TEXT: ARM:
  1.
  A jagged piece of shrapnel grazes your target's hand, 
  forcing him to pass a Challenging (-10%) WS test or drop 
  anything held in that hand.
  2.
  Small fragments of shrapnel pepper your target's upper 
  arm and shoulder. None of the fragments penetrate deeper 
  than the skin, but give him a penalty of -10% to WP until 
  the end of his next turn.
  3.
  A large shard of shrapnel lodges in the flesh of your 
  target's forearm, causing him to miss one attack or free 
  parry on his next turn as he waves his arm frantically to 
  dislodge the hot piece of metal
  4.
  A piece of shrapnel nicks your target's wrist, cutting to the 
  bone. No tendons or large blood vessels are damaged but 
  your target drops whatever he is holding in that hand and 
  suffers a penalty of -20% to his WS until the end of his 
  next turn.
  5.
  Shards of hot metal slash into your target's biceps muscle, 
  tearing the flesh. He suffers a penalty of -20% to WS and 
  -2 to SB for any attacks or parries made with that arm for 
  the duration of the battle. Until the pieces of shrapnel are 
  removed from the arm with a successful Heal test a 
  penalty of -10% and -1, respectively, will remain.
  6.
  Shrapnel tears away d10/2 fingers. Effects are as for 
  Cutting Damage to Arm #10, except that only fingers are 
  lost regardless of the result, never the entire hand.
  7.
  Shrapnel deeply embeds itself into your target's upper arm, 
  one large fragment lodging in the shoulder muscle next to 
  the bone near the shoulder joint. Until removed it will 
  cause a penalty of -30% to WS and -2 to SB for any 
  attacks or parries made with that arm. Removal will 
  require a successful Heal test with the Surgery Talent. A 
  Heal test without that Talent will count as Hard (-20%). 
  Failure will leave the fragment in the arm, which will 
  eventually heal after d10/2 weeks, embedding the 
  fragment in fibrous tissue, but due to the resulting stiffness 
  a penalty of -15% and -1, respectively, will remain.
  8.
  A large fragment rips through the inside of your target's 
  elbow, severing blood vessels and damaging tendons. The 
  target is stunned until the end of his next round and must 
  then pass a Hard (-20%) WP test or drop everything to 
  clap his other hand around the spurting wound. If he fails 
  he may attempt further tests on subsequent turns to let go. 
  Otherwise he'll clench his arm tightly to close the wound 
  and continue to fight, unable to use that arm and suffering 
  a penalty of -10% to his WS due to being unbalanced by 
  the clenched arm held to his side. The arm will need to be 
  tightly bandaged, requiring three full turns, to stop the 
  bleeding. The arm will be useless until his W characteristic 
  is fully recovered. Some stiffness will remain, causing a 
  penalty of –10% to any WS tests made with that arm, 
  unless magically healed. Alternatively, the magical healing 
  can be replaced with a successful Heal test with the 
  Surgery Talent, halving the penalty.
  9.
  Fragments smash into your target's shoulder, fracturing the 
  collarbone and tearing up some chest muscles. Your target 
  will be stunned for d10/2 turns and suffer a penalty of 
  -20% to both WS and S for any tests or blows made with 
  that arm until the fracture has healed in d10/2 weeks.
  10. A large piece of shrapnel severs the top end of your 
  target's biceps from the shoulder, leaving the muscle 
  flopping like a big firm lump inside the skin of the arm 
  near his elbow. Unless the muscle is successfully stitched 
  back together within d10 days, requiring either magical 
  healing or a successful Challenging (-10%) Heal test with 
  the Surgery Talent plus four weeks of rest, he’ll suffer a 
  permanent penalty of –20% to WS and S for any tasks 
  performed with that arm in the future due to not being able 
  to flex the arm well.
  11. Shrapnel rips through your target's upper arm, nicking a 
  large artery. The spurts of blood cause a cumulative 
  penalty of -5% to your target's WS, BS, Ag and S each 
  turn until it has been tightly bandaged, requiring two full 
  turns. A successful Hard (-20%) Ag test is also required if 
  he does it himself, using one hand and his teeth. Otherwise 
  he'll fall unconscious from loss of blood when any of 
  those characteristics reaches zero. The wound will clot 
  before he expires, however.
