Round One of Voting garnered 39 hands in the air, and, adjusted for MoK's mistaken vote, resulted in three popular choices, with support levels of 21%, 21%, and 30%.
All other options except "No change" had little-to-no support, and have been dropped from Round Two.
The option of "no change" only had 18% support in Round One, and so has been dropped from Round Two.
Please pick one of the options below.
We will not adopt a new Critical Hit Effect until a clear majority leader has emerged.
A round threeo of voting may be required, and 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 in Round Two are:
OPTION ONE
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 TWO
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 THREE
Quote:
Critical Hit Effect: A secondary explosion causes further damage to the Warhound, and it loses 1 point of Damage Capacity