fashion. If no magical or mundane healing is obtained 
  within 1d10 hours, the forearm will be lost, permanently reducing 
  Strength by half. GM Note: if mundane healing is obtained, reduce 
  Strength by 10% permanently from stiffness and muscular atrophy.
  11 
  Your blow smashes into your opponent’s shoulder, dislocating 
  it. Nauseating waves of pain force him to spend the next 1d10 rounds 
  vomiting. Until a successful Hard (-20%) Heal Test is performed to 
  reduce the dislocation, the arm is useless. In addition, the injured arm 
  must be held against the body with the elbow bent; any disruption in 
  this position causes your opponent to spend the next 1d10/2 rounds 
  paralyzed by excruciating pain. Even after obtaining healing, the arm 
  must spend 1d10/2 weeks in a sling or face a permanent -20% to WS.
  12 
  Your weapon smashes into your opponent’s shoulder, stretch-
  ing and tearing the brachial plexus, a bundle of nerves that supply the 
  arm. The arm hangs limply, dislocated and paralyzed, and no amount of 
  magical or mundane healing can restore its function. It will slowly 
  wither as the muscles atrophy from non-use over the next 1d10 weeks. 
  Reduce Strength by half, permanently.
  13 
  Your weapon crashes into your opponent’s shoulder, rending 
  the humerus from its ligamentous insertions onto the scapula and stun-
  ning your opponent for 1d10 rounds. The limb is useless, hanging loosely 
  by a few shredded bands of sinew and muscle, and your opponent must 
  make a Hard (-20%) Toughness Test each round or fall unconscious. 
  Magical or mundane healing must be obtained within 1d10 rounds or 
  your opponent will die, but no amount of healing will restore the arm. If 
  your opponent survives, Weapon Skill is reduced by 20% for 1d10 
  weeks because of lingering pain and stiffness, regardless of which arm is 
  the dominant one. Strength is reduced by half, permanently.
  14 
  Your weapon shatters your opponent’s arm and carries large 
  shards of bone and tissue through the ribcage and into the lungs. 
  Shocked, your opponent coughs up a torrent of bright red blood before 
  finally slumping to the ground. Death is inevitable in 1d10/2 rounds.
  15 
  Your weapon demolishes the shoulder joint, rending bone and 
  sinew before crashing through the ribcage. Your opponent falls to the 
  ground, convulses once, and then never moves again.
  HEAD
  1 
  Your weapon glances off the side of your opponent’s head, 
  causing a loud ringing noise that reduces his Weapon Skill by 10% 
  next round.
  2 
  Your blow glances off your opponent’s cheekbone, momentar-
  ily disorienting him. In addition to losing his attacks next round, your 
  opponent will gain a black eye for 1d10 days.
  3 
  Your weapon glances off the bridge of your opponent’s nose, 
  causing the eyes to water. For the next 1d10/2 rounds, all of your oppo-
  nent’s Weapon Skill Tests are considered Challenging (-10%). 
  4 
  Your weapon smashes into the meat of your opponent’s neck, 
  straining the trapezius muscle. For the next 1d10/2 rounds, all of your 
  opponent’s Weapon Skill Tests are considered Hard (-20%).
  5 
  Your weapon lands a solid blow to the side of your opponent’s 
  head, bursting the eardrum. Your opponent must make a Challenging 
  (-10%) Will Power Test or spend the next round groaning in pain as 
  blood runs in small rivulets down the side of the head. As the eardrum 
  reseals itself over the next 1d10/2 weeks, reduce any hearing-based 
  Perception Tests by 20%.
  6  
  Your blow connects to the side of your opponent’s head with a 
  sickening thud. Concussed, your opponent falls to the ground and must 
  take a Hard (-20%) Toughness Test once per round until passed. 
  During this time, the only action your opponent may take is to stare at 
  all the pretty lights. Should your opponent survive combat, he must 
  make a Challenging (-10%) Toughness Test or suffer amnesia until 
  magical healing is obtained.
  7 
  Your weapon fractures your opponent’s nose; forcing an im-
  mediate Hard (-20%) Toughness Test to avoid spending the next 
  1d10/2 rounds taking no actions other than spitting out blood. Passing 
  the test means that your opponent is only stunned for a single round. If 
  no medical attention is sought and the nose heals on its own, subtract a 
  permanent 1d10% from Fellowship.
