====== Arm Critical Wounds ====== [ [[wfrp4:start|Main]] ] [ [[wfrp4:combat|Combat Main]] ] Critical Wounds Tables: p174.\\ Also: [ [[wfrp4:conditions|Conditions]] ]. ^ Roll ^ Description ^ Wounds ^ Additional Effects ^ | 01-10 | //Jarred Arm// | 1 | Your arm is jarred in the attack. Drop whatever was held in that hand. | | 11-20 | //Minor Cut// | 1 | Gain 1 //Bleeding// Condition as your upper arm is cut badly. | | 21-25 | //Sprain// | 1 | You sprain your arm, suffering a **Torn Muscle (Minor)** injury. | | 26-30 | //Badly Jarred Arm// | 2 | Your arm is badly jarred in the attack. Drop whatever was held in that hand, which is useless for (1d10 - TB) rounds (minimum 1). During this time, treat the hand as lost (see **Amputated Parts**). | | 31-35 | //Torn Muscles// | 2 | The blow slams into your forearm. Gain 1 //Bleeding// Condition and a **Torn Muscle (Minor)** injury. | | 36-40 | //Bleeding Hand// | 2 | Your hand is cut badly, making your grip slippery. Take 1 //Bleeding// Condition. While suffering from that //Bleeding// Condition, make an **Average (+20) Dexterity** Test before taking any Action that requires something being held in that hand; if you fail, the item slips from your grip. | | 41-45 | //Wrenched Arm// | 2 | Your arm is almost pulled from its socket. Drop whatever is held in the associated hand; the arm is useless for 1d10 rounds (see **Amputated Parts**). | | 46-50 | // Gaping Wound// | 3 | The blow opens a deep, gaping wound. Gain 2 //Bleeding// Conditions. Until you receive **Surgery** to stitch up the cut, any associated Arm Damage you receive will also inflict 1 //Bleeding// Condition as the wound reopens. | | 51-55 | //Clean Break// | 3 | An audible crack resounds as the blow strikes your arm. Drop whatever was held in the associated hand and gain a **Broken Bone (Minor)** injury. Pass a **Difficult (-10) Endurance** Test or gain a //Stunned// Condition. | | 56-60 | //Ruptured Ligament// | 3 | You immediately drop whatever was held in that hand. Suffer a **Torn Muscle (Major)** injury. | | 61-65 | //Deep Cut// | 3 | Gain 2 //Bleeding// Conditions as your arm is mangled. Gain 1 //Stunned// Condition and suffer a **Torn Muscle (Minor)** injury. Pass a **Hard (-20) Endurance** or gain the //Unconscious// Condition. | | 66-70 | //Damaged Artery// | 4 | Gain 4 //Bleeding// Conditions. Until you receive **Surgery**, every time you take Damage to this Arm Hit Location gain 2 //Bleeding// Conditions. | | 71-75 | //Crushed Elbow// | 4 | The blow crushes your elbow, splintering bone and cartilage. You immediately drop whatever was held in that hand and gain a **Broken Bone (Major)** injury. | | 76-80 | //Dislocated Shoulder// | 4 | Your arm is wrenched out of its socket. Pass a **Hard (-20) Endurance** Test or gain 1 //Stunned// Condition and //Prone// Condition. Drop whatever is held in that hand: the arm is useless and counts as lost (see **Amputated Part**). Gain 1 //Stunned// Condition until you receive Medical Attention. After this initial Medical Attention, an **Extended Average (+20) Heal** Test needing 6 SL is required to reset the arm, at which point you regain its use. Tests made using this arm suffer a -10 penalty for 1d10 days. | | 81-85 | // Severed Finger// | 4 | You gape in horror as a finger flies -- **Amputation (Average)**. Gain a //Bleeding// Condition. | | 86-90 | //Cleft Hand// | 5 | Your hand splays open from the blow. Lose 1 finger -- **Amputation (Difficult)**. Gain 2 //Bleeding// and 1 //Stunned// Conditions. For every succeeding round in which you don't receive Medical Attention, you lose another finger as the wound tears; if you run out of fingers, you lose the hand -- **Amputation (Difficult)**. | | 91-93 | //Mauled Bicep// | 5 | The blow almost separates bicep and tendon from bone, leaving an ugly wound that sprays blood over you and your opponent. You automatically drop anything held in the associated hand and suffer a **Torn Muscle (Major)** injury and 2 //Bleeding// and 1 //Stunned// Conditions. | | 94-96 | //Mangled Hand// | 5 | Your hand is left a mauled, bleeding mess. You lose your hand -- **Amputation (Hard)**. Gain 2 //Bleeding// Conditions. Pass a **Hard (-20) Endurance** Test or gain 1 //Stunned// and 1 //Prone// Condition. | | 97-99 | //Sliced Tendons// | 5 | Your tendons are cut by the low, leaving your arm hanging useless -- **Amputation (Very Hard)**. Gain 3 //Bleeding//, 1 //Prone//, and 1 //Stunned// Condition. Pass a **Hard (-20) Endurance** Test or gain the //Unconscious// Condition. | | 00 | //Brutal Dismemberment// | Death | Your arm is severed, spraying arterial blood 1d10 feet in a random direction (see **Scatter**), before the blow follows through to your chest. |