TEXT: ARM:
  1.
  Your bullet grazes your target’s hand, forcing him to pass 
  a WP test or drop anything he is holding in that hand.
  2.
  Your bullet nicks the wrist of your target, causing a small 
  but vicious wound. Due to the pain, he suffers a penalty of 
  –10% to his WS until the end of his next turn.
  3.
  Your bullet 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 bullet takes a chunk of your target’s biceps muscle 
  with it. He suffers a penalty of –20% to his WS until the 
  end of his next turn.
  5.
  Your bullet pierces your target’s deltoid muscle of the 
  shoulder, lodging just underneath the skin. Your target 
  drops anything held in that hand and suffers a penalty of –
  20% to his WS until the end of his next turn. Additionally, 
  until the bullet is removed you can’t fully recover your full 
  W characteristic, effectively having one less W than 
  normal. Removal requires two full turns, a sharp knife and 
  a successful Easy (+20%) Heal test.
  6.
  Your bullet makes a hole through your target’s hand, 
  smashing some of the bones between the wrist and the 
  fingers and severing the tendons to one digit, either the 
  middle or ring finger as the GM deems fit. Anything held 
  in that hand is dropped and the hand is useless until the 
  end of the battle. Afterwards your target will suffer a 
  permanent penalty of –5% to any tests requiring fine 
  manipulation performed with that hand due to reduced 
  manual dexterity, probably simply binding the limp finger 
  to its neighbour to keep it from interfering with any tasks.
  7.
  Your bullet removes one finger on your target’s hand. Roll 
  1d10: 1-2 thumb, 3-4 index finger, 5-6 middle finger, 7-8 
  ring finger, 9-10 pinkie. Your target is stunned until the 
  end of his next turn. If the thumb is lost, grip will be very 
  poor, reducing WS, Ag and S by a penalty of –20% for any 
  tests or blows made with that hand. Loss of a pinkie is 
  mostly cosmetic in effect and the target can count himself 
  lucky. Loss of any other finger will result in penalties as 
  for #6 above.
  8.
  Your bullet shatters your target’s wrist, smashing the many 
  small wrist-bones and severely damaging nerves and 
  tendons. Anything held in that hand is dropped. Your 
  target counts as stunned and must pass a Hard (-20%) WP 
  test to avoid dropping anything held in the opposite hand 
  to grab his injury. At the end of his next turn he must pass 
  a WP test to recover from the stunning, rolling again next 
  turn if he fails. The hand is useless until the target’s W 
  characteristic is fully restored. He must then pass a Hard 
  (-20%) T test. Failure means the hand remains next to 
  useless, stiff and with hardly any function left in the 
  fingers. If successful, he’ll suffer a permanent penalty of –
  20% to WS, Ag and S tests (as well as any tests requiring 
  fine manipulation) made with that hand due to stiffness 
  and reduced manual dexterity. Magical healing will heal 
  the injury completely if provided with d10/2 days.
  9.
  Your bullet lodges in the target’s elbow, jamming the joint. 
  Your target is stunned by blinding pain for d10/2 turns and 
  the arm is useless until the bullet is removed. This requires 
  a successful Heal test with the Surgery talent. If this is not 
  provided within d10 days the target must pass a 
  Challenging (-10%) T test or suffer an infection that will 
  render the joint, and the arm, permanently useless. In 
  addition, he must pass a second test or the infection will 
  spread, killing him within another d10 days unless 
  amputation is performed. A successful Shallyan Cure 
  Disease spell will heal the infection but not remove the 
  bullet or restore function in the arm.
  10. Your bullet smashes your target’s collarbone. He is 
  stunned for d10 turns and suffers a penalty of –30% to all 
  tests performed with that arm, including for calculating 
  SB, until his W characteristic is fully recovered.
  11. Your bullet shatters the bone of your target’s upper arm. 
  The target is stunned by blinding pain for d10 turns and 
  the arm is useless. Such an injury requires magical healing 
  within d10 days or it will develop gangrene and need 
  amputation.
  12. Your bullet pierces the meaty part of the target’s shoulder 
  near the neck, severing the brachial plexus, the bundle of 
  nerves supplying the arm, and stunning him for d10/2 
  turns. 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 lodged bullet will permanently reduce 
  his W by –1.