  8 
  Your blow crashes into the jaw of your opponent, shattering 
  1d10 teeth. Your opponent must spit out one tooth per round (consum-
  ing one Attack) until all of the shattered teeth are gone. Reduce Fel-
  lowship by 1% for each shattered tooth.
  9 
  Your weapon crashes into your opponent’s jaw, dislocating it. 
  All combat characteristics (WS, BS, S, and T) are reduced by 20% from 
  the pain, and any further Critical Hits are increased in severity by +1 
  until either magical or mundane healing is obtained.
  10 
  Your weapon slips under the jaw and smashes into your op-
  ponent’s neck, glancing off the trachea. For the remainder of combat, 
  your opponent emits a squeaking noise as he gasps against a spasmed 
  airway, and he must make a Hard (-20%) Toughness Test each 
  round or lose a cumulative 10% from his combat characteristics (WS, 
  BS, S, and T). When any one of these characteristics reaches zero, your 
  opponent falls unconscious.
  11 
  Your weapon crushes your opponent’s orbit, causing a blow-
  out fracture. Your opponent loses consciousness, and 1d10 Wounds 
  are lost per round until medical attention is received; if magical healing 
  is not received within 1d10 hours, the eye is lost. Mundane healing may 
  staunch the bleeding and prevent further wound loss, but can not sal-
  vage the eye. Neither can it prevent infection, which occurs if the charac-
  ter fails a Hard (-20%) Toughness Test.
  12 
  With a noise strangely reminiscent of a gong, your blow turns 
  your opponent’s head at an odd angle, cracking the spine where it joins 
  to the base of the skull. Your opponent falls unconscious, and will die if 
  magical healing is not obtained in 1d10/2 hours. Should magical healing 
  be obtained, the character must make an immediate Very Hard 
  (-30%) Toughness Test or face permanent paralysis from the neck 
  down. If the test is passed, the character is not paralyzed but does suffer 
  a permanent 10% loss to Intelligence, Will Power, and Fellowship 
  from brain damage.
  13 
  Your weapon smashes into the side of your opponent’s head, 
  causing internal hemorrhaging. Surprisingly, the only discernible result 
  is a minor nosebleed. Your opponent suffers no penalties and may act 
  normally until the end of 1d10/2 rounds, at which time he suddenly falls 
  over dead.
  14 
  Your weapon caves in the side of your opponent’s skull with a 
  nauseating crunch. Death is inevitable, and your opponent spends the 
  next 1d10 rounds -- the rest of his life! -- convulsing in small circles on 
  the ground.
  15 
  Your weapon crushes the skull of your opponent like an egg-
  shell, spattering both of you with blood and grey matter. Death is imme-
  diate.
  Critical Hits :: Blunt Weapons
  © 2006 Chuck Morrison at www.windsofchaos.com
  
  BODY
  1 
  Your weapon glances off your opponent’s abdomen, winding 
  him. During the next round your opponent may only take a half action 
  as he recovers.
  2 
  Your weapon glances off your opponent’s ribcage, forcing an 
  immediate Challenging (-10%) Toughness Test to avoid suffering a 
  -10% penalty to all actions during the next round.
  3 
  Your blow strikes your opponent squarely in the solar plexus, 
  knocking the wind from him. For the next round, the only action your 
  opponent may take is a Hard (-20%) attempt to parry.
  4 
  Your weapon strikes your opponent in the abdomen, forcing 
  an immediate Very Hard (-30%) Toughness Test to avoid spending 
  the next round doing nothing other than vomiting. If he passes the test, 
  he may only take a single half action next round.
  5 
  Your blow smashes into your opponent’s side beneath the 
  arm. contusing several ribs. All actions during the next 1d10/2 rounds 
  are considered Hard (-20%).
  6 
  Your weapon crashes into the left flank of your opponent, 
  contusing his spleen. As blood wells up within the organ, your opponent 
  suffers a cumulative -5% per round to his Weapon Skill characteristic. 
  When WS reaches zero, your opponent must make a Challenging 
  (-10%) Toughness Test each round or fall unconscious.
