I'm not suggesting that the following become official - I'm just sharing what our local campaign has decided to do for Critical Wounds.
In our previous campaign a few years ago, we used the Optional Critical Wounds table - it was fun and varied, but really slowed down the games and led to some arguments (especially the infamous Ricochet). In researching for our current campaign, I found one website (can't locate it again at the moment) which had a much simplified way of handling Critical Wounds. I reworked this a little more so that armor would always have a role, even against Critical Wounds, and this is what we ended up with:
- If an Armor Save was allowed and successful, the target still takes 1 Wound. (At least the armor stopped the additional effects below!)
- If no Armor Save was made, and all other Wound avoidance abilities also failed:
-- If the target has at least 2 Wounds left, it takes 2 Wounds.
-- If the target has only 1 Wound left, there is a +2 to the Injury roll.
Our first game yesterday using this Critical Wounds method was very successful and well-received.