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Pick an option
OPTION ONE 5%  5%  [ 2 ]
OPTION TWO 21%  21%  [ 8 ]
OPTION THREE 18%  18%  [ 7 ]
OPTION FOUR 33%  33%  [ 13 ]
OPTION FIVE 0%  0%  [ 0 ]
OPTION SIX 5%  5%  [ 2 ]
OPTION SEVEN 0%  0%  [ 0 ]
OPTION EIGHT 18%  18%  [ 7 ]
Total votes : 39

Warhound Titan Critical Hit - Voting Round 1

 Post subject: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Thu Nov 04, 2010 6:43 pm 
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The community apparently wants to change the Critical Hit Effect of the Warhound Titan.
Please pick one of the options below.
We will not adopt a new Critical Hit Effect until a clear majority leader has emerged, so we will have several rounds of voting with the least popular potential rules being culled at each round.
Each round of voting shall run for one week.
If the vote has enough weight behind it, I will submit the chosen proposal to the ERC for adoption across all Imperial lists.

The options I am presenting are:



OPTION ONE
Quote:
Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction (Stopping the Warhound if it encounters an obstruction it cannot step over). After staggering, the Warhound explodes and is destroyed. Any units within 5cm recieve a hit on a 6+, whilst any units staggered into or over recieve a hit on a 5+.


OPTION TWO
Quote:
Critical Hit Effect: The Warhound's Plasma reactor has been damaged. Roll a D6 for the Warhound in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Warhound, on a roll of 2-3 the Warhound suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cms of the Warhound will be hit on a 6+.


OPTION THREE
Quote:
Critical Hit Effect: The Warhound has been hit in a vital location and explodes. Any units within 5cms of the Warhound will be hit on a 6+.


OPTION FOUR
Quote:
Critical Hit Effect: A secondary explosion causes further damage to the Warhound, and it loses 1 point of Damage Capacity


OPTION FIVE
Quote:
Critical Hit Effect: The Warhound's legs are damaged, and it loses 5cm of speed


OPTION SIX
Quote:
The Warhound's Void Shield Generators are damaged, and it may not raise Void Shields for the remainder of the battle. A further critical hit will destroy the Warhound outright.


OPTION SEVEN
Quote:
The Warhound's targeting systems are damaged, and its shooting with its arm weapons is at -1 to hit for the remainder of the battle. A further critical hit destroys the Warhound outright.


OPTION EIGHT
Quote:
No change to the current rule

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 Post subject: Re: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Fri Nov 05, 2010 1:11 pm 
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S**T...I pressed the wrong button. I vote 4. not 3. Add one to 4.

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 Post subject: Re: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Fri Nov 05, 2010 1:12 pm 
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Noted.

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 Post subject: Re: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Sun Nov 07, 2010 1:15 pm 
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*bump* to let the poll be seen so we can get the maximum amount of votes.

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 Post subject: Re: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Mon Nov 08, 2010 1:22 pm 
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3 days of voting left in round 1.

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 Post subject: Re: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Thu Nov 11, 2010 5:14 am 
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The appeal of uniformity of criticals over imperial titans led me to voting 2, though 4 would be a nice compromise for less book keeping. I'm not a fan of any critical hit = destroyed result, SHTs being the prime offender, so I really don't like 3.


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 Post subject: Re: Warhound Titan Critical Hit - Voting Round 1
PostPosted: Thu Nov 11, 2010 10:43 am 
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Round 1 of voting ends tonight.

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