Actually, I don't even really want the dodge itself to change.
I still like the idea of dice decks. This doesn't rule out the dodge, but the possibility to roll 6 dodges in a row.
I've seen the BloodBowl reference above. One thing I like about BloodBowl are the Team Rerolls. If something goes extremely wrong, you can use one of these. In the first editions of BloodBowl, you could use a Team Reroll on ANY dice roll. I would love a mechanism like this in Imperial Assault.
How do dice decks work? Does each figure / deployment card have its own deck?
A dice deck is a deck of 6 cards (if you're using a D6), each card has a picture or equivalent of what is on each side of the die. There is 1 dice deck for each die, not for each figure or player (at least that's not how I've seen it done). The idea is that you are guaranteed to get each side of the die once before the system resets, creating a perfect distribution. When you draw the last card in the deck, you re-shuffle it and start again. This is really useful for testing as you can create a sense of the "larger picture" without having to roll a die a hundred or a thousand times to get a good average. And you don't have to play test a mission as many times because the randomness of the die is mitigated and the other factors of mission balance can be focused on.
There are several reasons that dice decks aren't used in production,. The biggest, in my opinion, is that it's too easy to count cards. You can mitigate this some by having 2 decks (12 cards for each D6), or by shuffling the deck sooner (eg. where there are 2 cards left, or when half the cards have been used). But I prefer the randomness of the dice in a game like this over a perfect distribution system.
Edited by thestag