  12. A blast of fragments rips the flesh from your target's 
  forearm and fractures one of the long bones, stunning him 
  for d10 turns with pain and shock at such a ghastly sight. 
  Only a Very Hard (-30%) magical healing spell test will 
  save the arm, otherwise requiring amputation.
  13. A piece of shrapnel tears through the shoulder, ricocheting 
  from bone into the chest and lacerating the large bundle of 
  nerves supplying the arm. The arm will be permanently 
  paralysed and useless. Your target will have to pass an 
  immediate Hard (-20%) T test or fall unconscious from 
  shock.
  14. A large chunk of shrapnel smashes through the collarbone 
  and upper ribs, bouncing against the back of the shoulder-
  blade before severing the large artery branching off from 
  the aorta to the arm. A pumping spray of blood rises up 
  from the wound in your target's shoulder near the neck, 
  sending him into unconsciousness to die inevitably in a 
  spreading pool of blood within d10/2 turns.
  15. A burst of shrapnel practically tears the target’s arm from 
  its socket. Blood gushes out in huge spurts. Massive shock 
  and loss of blood causes instant unconsciousness and a 
  mercifully quick death within two turns.
  BODY:
  1.
  Shrapnel grazes your target’s side, ripping his clothes, 
  making him flinch and causing a penalty of –10% to his 
  WS until the end of his next turn.
  2.
  A jagged piece of shrapnel slices a furrow along your 
  target’s lower ribs, soaking his clothes with blood and 
  causing a penalty of –20% to his WS until the end of his 
  next turn.
  3.
  A hot sliver of metal lodges in your target’s flank. He 
  yelps and beats furiously at the offending piece of 
  shrapnel, trying to dislodge it, losing one attack or free 
  parry on his next turn.
  4.
  A big piece of metal clips your target’s shoulder, knocking 
  him to the ground but otherwise leaving him unharmed.
  5.
  A chunk of shrapnel slams into your target’s chest and 
  breaks a rib. He must make a Hard (-20%) T test or count 
  as stunned until the end of his next turn as he gasps for 
  breath. For the rest of this battle he will suffer a penalty of 
  –5% to any parries due to the pain from the damaged chest 
  muscles connecting to his shoulder and upper arm.
  6.
  A small fragment or pellet pierces your target’s right side 
  just below the ribs, nicking the liver and causing internal 
  bleeding. He must pass a Hard (-20%) T test or be stunned 
  for d10/2 turns. In addition, after the battle, he’ll develop a 
  tenderness of the abdomen, which soon becomes rigidly 
  hard and painfully tender as your target develops 
  peritonitis, a serious inflammation of the membranes 
  covering the inside of the abdomen, forcing him to stay 
  bedridden and helpless with pain for d10 days, at the end 
  having to pass a T test or die from infection as bacteria 
  festers in the clotted blood in his abdomen. A successful 
  Shallyan Cure Disease spell will save him from the 
  infection.
  7.
  A jagged fragment sinks deep into your target’s shoulder 
  beneath the collarbone, knocking him to the ground, 
  stunning him until the end of his next turn and causing a 
  penalty of –20% to his WS for another d10/2 turns. Unless 
  the fragment is removed or a successful Shallyan Cure 
  Disease spell is provided he’ll develop an infection due to 
  pieces of his own clothing dragged deeply into the wound 
  and festering inside the shoulder, making him delirious 
  and helpless after d10/2 days, bringing death within 
  another d10 days. Unfortunately, the fragment is well 
  lodged deep underneath the collarbone near the top of the 
  lung, so removal requires a successful Heal test with the 
  Surgery Talent. Failure will mean the fragment remains 
  until a new test can be attempted the next day, but due to 
  Critical Hits - Explosion & Shrapnel Damage
  
  further contamination of the wound, each failure reduces 
  the time until death from infection by one day.
  8.
