This is a
rule that we have played recently, and came about as we wanted to add
a few RPG elements into the main game.
The idea
is simple. There are two hatches on the board, wherever you want that
are linked. To enter the hatch, you must assault it, and gain 2 hits
on it for it to open. I has a weapon skill of 3 and toughness 4,
although you can vary this to make it more difficult to enter. When
these criteria have been met, the whole squad enters the hatch, and
misses a turn. After the missed turn, they re-emerge at the other
hatch, just as if they had done a normal move.
If a
opposing squad also enters from the other end, then resolve a assault
as normal, minus the assault charge. Failed leadership tests equals a
automatic sweeping advance, portraying that fighting in close
quarters is hard!
This
played very well. The attacking of the hatch portrays the attempt of
hacking, and with a stat line, fits in well with the armies
themselves. Space Marines, who have a understanding of technology
will be able to access easily, even with a 5 man squad, whereas Orks,
with the break everything mentality, may need to use the whole squad
to get through.
Give it a
try in your next game!
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