  13. Your bullet shatters your target’s shoulder-blade and 
  severs the large artery branching off from the aorta to the 
  arm. The victim of your lethal accuracy will suffer a 30% 
  risk of dying from loss of blood each turn, unless 
  magically healed which will require a Hard (-20%) spell 
  test. Until his W characteristic is fully restored, the pain of 
  his shattered shoulder-blade will make all tests connected 
  with any physical activity count as Very hard (-30%). 
  Also, the lodged bullet will permanently reduce his W by 
  –1 if he survives.
  14. Your bullet almost tears your target’s arm off at the 
  shoulder, severing major blood vessels. He immediately 
  falls unconscious and will inevitably die in a spreading 
  pool of blood within d10/2 turns.
  15. Your bullet enters through your target’s armpit, tearing its 
  way through both lungs and damaging the heart. Your 
  target coughs up a spray of blood before collapsing and 
  dying within one turn.
  BODY:
  1.
  Your bullet 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 bullet tears a furrow along one rib, causing a penalty 
  of –20% to your target’s WS until the end of his next turn.
  3.
  Your bullet pierces your target’s flank at a sharp angle, 
  lodging underneath the skin. He suffers a penalty of –30% 
  to his WS until the end of his next turn. In addition, the 
  bullet also brought with it a small piece of wadding or the 
  target’s clothing into the wound, causing an infection that 
  will delay his healing process, meaning he’ll recover one 
  less W the next time he should have restored some of his 
  W characteristic.
  4.
  Your bullet clips your target’s shoulder, spinning him 
  almost completely around and knocking him to the 
  ground, stunned until the end of his next turn. Apart from 
  that dramatic effect, the wound is comparatively minor.
  5.
  Your bullet lodges under a rib, causing your target intense 
  pain every time he moves, making him suffer a –10% 
  penalty to his WS until the bullet is removed. This requires 
  a successful Heal test with the Surgery Talent. Failure will 
  result in infection as per #3 above.
  6.
  Your bullet smashes into your target’s back at a sharp 
  angle and clips a vertebra in the spine of the small of the 
  back, causing temporary paralysis from the shock of 
  impact. Your target falls to the ground, unable to use his 
  legs for d10 turns, before recovering completely.
  7.
  Your bullet hits your target’s shoulder-blade at a sharp 
  angle, shattering itself on impact. The fragments tear away 
  a massive amount of flesh from the surface of the 
  shoulder-blade, white bone showing clearly through the 
  ragged hole they leave as they exit. Your target is stunned 
  for d10 turns and suffers a penalty of –20% to all tests 
  from pain and ruined muscle tissue until the end of the 
  battle. The penalty is then reduced to –10% until his W 
  characteristic is fully restored.
  8.
  Your bullet punches into your target’s belly, penetrating 
  the abdominal cavity and damaging the intestines. Results 
  are as for Cutting Damage to Body #7.
  9.
  Your bullet punches into your target’s chest, knocking him 
  sprawling and fracturing a rib, the jagged ends puncturing 
  Critical Hits – Bullet Damage
  
  one lung, causing it to collapse. He suffers a cumulative 
  penalty of –5% to WS, BS, Ag and S each turn, falling 
  unconscious when any of those characteristics reaches 
  zero. He is then left lying on the ground, blood running 
  from his mouth and a bubbling noise emanating from the 
  hole in his chest. He’ll die in 2d10 turns unless magical 
  healing is provided. If he survives he’ll suffer a penalty of 
  –30% to all tests for one week, reducing the penalty by 
  10% for each subsequent week, before recovering when 
  the lung has inflated itself again.
  10. Your bullet slams into your target’s belly, knocking him 
  sprawling, stunned until the end of his next turn. The liver 
  has been penetrated and he’ll suffer a cumulative penalty 
  of –10% to WS, BS, Ag and S each turn due to internal 
  bleeding, falling unconscious when any of those 
  characteristics reaches zero. He’ll die in another d10 turns 
  unless magical healing is provided.
  11. Your bullet smashes a lower rib and ruins one kidney. Your 
  target is knocked sprawling, helpless until the end of his 
  next turn. He’ll suffer a cumulative penalty of –15% to 
  WS, BS, Ag and S each turn due to massive internal 
  bleeding, falling unconscious when any of those 
  characteristics reaches zero. He’ll die in d10 turns unless 
  magical healing is provided, and even that will count as a 
  Hard (-20%) spell test.
