Longbows and crossbows are considered armor-piercing weapons. Instead of using the provided optional rule (1 body level per two points over soak), the soak bonus from armor is halved when these weapons are used at short range. The soak bonus for natural armor (such as dragon hide) is determined by deducting Stamina from the total soak bonus.
Carryover may only be used for [combat skill] consecutive rounds. Also, carryover can never exceed the opponents defense score - the maximum advantage of carryover is equal to striking an undefending enemy. If you wish to take advantage of holes in armor, you must make a called shot (see size table notes in general house rules - it can be used in melee as well).
Fatigue rolls are made in combat when an exceptional roll (0 or 1) is made, not every round.
An "1" attack roll is a "critical hit", in the sense that effects, if any, are usually spectacular - chopped off heads, bodies sliced in two and cleaved skulls are the results of a critical killing blow. Even smaller hits usually result in the opponent leaving body parts on the field. Note that a fatigue roll is also required as per above item.