As we’ve talked about before, it makes some sense that damage should be possible with Blaze Away attacks. I’ve tried a number of solutions to this and had abandoned all of them for various reasons. The main problems were that it was making BA a better option than Shooting in so many cases that it was clearly going to create an imbalance in weapons use.
There are a lot of different model types in Deadzone, and in several cases the main difference is the weapon the model carries. Now there’s simply no point in going to the trouble of making all these models and writing all these stat lines if we then introduce a rule that makes one type flat out better than the rest. That would be silly.
The force selection process is very open to allow you to pick what you like from the models you have, but the flip side of this is that the balance must be pretty good. If one type is better all round then that’s all anyone will use. We’re aiming here for a selection of differently armed troopers, each of which has their own niche. Whilst you may have a favourite, they should all have a situation when they are the best at what needs to be done.
After I posted this there were several rather disappointed comments, so I went back to have one final look. Now there are several ways this could be done, but I really didn’t want to stick in a completely new mechanic that had nothing to do with the rest of the way the game worked. Then I had a new idea and this is what I’ve gone with.
When someone uses Blaze Away to attack they may cause damage to their target. Work out the attack as before with the addition of a triples result that drops the target 3 steps of Aggression. If the target’s Aggression is reduced to Suppressed and it still has steps left to drop then it takes those additional steps in potential damage instead.
For example, a Pinned target that is doubled would lose 2 steps of Aggression. One takes it to Suppressed and the other becomes potential damage. If it had been tripled it would have taken 2 points of potential damage.
This fits the damage process into the existing drop in Aggression and allows AP cards to be used with Blaze Away. It also gives you more reason to stack supports onto a single BA attack. All in all I think it works very smoothly to introduce the possibility of damage without making it overpowering or requiring radical changes in mechanics.
So I’m quite pleased. Hope you like it too.