There have been a number of questions around the 3 different movement based actions in Deadzone. I thought I’d take a moment to discuss some of the decisions behind using this particular mix.
This is the basic action to get about the board. It is very flexible, and only a short action so it can combine with lots of other things. It’s the sort of thing you’d expect in a skirmish game.
Flat out speed on the level. Nice and simple.
One key reason for having this action is for climbing towers. At the end of each action, you need to be able to place a moving model on the board. This is normally not a problem. However, with the 3D environment in Deadzone, it’s relatively easy to build things that you can’t get up with this requirement.
As an example, imagine you have a solid 3″ cube of a building. A model that is standing in an adjacent cube on the same level is able to clamber on top of the cube in a single Move. So far, so good.
If you imagine this building has another identical one on top of it then you can no longer get on top of it without the Climb action. The issue is that there is nowhere to stop at the end of one cube’s Move to place the model. It’s halfway up a wall. As soon as you need to be able to do things like Overwatch, this becomes problematical.
By allowing a “double” move vertically, Climb enables a model to get on top of this sort of obstacle, making getting around the 3D environment that much easier. Of course, whilst this is a lot of movement you’re doing it at the expense of doing anything else in your Turn.
The question about whether you can move laterally whilst climbing often comes up. Yes you can. In fact, the ability to zig-zag laterally whilst climbing is what allows the kind of freedom of movement that I wanted the models to have. Not being able to move sideways while you Climb is immensely restrictive, and the situations where this limited of the action would be useful tend to be uncommon.
The requirement to go up 2 levels or down 2 is to stop this being the default action for every moving model. The main reason for this is in the way the actions and other rules interact, which brings me neatly to…
This is where some obscure things may start to make more sense.
The actions in Deadzone don’t exist in a vacuum. They are potentially modified by a number of different rules. The most important of these modifiers in the current DZ rules are the abilities that define individual models. The interaction between these abilities and the different movement-based actions allows me to differentiate between quite a few different levels of mobility.
Fast is a good example. If I hadn’t separated Sprint I wouldn’t be able to have creatures that were particularly quick on the flat, but which weren’t anything special at climbing. As this is the most common of the movement-based abilities, it was important to make this distinction. Agile is a better version of Fast because it allows the choice. Some have asked why include Fast because of this. The answer is that it allows me to include grades of mobility – in this case 4 levels (normal, Fast, Agile, Fast + Agile). Given the large and ever-growing number of different models in the Deadzone universe, it’s important to have the capacity to include this variety. Otherwise we’re going to get repetitive very quickly.