I think that these would give melee some desired quality of life improvement without breaking the flow of the game too much:
I was wondering if anyone else thinks that melee got the shorter end of a stick in Necromunda. It seems as if they've designed charge's length purely for 2D game, since it feels more or less fair on Zone Mortalis board, but on Sector Mechanicus it is really, really hard to actually get into melee. Charging something on a second floor of normal GW ruins is next to impossible as you have to start your move right next to a climbable surface while being unpinned. And good luck with that when someone keeps spraying at you.
- Charge has a length of a Double Move on 3D boards. On 2D boards charge stays as is, a Move + D3. (Lore explanation would be that it is harder to move freely in tunnels with cramped spaces, debris, dangling cables and such).
- You can move a fighter into base to base with an enemy (thus becoming engaged) using a fighter's normal move during it's activation. However you do not get the bonus of +1A or any skill bonuses that usually apply to a charge. (This allows pinned models to stand up and tie up if someone is too close)
- You may end up your movement within 1" of an enemy.* If an unengaged fighter activates while having an enemy within 1", he has to pass a disengage check to act normally, otherwise he has to engage an enemy within 1" using a charge. Fighters can't shoot if they are within 1" of an enemy.
- Charge can be declared using any route, if the shortest route goes through difficult/dangerous terrain, gaps that can be safely avoided, traps other avoidable obstructions (except enemy fighters!).
- If you have at least 1" of movement after being put into base to base as a result of a charge, you may immedeately move both fighters up to 1" as if an enemy was hit with a knockback weapon immedeately after making base to base contact. If there is not enough space to move an enemy model, then assume that fighters are engaged base to base using Wobbly model syndrome rule. (this allows charging enemies who are blocking ladders)
I was wondering if anyone else thinks that melee got the shorter end of a stick in Necromunda. It seems as if they've designed charge's length purely for 2D game, since it feels more or less fair on Zone Mortalis board, but on Sector Mechanicus it is really, really hard to actually get into melee. Charging something on a second floor of normal GW ruins is next to impossible as you have to start your move right next to a climbable surface while being unpinned. And good luck with that when someone keeps spraying at you.