  Shrapnel slice into your target’s groin, stunning him for 
  d10 turns (d10/2 if female). Afterward, the pain will cause 
  a penalty of –10% to all tests for the remainder of the 
  battle. In addition there is a 50% chance he will be 
  rendered permanently sterile from the injury (10% if 
  female).
  9.
  Pellets and pieces of shrapnel tear through your target’s 
  belly, damaging the small intestine and spilling faecal 
  matter into the abdominal cavity. He crumples to his 
  knees, hands pressed against his wound, helpless for d10 
  turns, subsequently suffering a penalty of –20% to all tests 
  due to the awful pain. 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, the Shallyan Cure Disease 
  spell or a Very Hard (-30%) Heal test with the Surgery 
  Talent is made within half that time. The latter involves a 
  very risky surgical procedure, digging deep into the 
  abdomen, stitching up the holes and cleaning out any foul 
  substances visible.
  10. Shrapnel punctures your target’s lung, making it rapidly 
  collapse, causing a cumulative penalty of –5% to his WS, 
  BS, Ag and S each turn. He’ll fall unconscious when any 
  of those characteristics reaches zero, dying within another 
  2d10 turns unless magical healing is provided.
  11. A blast of shrapnel tears large chunks of flesh from your 
  target’s chest, exposing ribs and muscle tissue. He’ll suffer 
  a penalty of –20% to all tests due to pain and breathing 
  difficulties until the injury has healed in four weeks. In 
  addition, afterward he’ll have a permanent reduction of –
  15% to his S due to major injury to the chest muscles 
  connecting to his shoulders and upper arms.
  12. A blast of shrapnel rips into your target’s flank, tearing 
  away muscle and flesh, some of the fragments piercing 
  one kidney. He is stunned for d10 turns, staring at the huge 
  hole in his body, then faints dead away. Internal and 
  external bleeding will empty the poor guy out within 2d10 
  turns unless magical healing is provided, counting as a 
  Hard (-20%) spell test.
  13. Multiple pieces of shrapnel rips into your opponent’s 
  chest, several of them penetrating into both lungs. The 
  results will be as for #10 above, only with a penalty of –
  15% each turn, and death will occur after d10 turns.
  14. A blast of shrapnel rips into your target’s abdomen, 
  practically disembowelling him and spilling red ruin at his 
  feet. He is helpless to do anything but vainly try to gather 
  up his spilled intestines and stuff then back into his ruined 
  belly, before slumping over and dying within d10 turns.
  15. A burst of shrapnel blasts open your target’s ribcage, 
  ripping his heart and lungs to pieces, killing him instantly 
  in an explosion of gore.
  HEAD:
  1.
  A jagged piece of shrapnel gashes your target’s cheek. He 
  suffers a penalty of –10% to his WS until the end of his 
  next turn.
  2.
  Small fragments pepper your target’s face but miss his 
  eyes completely. He’ll suffer a penalty of –20% to his WS 
  until the end of his next turn. Unless someone spends 
  several turns removing tiny fragments from under the skin 
  of his face, they’ll become stuck there, small black dots 
  marring his face like the gunpowder flecks of a 
  professional gunner who might mistake the poor fellow for 
  a colleague.
  3.
  A chunk of your target’s ear is removed by a piece of 
  shrapnel, making him lose one attack or free parry on his 
  next turn as he clasps one hand to the wound.
  4.
  A piece of shrapnel barely misses your target’s eye, slicing 
  open his cheek just underneath the lower eyelid. He is 
  stunned until the end of his next turn.
  5.
  Shrapnel lacerates your target’s brow and scalp, causing 
  blood to flow into his eyes, as per Cutting Damage to 
  Head #4.
  6.
  A jagged piece of shrapnel tears a furrow along your 
  target’s jaw, exposing white bone and teeth. He is stunned 
  until he can pass a WP 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, the hole closing 
  nicely.
  7.
  Sharp shards slice away a piece of your target’s nose and 
  upper lip. He is stunned as per #6 above, but will also have 
  his Fel permanently reduced by –15% due to the hideous 
  facial scars. However, he’ll gain a +10% bonus to 
  Intimidation tests.
  8.