  7 
  Your weapon lands a solid blow to the ribcage with a satisfying 
  crunch. All of your opponent’s actions are considered Hard (-20%) for 
  the next 1d10 rounds as he guards his contused ribs.
  8 
  Your weapon crashes into your opponent’s groin, causing him 
  to fall to his knees with a high-pitched squeal. Your opponent is consid-
  ered helpless for the next 1d10/2 rounds, incapacitated from the blind-
  ing pain. Should your opponent survive the battle, he must make a 
  Hard (-20%) Toughness Test or be rendered impotent. If your op-
  ponent is female, she is allowed a Very Hard (-30%) Toughness 
  Test reduce the amount of rounds she is incapacitated to 1.
  9 
  Your blow drives hard into your opponent’s abdomen, forcing 
  all of the air out of his lungs. Your opponent must make a Hard (-20%) 
  Will Power Test to avoid fleeing combat immediately. If successful, all 
  tests for the next 1d10 rounds are considered Hard (-20%) and your 
  opponent must make an immediate Hard (-20%) Toughness Test to 
  maintain control over his bowels to avoid soiling himself.
  10 
  Your weapon crashes into your opponent’s side, cracking sev-
  eral ribs and driving them into internal organs. Blood loss increases at a 
  rate of 1 cumulative Wound per round until your opponent falls 
  unconscious at the end of 1d10 rounds. Wound loss, of course, contin-
  ues, and further critical hits are rolled on the Sudden Death table (count 
  “Flee” results as “Death”).
  11 
  Your blow smashes into the middle of your opponent’s clavi-
  cle, snapping it in two. There is a 50% chance that one of the fragments 
  has punctured a lung. If this occurs, magical healing must be obtained 
  within 1d10 rounds or death is inevitable. If the lung is not punctured, 
  reduce all combat characteristics (WS, BS, S, T) by 20% until magical 
  or mundane healing is obtained.
  12 
  Your opponent twists to avoid your blow, but it crashes 
  against his back, fracturing the spine. Your opponent falls to the ground, 
  unable to move his legs. Further attacks and parries are considered 
  Very Hard (-30%). An additional 1d10 Wounds are lost per round 
  from internal bleeding and your opponent must make a Hard (-20%) 
  Toughness Test each round to avoid falling unconscious. If no magical 
  healing is obtained in 1d10 rounds, your opponent dies. Should your 
  opponent survive, he is permanently paralyzed from the waist down 
  (reduce Movement score to zero), gains 1d10 Insanity Points, and is 
  plagued by recurrent nightmares forcing him to relive the trauma.
  13 
  Your blow lands with a resounding crack against your oppo-
  nent’s sternum, fracturing it and compressing the heart beneath. Unbe-
  knownst to your opponent, the shearing force has lacerated one of his 
  coronary arteries. As blood fills the pericardial sac, your opponent will 
  lose a cumulative -15% to all of his combat characteristics (WS, BS, S, 
  and T) each round. When one of these characteristics falls below zero, 
  your opponent falls to the ground, dead -- regardless of any attempts at 
  magical or mundane healing.
  14 
  Your blow smashes into the chest of your opponent, cracking 
  the sternal plate and tearing through the tissue of the lungs. Your oppo-
  nent staggers backward, coughs up a gout of frothy dark fluid, and col-
  lapses unconscious. Death is inevitable in 1d10/2 rounds.
  15 
  Your blow crashes into your opponent’s chest, caving it in. 
  You must make a successful Challenging (-10%) Agility Test to 
  withdraw your weapon from the chest cavity of your dead opponent.
  LEG
  1 
  Your blow glances off your opponent’s knee, sending him off 
  balance. Reduce Weapon Skill by 10% for the next round. Should your 
  opponent survive, hereafter this knee will always stiffen 24 hours before 
  a coming storm.
  2 
  Your weapon glances off your opponent’s hip, forcing an im-
  mediate Challenging (-10%) Agility Test to avoid falling unceremo-
  niously on his rump. If the test is passed, your opponent may only take a 
  half action next round.
  3 
  Your blow strikes the side of your opponent’s knee, twisting it 
  inward. Reduce Weapon Skill by 20% during the next round as your 
  opponent attempts to avoid supporting himself on that leg.