  12. Your bullet smashes your target’s breastbone, shattering it 
  and driving fragments deeper into the chest. Your target 
  will have to pass a Challenging (-10%) T test or die on the 
  spot, his heart pierced. If he survives he’ll count as 
  helpless for d10 turns, then suffer a penalty of –30% to all 
  tests until his W characteristic is fully restored, due to 
  problems breathing, practically every rib disconnected 
  from his shattered breastbone. After one day he’ll have to 
  pass a Hard (-20%) T test or contract pneumonia due to 
  not being able to cough up phlegm properly, dying within 
  d10/2 days unless a Shallyan Cure Disease spell saves 
  him.
  13. Your bullet punches clear through your target’s belly, 
  exiting from his back in a spray of blood and tissue. He’ll 
  count as helpless from pain and shock until he expires in 
  great agony d10 hours later, unless both a successful 
  Shallyan Cure Disease spell and a successful magical Very 
  Hard (-30%) healing spell test saves him.
  14. Your bullet smashes into your target’s chest, tearing 
  through one lung and major blood vessels. A trickle of 
  blood runs from your target’s mouth as he slumps to the 
  ground and expires inevitably d10/2 turns later.
  15. Your bullet makes a perfect bull’s eye hit on your target’s 
  heart, sending him flying backwards in a most dramatic 
  manner, dead before he hits the ground.
  HEAD:
  1.
  Your bullet nicks your target’s ear, causing a –10% penalty 
  to his WS until the end of his next turn.
  2.
  Your bullet grazes your target’s cheek, leaving an open 
  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 bullet 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 bullet tears away most of your target’s outer ear. He 
  counts as stunned until the end of his next turn.
  5.
  Your bullet grazes your target’s scalp, causing blood to 
  flow into his eyes, as per Cutting Damage to Head #4.
  6.
  Your bullet tears a furrow along your target’s jaw, 
  exposing white bone and teeth. He is stunned until he can 
  pass 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 bullet enters through your target’s cheek, knocks out 
  a couple of teeth, lacerates the tongue and exits through 
  the opposite cheek. Your target is stunned until the end of 
  his next turn and will spit blood and teeth, suffering a 
  penalty of –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 the cheeks will heal naturally 
  although he’ll be at –20% to any Fel tests requiring speech 
  until his W characteristic is fully restored.
  8.
  Your bullet tears out a large part of your target’s larynx, 
  the upper part of the windpipe, opening a gaping hole at 
  the front of his neck. He is stunned for d10 turns and will 
  be rendered permanently mute, his Fel reduced by a 
  penalty of –20% due to the unsightly neck-hole through 
  which he now does most of his breathing.
  9.
  Your bullet smashes into your target’s temple, fracturing 
  his skull. He must make an immediate Hard (-20%) T test 
  or be knocked unconscious, otherwise being stunned for 
  d10 turns and suffering a penalty of –10% to all tests for 
  the duration of the battle due to dizziness and nausea.
  10. Your bullet goes in through your target’s mouth, knocking 
  out a couple of front teeth and damaging the tongue before 
  exiting through the angle of the lower jaw, fracturing it 
  and causing his jaw to hang loosely on that side. He’ll 
  stunned for d10/2 turns and suffers a penalty of –20% to 
  all tests for the duration of the battle due to pain and the 
  blood and gore filling his mouth. He’ll be unable to speak 
  or eat solid food until his W characteristic is fully restored. 
  Afterward, due to a misaligned lower jaw and damage to 
  the tongue slurring his speech, he’ll suffer a permanent 
  penalty of –10% to his Fel.
  11. Your bullet 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 bullet fractures your target’s skull, lodging between 
  the bone and brain, knocking him unconscious. He’ll have 
  to pass a Hard (-20%) T test or die within d10/2 hours due 
  to intracerebral haemorrhaging, blood filling his skull and 
  compressing the brain. If successful he’ll wake up d10/2 
  days later with a new random Insanity due to brain 
  damage.
  13. Your bullet 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 your target will suffer a reduction of –20% to WS, 
  BS, Ag, Int and Fel for the rest of his life due to brain 
  damage.
  14. Your bullet exits through the back of your target’s neck in 
  a spray of blood. There is 50% chance it entered through 
  the lower part of his face, making him a gruesome sight 
  indeed and severing the spinal cord on its way out, 
  otherwise having entered through his throat and torn out a 
  carotid artery in the process. Either way, your target drops 
  to the ground and gurgles for d10/2 turns before expiring 
  in a widening pool of blood.