  A large piece of metal tears into your target’s neck, barely 
  missing any large blood vessel but slamming forcefully 
  into the spine of his neck, knocking a piece of vertebra 
  into the spinal cord and causing a very brief paralysis of 
  his entire body. Your target falls to the ground like a limp 
  sack with a very surprised look on his still fully 
  functioning face, helpless until the end of his next turn. 
  He’ll continue to lie there helpless until he passes a 
  Routine (+10%) T test and can start to get up. The piece of 
  metal is easily visible through the gaping wound on the 
  neck and can easily be picked out and saved as a trophy if 
  he survives the battle.
  9.
  A blast of shrapnel glances off your target’s head, lightly 
  concussing him and removing a palm-sized flap of his 
  scalp, leaving it hanging by a shred. He is stunned for d10 
  turns, suffering a penalty of –10% to all tests for the 
  remainder of the battle, due to dizziness. He will also have 
  a large bald spot once the skin grows back over the 
  wound, reducing his Fel by 1d10.
  10. A piece of shrapnel pierces one eye, with results as for 
  Piercing Damage to Head #11.
  11. A blast of shrapnel lacerates one whole side of your 
  target’s face, leaving him shrieking and helpless for d10 
  turns, rolling on the ground with both hands clasped to his 
  face. Afterward he’ll suffer a penalty of –20% to all tests 
  for the remainder of the battle. If he survives, he’ll have 
  his Fel reduced permanently by –20%, due to massive 
  scarring such as large fibrous masses covering the cheek, 
  one eye unable to close properly, missing lips, etc. Consult 
  any episode of “Jonah Hex” for inspiration, dear GM!
  12. A piece of the target’s skull flips away, carved out by a 
  piece of shrapnel, leaving the brain visible through the 
  hole. Your target must pass a Challenging (-10%) T test or 
  be knocked unconscious. After the battle he must make a 
  Hard (-20%) T test or suffer a lethal infection, killing him 
  in d10/2 days unless saved by a successful Shallyan Cure 
  Disease spell. Should he survive, the skin will grow back 
  over the hole but he will have a funny depression with a 
  soft and sort of squishy centre on his head for the rest of 
  his life. If he can find a willing surgeon he might have a 
  metal plate put there later.
  13. Shrapnel tears into your target’s throat, damaging the 
  windpipe and nicking a carotid artery. The target falls to 
  the ground, gurgling and spitting blood, hands clasped to 
  his throat. He counts as helpless and will die in 2d10 turns 
  unless magical healing is provided. If he survives, his 
  voice will be distorted, weak and hoarse for the rest of his 
  life, reducing his Fel by –10% in any situation where clear 
  speech is important.
  14. A blast of shrapnel tears away most of your unlucky 
  target’s face, knocking him helpless to the ground to die, 
  gurgling and moaning, in d10 turns, leaving a distinctly 
  un-pretty corpse.
  15. A large piece of shrapnel carries away the top of your 
  target’s head. He is dead almost before hitting the ground, 
  and most definitely when he does, as most of his brain 
  sloshes out of his brainpan.
  Critical Hits - Explosion & Shrapnel Damage
  
  LEG:
  1.
  Shrapnel or pellets graze your target’s foot, causing a 
  penalty of –10% to his WS until the end of his next turn.
  2.
  Fragments pierce your target’s calf, causing any Dodge 
  Blow tests to count as Challenging (-10%) for the rest of 
  the battle.
  3.
  Chunks of shrapnel strike your target’s thigh, bruising but 
  not penetrating, forcing him to pass a Challenging (-10%) 
  Ag test or be knocked to the ground.
  4.
  A piece of shrapnel painfully lodges in 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.
  Pieces of shrapnel tear several long, shallow furrows along 
  your target’s hip. Distracted by the pain and forced to 
  guard his injured side, your target is at –10% to all tests 
  for d10 turns.
  6.
  A pellet lodges inside your target’s knee, forcing him to 
  make a Hard (-20%) Ag test or fall down. He’ll suffer a 
  penalty of –2 to his M and –20% to all Dodge Blow tests 
  until it is removed, either by magical healing or a 
  successful Hard (-20%) Heal test with the Surgery Talent. 