  4 
  Your blow glances off your opponent’s shin. Your opponent 
  must make an immediate Very Hard (-30%) Will Power Test to 
  avoid dropping his weapon and forfeiting all actions next round as he 
  hops around on one leg.
  5 
  Your blow smashes into the meat of your opponent’s thigh, 
  driving him down on one knee. Your opponent must attempt a Hard 
  (-20%) Agility Test once per round in order to stand. Until the test is 
  passed, your opponent may only take half actions, and all parry attempts 
  are Challenging (-10%).
  6 
  Your weapon crashes into your opponent’s hip, bringing him 
  down to the ground. Your opponent is unable to regain his footing for 
  1d10/2 rounds, during which time all actions are considered Hard 
  (-20%).
  7 
  Your blow smashes into your opponent’s foot, fracturing his 
  great toe. Your opponent looks down at his foot, then back at you, and 
  then must make a Hard (-20%) Will Power Test or flee combat at a 
  Movement score of 1 less than normal. Should he pass the test, all 
  actions for the next 1d10 rounds are considered Hard (-20%). 
  8 
  Your blow crushes your opponent’s foot, fracturing several 
  metatarsals. Your opponent drops to his knees and must stay there for 
  the remainder of combat, as he is unable to bear weight on his injured 
  foot. During this time, Weapon Skill Tests are considered Hard 
  (-20%) and Movement is reduced by 2.
  9 
  Your blow shatters your opponent’s ankle, and he collapses 
  unceremoniously to the ground. Your opponent must make a Very 
  Hard (-30%) Will Power Test to avoid doing nothing other than 
  grabbing the ankle and screaming for 1d10/2 rounds. Regardless of the 
  outcome, your opponent’s Movement score is reduced by 2 and all 
  combat characteristics (WS, BS, S, and T) are reduced by 10% for the 
  remainder of combat.
  10 
  Your blow shatters your opponent’s shin, and he collapses in a 
  heap, rolling on the ground for 1d10/2 rounds. Blinded by the pain, he 
  may not take any actions at all during this time. Even if your opponent 
  survives and obtains magical or mundane healing, Movement is per-
  manently reduced by 1.
  11 
  Your blow shatters the kneecap. Your opponent drops to the 
  ground clutching his knee and his throaty screams echo across the bat-
  tlefield. He is incapacitated for the remainder of combat, and the pain is 
  so intense that he must make an immediate Hard (-20%) Will Power 
  Test to avoid losing bladder control. Should your opponent survive and 
  obtain magical or mundane healing, Movement is permanently re-
  duced by 1.
  12 
  Your blow connects solidly in the middle of the leg, and with 
  an audible “pop,” your opponent’s knee joint bends in the wrong direc-
  tion. He collapses, incapacitated from the pain, and must make a Very 
  Hard (-30%) Toughness Test each round or fall unconscious. If 
  magical or mundane healing is not obtained within 1d10 hours, the leg 
  below the knee is lost. Reduce Movement by half, permanently.
  13 
  Your blow crashes into the meat of your opponent’s thigh, 
  fracturing the femur and lacerating the femoral artery. Your opponent 
  crumbles in a heap, unconscious, and his leg turns purple and swells 
  visibly, right before your eyes. Death will occur if no magical or mun-
  dane healing is obtained in 1d10 rounds. No amount of healing may save 
  the leg, however; even if your opponent survives, his Movement score 
  is permanently reduced to 1.
  14 
  Your blow smashes into your opponent’s hip, driving the fe-
  mur from its socket with a loud snap. Your opponent collapses to the 
  ground; a large, slick white bone adorned with shredded tendons pro-
  trudes gracelessly from the ruins of his hip. The chest continues its 
  ragged rise and fall in the midst of a rapidly expanding pool of blood 
  until death occurs in 1d10/2 rounds.
  15 
  Your weapon crushes the pelvis of your opponent, driving 
  large shards of bone into the descending aorta. Your opponent collapses 
  to the ground in a heap, and dies shortly after a brief, gurgling moan 
  escapes his lips.
  Critical Hits :: Blunt Weapons
  © 2006 Chuck Morrison 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/crit_blunt.pdf