  15. Your bullet enters through your target’s forehead, making 
  a coin-sized entry hole, emerging from the back of his 
  head in a massive spray of blood and brain tissue as it 
  makes a fist-sized exit hole. Your target could not possibly 
  be any deader.
  LEG:
  1.
  Your bullet 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 bullet 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 and he may take no attack actions as 
  he limps and gasps from the pain.
  Critical Hits – Bullet Damage
  
  4.
  Your bullet clips your target’s kneecap. The target is 
  stunned until the end of his next turn and must pass a 
  Challenging (-10%) WP test or drop his weapon to clasp 
  his knee.
  5.
  Your bullet tears a shallow 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 bullet smashes into your target’s foot, fracturing 
  several bones and lodging inside. The target is stunned 
  until the end of his next turn. Until the fracture has healed 
  after four weeks, all Dodge Blow tests count as Hard 
  (-20%) and M is reduced by –2. This will only reduce the 
  penalties to a –1 to M until the bullet is removed, requiring 
  a successful Heal test with the Surgery Talent.
  7.
  Your bullet smacks into your target’s thigh, tearing 
  through muscle and lodging next to the thighbone. Your 
  target is stunned until the end of his next turn and must the 
  pass a Challenging WP (-10%) test to recover from the 
  stunning. His M is reduced by –2 and all Dodge Blow tests 
  count as Hard (-20%) until the muscles have healed when 
  your target’s W characteristic is fully restored. 
  Unfortunately, the bullet will have carried a small piece of 
  wadding or a piece of the target’s pants into the wound, 
  causing an infection that will slow the healing process, 
  meaning he’ll recover one less W the next time he should 
  have restored some of his W characteristic. The bullet will 
  then be encapsulated by fibrous tissue and not cause any 
  further problems.
  8.
  Your bullet goes cleanly through your target’s calf, 
  fracturing the outer of the two bones in the lower leg and 
  tearing out a sizeable chunk of flesh. Your target is 
  stunned until the end of his next turn. His M is reduced by 
  –2 and all Dodge Blow tests count as Hard (-20%) until 
  the muscles and bone have healed when your target’s W 
  characteristic is fully restored. In addition, the huge gaping 
  wound will cause a cumulative penalty of –5% to the 
  target’s WS, BS, Ag and S each turn. He’ll fall 
  unconscious when any of those characteristics reaches 
  zero, although the spurting blood vessels will then contract 
  and prevent him from bleeding out entirely.
  9.
  Your bullet shatters your target’s kneecap, dropping him to 
  the ground in a howling heap, helpless with pain for d10 
  turns. Unless magical healing is provided, M is 
  permanently halved and all Dodge Blow tests count as 
  Hard (-20%) from now on, due to extensive damage to the 
  joint.
  10. Your bullet 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 bullet smashes into your target’s hip, lodging in the 
  smashed joint. The hipbone is badly fractured and the 
  pelvis chipped, dropping the target to the ground, helpless 
  with pain for d10/2 turns. The leg is useless until the 
  fracture has healed in six weeks. If the leg was set with a 
  successful Heal test with the Surgery Talent, limited 
  mobility is returned although M is reduced by –2 and all 
  Dodge Blow tests will count as Challenging (-10%). 
  Otherwise the hip will heal in a bad position, making the 
  joint very stiff and painful, reducing M to 1 and making all 
  Dodge Blow tests count as Hard (-20%).
  12. Your bullet shatters your target’s thighbone into several 
  fragments, knocking him to the ground, clasping his leg in 
  agony, counting as helpless for d10 turns, then suffering a 
  penalty of –20% to all tests for the duration of the battle 
  due to the agonizing pain. Such an injury requires magical 
  healing within d10 days or it will develop gangrene and 
  need amputation.
  13. Your bullet rips through the target’s groin where the leg 
  joins the hip, severing the femoral artery. Bleeding 
  excessively, the target falls to the ground, suffering 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 bullet smashes into your target’s hip, ricocheting 
  from the pelvis into the abdominal cavity, deforming and 
  ripping through guts and internal organs. Your target falls 
  to the ground, helpless with pain, expiring in great agony 
  within d10 turns.
  15. Your bullet slams into your target’s pelvis, shattering bone 
  and lacerating nerves and major blood vessels. Your target 
  falls to the ground and dies inevitably in d10/2 turns from 
  shock and massive loss of blood.
  Critical Hits – Bullet 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/bullet.pdf