  If the latter is used, the target must pass a Challenging 
  (-10%) T test or suffer an infection that will force 
  amputation unless a successful Shallyan Cure Disease 
  spell is performed. If the infection goes untreated and the 
  leg remains attached, gangrene and sepsis will occur 
  within d10/2 days, causing death within another TB days.
  7.
  A sharp fragment lacerates your target’s inner thigh near 
  the groin, stunning him for d10/2 turns. If male, he must 
  also pass an Average T test or be emasculated for the rest 
  of his life.
  8.
  A blast of shrapnel tears away chunks of flesh from your 
  target’s calf, causing gaping wounds and fracturing the 
  fibula, the outer of the two long bones in the lower leg, 
  forcing him to pass a Hard (-20%) Ag test or fall to the 
  ground. Your target’s M will be reduced to 1 as he hobbles 
  along, counting any Dodge Blow tests as Very Hard 
  (-30%) until the end of the battle. A combination of 
  infection, severed blood vessels and just plain, massive 
  loss of tissue means the leg will never heal properly, 
  giving a permanent penalty of –2 to M and –20% to any 
  Dodge Blow tests.
  9.
  Shrapnel shreds your target’s knee, utterly destroying the 
  kneecap and penetrating into the joint, shredding bone and 
  ligaments as it goes along. He falls to the ground, 
  screaming and stunned for d10 turns. Unless magical 
  healing is provided within d10 days, the leg will have to 
  be amputated. Otherwise it’ll still be stiff and unbending, 
  causing permanent penalties as per #8 above.
  10. A large piece of shrapnel pierces your target’s thigh, 
  tearing out of the back of the leg in a spray of blood, 
  leaving a huge flap of muscle gruesomely flapping. The 
  blast knocks him to the ground, unable to get up. Loss of 
  blood will cause a cumulative –5% to WS, BS, Ag and S 
  each turn, the target falling unconscious when any of those 
  characteristics reaches zero. Unless the leg is tightly 
  bandaged, requiring someone else’s help and three full 
  turns, death will occur within another 2d10 turns.
  11. Fragments tear into the hip joint, causing nerve damage 
  that leaves the whole leg limp and useless, totally 
  paralysed. Your target falls to the ground, stunned for d10 
  turns and unable to get up. Two crutches will be necessary 
  to get around properly in the future, unless he wants to hop 
  around on one leg.
  12. An utterly hideous storm of fragments tears across your 
  target’s upper thigh near the hip joint, ripping apart his 
  genitals and laying the thigh open to the bone. The target 
  is helpless with pain and shock for d10 turns, gaining one 
  extra IP as a result of the view of his mangled leg and 
  groin, should he survive. Loss of blood will mean he loses 
  unconsciousness after an additional d10 turns, and will 
  suffer a penalty of –30% to all tests until he does. Only 
  very limited function will remain to the leg afterward, 
  reducing M to 1 and causing all Dodge Blow tests to count 
  as Very Hard (-30%), although he can use crutches as per 
  Bullet Damage to Leg #10.
  13. A jagged piece of metal lays open your target’s inner 
  thigh, severing the femoral artery. The huge spurts of 
  bright, red blood will cause a cumulative penalty of –10% 
  to WS, BS, Ag and S each turn, the target falling 
  unconscious when any of those characteristics reaches 
  zero. Unless magically healed or rapidly aided by a 
  pressure bandage, requiring a Very Hard (-30%) Heal test 
  and two full turns, death will occur within another d10 
  turns.
  14. A blast of shrapnel blows the leg off at the knee, leaving it 
  hanging by a shred. Your target falls to the ground, 
  helpless and with blood spurting from the stump. Death 
  occurs from loss of blood within d10 turns unless magical 
  healing or a tourniquet, requiring two full turns and 
  someone else’s help, is provided, neither of which will 
  save the leg.
  15. A blast of shrapnel nearly tears the leg out of its socket, 
  leaving a gaping hole with the thighbone and spurting 
  arteries clearly visible. Your target falls immediately 
  unconscious from shock, dying inevitably in d10/2 turns.
  Critical Hits - Explosion & Shrapnel 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/shrapnel.pdf